Cavadus Posted May 18, 2015 Report Share Posted May 18, 2015 As the title says, I'm cool with the players on my server building in, on, and around existing structures and cities. Is there a way to allow player building everywhere no matter what? Link to comment Share on other sites More sharing options...
Dwarfer Posted May 18, 2015 Report Share Posted May 18, 2015 Cavadus Have you taken the items out of the description.ext yet ? You have blockedArea and buildingNearbyMilitary to start with Link to comment Share on other sites More sharing options...
second_coming Posted May 18, 2015 Report Share Posted May 18, 2015 There are still some zones which are disallowed even after removing the entries in the description.ext and allowing building near military bases. I seem to remember seeing some areas defined in the non editable server files. Link to comment Share on other sites More sharing options...
Cavadus Posted May 18, 2015 Author Report Share Posted May 18, 2015 Cavadus Have you taken the items out of the description.ext yet ? You have blockedArea and buildingNearbyMilitary to start with I haven't. Where would I find that file in the structure? Link to comment Share on other sites More sharing options...
cyncrwler Posted May 18, 2015 Report Share Posted May 18, 2015 As Dwarfer stated above, in the Description.ext class CfgEpochClient { buildingNearbyMilitary = 1; //1 to allow building nearby buildingNearbyMilitaryRange = 300; //Define radius of blocked area buildingRequireJammer = 0; // 1 = to allow building without a jammer buildingCountLimit = 200; // how many objects can be built within range of a jammer buildingJammerRange = 75; // jammer range in meters EPOCH_news[] = {"Word is that Sappers have a new boss.","Dogs will often lure them monsters away.","My dog was blown up. I miss him.."}; class Altis { blockedArea[] = { //[POS],radius { { 16085, 16997, 0 }, 250 }, //South Telos { { 12844, 16714, 0 }, 120 }, //Soldner Base { { 3085, 13184, 0 }, 300 }, //Kavalar Carstel { { 13493, 12013, 0 }, 450 }, //Makrynisi (Island) { { 17439, 13165, 0 }, 165 }, //Pyrgorsk Military { { 20084, 6728, 0 }, 55 }, //West of Selakano { { 25303, 21807, 0 }, 100 } //Sofia }; }; class Chernarus { blockedArea[] = { { { 10203, 1886, 0 }, 430 }, //South Electro { { 6822, 2498, 0 }, 600 }, //Cherno { { 4612, 9670, 0 }, 140 }, //NWAF south barack { { 4907, 10117, 0 }, 250 }, //NWAF NE hangas { { 4707, 10384, 0 }, 200 }, //NWAF north barack { { 4069, 10778, 0 }, 75 }, //NWAF west hangas { { 4553, 10722, 0 }, 150 }, //NWAF NW hangas { { 12279, 9505, 0 }, 350 }, //Berenzino Mid { { 12816, 9816, 0 }, 400 }, //Berenzino SE { { 12991, 10147, 0 }, 375 }, //Berenzino Docs { { 2693, 5138, 0 }, 200 }, //Zeleno { { 11467, 7508, 0 }, 150 }, //Polana Factory { { 13092, 7096, 0 }, 140 } //Solnichniy Factory }; }; }; Link to comment Share on other sites More sharing options...
Cavadus Posted May 19, 2015 Author Report Share Posted May 19, 2015 Right, in what file directory would I find "description.ext?" Is it inside of a PBO, folder, et cetera? Link to comment Share on other sites More sharing options...
Richie Posted May 19, 2015 Report Share Posted May 19, 2015 Inside your mission .pbo file inside the MPMissions directory It's the one called epoch.Your_Map_Choice Link to comment Share on other sites More sharing options...
Cavadus Posted May 19, 2015 Author Report Share Posted May 19, 2015 So I went to my MPMissions folder, downloaded "epoch.Altis.pbo," opened it up, extracted "description.ext," and here's what I'm seeing in notepad++: author = "Epoch Mod Team"; class Header { gameType = Sandbox; minPlayers = 1; maxPlayers = 100; }; respawn = "BASE"; respawnDelay = 600; respawnDialog = 0; onLoadMission= "Epoch"; OnLoadIntro = "Welcome to Epoch Mod"; loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; OnLoadIntroTime = False; OnLoadMissionTime = False; onLoadName = "Epoch Mod"; disabledAI = true; scriptedPlayer = 1; disableChannels[]={0,1,2,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; enableDebugConsole = 0; joinUnassigned = 0; respawnOnStart = 0; forceRotorLibSimulation = 1; corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; Not the right file??? Link to comment Share on other sites More sharing options...
