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UPDATE!

Fixed the missiontimer so now it will actually wait for minimal players set in configuration.sqf.

Also added the ability to have multiple missions running at the same time. Max amount can be configured to fit your server's capabilities.

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  On 7/4/2015 at 12:17 PM, Tywin said:

Would the explosives spawn if I put them into the Items section?.. If not, is my only option to reduce the amount of explosives by reducing global mag amount?

 

A very kind and respectful donation might encourage me to add a feature to adjust item amount for certain items.

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Just downloaded the latest version and contained within the archive are several files called HELP_DECRYPT. They are html, PNG, Text and "Internet Shortcut" formats. This is the contents of the HELP_DECRYPT.TXT file:

  Reveal hidden contents

What's the deal? Is your Github compromised?

Edit: Never mind. It looks like my computer is infected :)

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  On 7/5/2015 at 1:24 PM, BetterDeadThanZed said:

Just downloaded the latest version and contained within the archive are several files called HELP_DECRYPT. They are html, PNG, Text and "Internet Shortcut" formats. This is the contents of the HELP_DECRYPT.TXT file:

  Reveal hidden contents

What's the deal? Is your Github compromised?

Edit: Never mind. It looks like my computer is infected :)

 

Uhhh... You massive zombie.

 

EDIT - Battleye restriction when wanting to fire the RPGs that the AI have...

 

CreateVehicle Restriction #0

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  On 7/5/2015 at 4:59 PM, Demi said:

Uhhh... You massive zombie.

 

EDIT - Battleye restriction when wanting to fire the RPGs that the AI have...

 

 

CreateVehicle Restriction #0This battleye restriction, is this a BEfilter, or? And will this allow us to pick up their launchers and ammo for it?

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IT07 this looks great! I'm having an issue as to how i should insert lines 3-14 into my Init.sqf, I am currently running SEM and ear plugs so my Init.Sqf looks like this

//////////////////////////////////////////////////////////////////////////
//cmEARPLUGS CODE START

call compile preProcessFileLineNumbers "cmEarplugs\config.sqf";

//cmEARPLUGS CODE END
//////////////////////////////////////////////////////////////////////////


if(hasInterface)then{execVM "semClient.sqf"};

I'm wondering if it should look like this with the new modifications.

//////////////////////////////////////////////////////////////////////////
//cmEARPLUGS CODE START

call compile preProcessFileLineNumbers "cmEarplugs\config.sqf";

//cmEARPLUGS CODE END
//////////////////////////////////////////////////////////////////////////


if(hasInterface)then{ "VEMFChatMsg" addPublicVariableEventHandler
{
systemChat ((_this select 1) select 0);
[
[
[((_this select 1) select 0),"align = 'center' size = '1' font='PuristaBold'"],
["","<br/>"],
[((_this select 1) select 1),"align = 'center' size = '0.5'"]
]
] spawn BIS_fnc_typeText2;
VEMFChatMsg = nil; execVM "semClient.sqf"};
Edited by BetterDeadThanZed
Put code in code box to make it easier to read.
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@Mr44Revolver...

if(hasInterface) then{
execVM "semClient.sqf";
"VEMFChatMsg" addPublicVariableEventHandler
{
    systemChat ((_this select 1) select 0);
    [
        [
            [((_this select 1) select 0),"align = 'center' size = '1' font='PuristaBold'"],
            ["","<br/>"],
            [((_this select 1) select 1),"align = 'center' size = '0.5'"]
        ]
    ] spawn BIS_fnc_typeText2;
    VEMFChatMsg = nil;
   };
};

Mine is like this and works perfect..

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Just some feedback here, the missions on the coast spawn the crate over the sea which makes them impossible to access is there anyway to make them spawn at the exact mission centre ?

 

Edit to add :

 

Sorry, just looking at the mission sqf and now changing max distance for findemptyposition so I think that will do it.

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  On 7/6/2015 at 12:01 AM, spartan said:

Just some feedback here, the missions on the coast spawn the crate over the sea which makes them impossible to access is there anyway to make them spawn at the exact mission centre ?

 

Edit to add :

 

Sorry, just looking at the mission sqf and now changing max distance for findemptyposition so I think that will do it.

 

I don't know if it's possible, but maybe a check in the code to determine if the drop zone is over water and if it is, look for another position?

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  On 7/6/2015 at 3:07 AM, BetterDeadThanZed said:

I don't know if it's possible, but maybe a check in the code to determine if the drop zone is over water and if it is, look for another position?

 

The drop zone is never on the water. It is the wind that can strafe the crate towards the water ;)

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  On 7/6/2015 at 7:46 AM, Demi said:

Any update on the Create Vehicle Restriction #0?

 

No offense but the createVehicle restriction can only be fixed by you editing your BE Filters :)

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  On 7/6/2015 at 7:53 AM, IT07 said:

No offense but the createVehicle restriction can only be fixed by you editing your BE Filters :)

 

And as such, I'm asking which filter it may be as it isn't bringing up anything but "create vehicle restriction #0" due to the rocket launchers.

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Do you have knowledge of createVehicle.txt filters? Search for this in your createVehicle.txt:

NLAW_F and RPG32_F and RPG32_HE_F and Titan_AA and Titan_AT and Titan_AP

But only do that of course if you want your players/hackers to be able to use rocket launchers :)

I am currently working on automatic deletion of the rocket launchers when the AI that has it gets killed.

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  On 7/6/2015 at 9:19 AM, IT07 said:

Do you have knowledge of createVehicle.txt filters? Search for this in your createVehicle.txt:

NLAW_F and RPG32_F and RPG32_HE_F and Titan_AA and Titan_AT and Titan_AP

But only do that of course if you want your players/hackers to be able to use rocket launchers :)

I am currently working on automatic deletion of the rocket launchers when the AI that has it gets killed.

 

Brilliant. Thanks!

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  On 7/6/2015 at 11:47 AM, spartan said:

I can report now that changing the max distance to 25 has improved things a lot I guess there may still be occasions when the crate drops into the sea but I think this will only be in extreme conditions.

 

Pilot error :P 

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  On 7/6/2015 at 12:01 AM, spartan said:

Just some feedback here, the missions on the coast spawn the crate over the sea which makes them impossible to access is there anyway to make them spawn at the exact mission centre ?

 

Edit to add :

 

Sorry, just looking at the mission sqf and now changing max distance for findemptyposition so I think that will do it.

Thanks alot! Worked like a charm!

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