Nic Posted May 19, 2015 Report Share Posted May 19, 2015 It should look like this, it looks like the end of the file got cut off or something. Might want to re-download. author = "Epoch Mod Team"; class Header { gameType = Sandbox; minPlayers = 1; maxPlayers = 100; }; respawn = "BASE"; respawnDelay = 600; respawnDialog = 0; onLoadMission= "Epoch"; OnLoadIntro = "Welcome to Epoch Mod"; loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; OnLoadIntroTime = False; OnLoadMissionTime = False; onLoadName = "Epoch Mod"; disabledAI = true; scriptedPlayer = 1; disableChannels[]={0,1,2,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; enableDebugConsole = 0; joinUnassigned = 0; respawnOnStart = 0; forceRotorLibSimulation = 1; corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; class CfgEpochClient { buildingNearbyMilitary = 0; //1 to allow building nearby buildingNearbyMilitaryRange = 300; //Define radius of blocked area buildingRequireJammer = 0; // 1 = to allow building without a jammer buildingCountLimit = 200; // how many objects can be built within range of a jammer buildingJammerRange = 75; // jammer range in meters class Altis { blockedArea[] = { //[POS],radius { { 16085, 16997, 0 }, 250 }, //South Telos { { 12844, 16714, 0 }, 120 }, //Soldner Base { { 3085, 13184, 0 }, 300 }, //Kavalar Carstel { { 13493, 12013, 0 }, 450 }, //Makrynisi (Island) { { 17439, 13165, 0 }, 165 }, //Pyrgorsk Military { { 20084, 6728, 0 }, 55 }, //West of Selakano { { 25303, 21807, 0 }, 100 } //Sofia }; }; class Chernarus { blockedArea[] = { { { 10203, 1886, 0 }, 430 }, //South Electro { { 6822, 2498, 0 }, 600 }, //Cherno { { 4612, 9670, 0 }, 140 }, //NWAF south barack { { 4907, 10117, 0 }, 250 }, //NWAF NE hangas { { 4707, 10384, 0 }, 200 }, //NWAF north barack { { 4069, 10778, 0 }, 75 }, //NWAF west hangas { { 4553, 10722, 0 }, 150 }, //NWAF NW hangas { { 12279, 9505, 0 }, 350 }, //Berenzino Mid { { 12816, 9816, 0 }, 400 }, //Berenzino SE { { 12991, 10147, 0 }, 375 }, //Berenzino Docs { { 2693, 5138, 0 }, 200 }, //Zeleno { { 11467, 7508, 0 }, 150 }, //Polana Factory { { 13092, 7096, 0 }, 140 } //Solnichniy Factory }; }; }; class CfgEpochSapper { detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4 groanTrig = 16; //Percentage chance of a groan. Min value = 4 sRange = 300; //Distance from target over which sapper will dispose. Range within which sapper code will be aware of targets. Distance up to which sapper will attempt to find a spot to hide in. Min Value = 150. smellDist = 24; //Distance up to which sapper can smell. Used to decide if sapper can see target when deciding to charge and influences target selection. Is influenced by wind direction. Min Value = 8. }; class CfgEpochUAV { UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8. UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400. UAVHeight = 100; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height ! }; Link to comment Share on other sites More sharing options...
Cavadus Posted May 19, 2015 Author Report Share Posted May 19, 2015 Hmmm, created a new description.ext, packaged it in the pbo, stopped server, uploaded it, but it appears to have no effect so far on disallowed zones. GTX Gaming is my host. I wonder if they maybe keep these settings in a separate file or something. Thanks for all of the help, everyone. Back to the drawing board, I guess. Link to comment Share on other sites More sharing options...
DirtySanchez Posted May 19, 2015 Report Share Posted May 19, 2015 Yes so far our community has found with all blocked zones disabled, we still cannot build in pyrgos and athira. I'm sure they will find more as the days go on. Link to comment Share on other sites More sharing options...
umfufu Posted May 19, 2015 Report Share Posted May 19, 2015 buildingNearbyMilitary = 0; //1 to allow building nearby buildingNearbyMilitaryRange = 300; //Define radius of blocked area <<<<< This u should set at 0 After this we where able to build in Pyrgos-base , and syrta wich isnt in a nobuild list (correct me if iam wrong) Link to comment Share on other sites More sharing options...
second_coming Posted May 19, 2015 Report Share Posted May 19, 2015 In a3_epoch_code.pbo (compile\building\EPOCH_isBuildAllowed.sqf) it also blocks building within 300 metres of any 'ProtectionZone_Invisible_F' or any 'NameCityCapital'. So until the server code is unlocked you can't build near them without some jiggery pokery :) Link to comment Share on other sites More sharing options...
Cavadus Posted May 20, 2015 Author Report Share Posted May 20, 2015 Okay, that was the problem I was having. Was trying to build on the FOB northeast of Pyrgos. Went to the FOB northeast of the airport and was able to build there without issue. Thank you, everyone. Couldn't have done it without you :) Link to comment Share on other sites More sharing options...
Cavadus Posted May 20, 2015 Author Report Share Posted May 20, 2015 So weird side effect. I made the changes as stated above and now drones no longer spawn. Checked the config file and its set to a 10% chance on item loot but one hasn't spawned in about two days? Do drones need no build zones to spawn in and fly out of? I'm still getting sappers spawning no problem. Link to comment Share on other sites More sharing options...
Korwiin Posted August 2, 2015 Report Share Posted August 2, 2015 In a3_epoch_code.pbo (compile\building\EPOCH_isBuildAllowed.sqf) it also blocks building within 300 metres of any 'ProtectionZone_Invisible_F' or any 'NameCityCapital'. So until the server code is unlocked you can't build near them without some jiggery pokery :) I am a coding rookie, so I need some help translating this... the way I read the below code, and I am untrained/unskilled in doing so, it appears to me that "buildingNearbyMilitaryRange" is completely nullified by the code and locked down to 300 meters. Here is how I am translating the code: IF buildNearbyMilitary (in the description.ext file?) is set to 0, then set _range to the value in the description.ext file. IF _range is greater than zero, then ignore that and put a 300 meter restriction on military and protected zones. IF _range is not greater than 0, then start by setting the military build restrictions to 0 meters, then go back and append protected zones and military buildings again, this time restricting them to 300. IF buildNearbyMilitary is not set to 0, then restrict building near protected zones only by 300 meters radius. if (getNumber(_config >> "buildingNearbyMilitary") == 0) then{ _range = getNumber(_config >> "buildingNearbyMilitaryRange"); if (_range > 0) then { _restricted = nearestObjects [player, ["ProtectionZone_Invisible_F","Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"], 300]; } else { _restricted = nearestObjects [player, ["Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"], _range]; _restricted append (nearestObjects [player, ["ProtectionZone_Invisible_F","Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"], 300]); }; } else { _restricted = nearestObjects [player, ["ProtectionZone_Invisible_F"], 300]; }; Link to comment Share on other sites More sharing options...
Tricky Posted March 27, 2017 Report Share Posted March 27, 2017 gtx gaming where are these files? Link to comment Share on other sites More sharing options...
He-Man Posted March 27, 2017 Report Share Posted March 27, 2017 In your mission file: epoch_config\Configs\CfgEpochClient.hpp Spoiler buildingNearbyMilitary = 1; buildingNearbyMilitaryRange = 300; buildingNearbyMilitaryClasses[] = {"Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"}; restrictedLocations[] = {"NameCityCapital"}; restrictedLocationsRange = 300; epoch_config\Configs\CfgEpochClient\"yourmapname".hpp Spoiler blockedArea[] = { { { 16286.1, 33578.6, 0 }, 650 }, //Darwin { { 28467, 35190.1, 0 }, 150 }, //Weipa { { 32103.5, 29816.8, 0 }, 300 }, //Cairns { { 26754.5, 28028.5, 0 }, 120 }, //Mount Isa { { 22069.6, 25578.4, 0 }, 380 }, //Alice Springs { { 19741.6, 24224.8, 0 }, 420 }, //Pine Gap { { 5201.47, 18284, 0 }, 1100 }, //Perth { { 31122.2, 19938.1, 0 }, 280 }, //Toowoomba { { 38111.5, 19942.4, 0 }, 600 }, //North Brisbane { { 38621.4, 19226.6, 0 }, 410 }, //South Brisbane { { 27702.9, 16997.3, 0 }, 170 }, //Broken Hill { { 20723.4, 12752.9, 0 }, 160 }, //Port Lincoln { { 25072.6, 12705.2, 0 }, 350 }, //Adelaide { { 36505.9, 12877.1, 0 }, 540 }, //North Sydney { { 36469.4, 12133.5, 0 }, 420 }, //South Sydney { { 31070, 10856, 0 }, 750 }, //North Melbourne { { 31205.9, 9721.02, 0 }, 510 }, //South Melbourne { { 35364.5, 8453.59, 0 }, 200 } //Eden }; Link to comment Share on other sites More sharing options...
Tricky Posted March 27, 2017 Report Share Posted March 27, 2017 ok i got it and stuff but when i upgrade the cinder walls my game crashes.. any idea why? Link to comment Share on other sites More sharing options...
Tricky Posted March 27, 2017 Report Share Posted March 27, 2017 arma 3 EPOCH error code on cinder upgrade-0xC0000094 - STATUS_INTEGER_DIVIDE_BY_ZERO Link to comment Share on other sites More sharing options...
He-Man Posted March 27, 2017 Report Share Posted March 27, 2017 Link to comment Share on other sites More sharing options...
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