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hi, keep Launchers work not

my settings:

    useLaunchers = 1; // Set to -1 to prevent AI from having anti-tank launchers
        launcherChance = 50; // In percentage
        keepLaunchers = -1; // Set to 1 if you want the AI to keep their launchers when they are killed
    keepAIbodies = 1; // Set to -1 if you want the AI's body to stay after they are killed
    useCryptoReward = 1; // Use 1 to ENABLE player crypto reward for killing an AI

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hi, keep Launchers work not

my settings:

    useLaunchers = 1; // Set to -1 to prevent AI from having anti-tank launchers
        launcherChance = 50; // In percentage
        keepLaunchers = -1; // Set to 1 if you want the AI to keep their launchers when they are killed
    keepAIbodies = 1; // Set to -1 if you want the AI's body to stay after they are killed
    useCryptoReward = 1; // Use 1 to ENABLE player crypto reward for killing an AI

Change  keepLaunchers = -1; to  keepLaunchers = 1;

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@Reaper_ I want the launcher all disappear in the dead AI

Your proposal does not make sense

keepLaunchers work not to 100%

If you want the launchers to stay it should be set to 1 if you want them to be deleted after AI die it should be set to -1. If they stay something could be wrong look for any errors in the .rpt file for VEMF.

 

 

 

 

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 7:56:28 Warning Message: Script functions\controls\fn_IGUIBack.sqf not found
 7:56:28 Warning Message: Script functions\controls\fn_RscText.sqf not found
 7:56:28 Warning Message: Script functions\controls\fn_bg.sqf not found
 7:56:28 Warning Message: Script functions\controls\fn_txtTag.sqf not found
 7:56:28 Warning Message: Script functions\controls\fn_txt.sqf not found
 7:56:28 Warning Message: Script functions\vemfClientMsg\fn_controls.sqf not found

how do i fix this? this is my description

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[] = {0,2,6};
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 cfgFunctions
{
	class A3E
	{
		tag = "EPOCH";
		class Client
		{
			file = "\x\addons\a3_epoch_code\init";
			class init
			{
				preInit = 1;
			};
			class postinit
			{
				postInit = 1;
			};
		};
	};
	//Put this in cfgFunctions section in description.ext
class VEMF
{
	tag = "VEMF";
	class VEMFclient
	{
		file = "VEMFclient";
		class vemfClientMessage {};
		class vemfClientInit { postInit = 1; };
	};
};

// If you have `class RscTitles` already, add this line to it:
#include "VEMFclient\hpp_mainVemfClient.hpp"

// If you do not have `class RscTitles` already, add this:
class RscTitles
{
	#include "VEMFclient\hpp_mainVemfClient.hpp"
};
};


class CfgRemoteExec
{
  class Functions
  {
    mode = 1;
    jip = 0;
    class EPOCH_server_save_vehicles {
      allowedTargets=2;
      jip = 0;
    };
  };
  class Commands {mode=0;};
};

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 !
};

class CfgEpochAirDrop
{
	AirDropFreq = 1200; //AirDropChance, to decide if Air drop occurs, will only be checked once per AirDropFreq time period, for each player. Min value = 120.
	AirDropChance = 6; //Percentage chance of air drop, for current player. Checked every AirDropFreq and upon antagonists spawn trigger. -1 To disable.
};

class CfgEpochCloak
{
	cRange = 300; //Distance, from target, at which Cloak will dispose. Cloak is also aware of players within this range. (Min: 60 / Max: 600)
	cAggression = 75; //Percentage chance of attack, currently a psychological attack (Cultist spooky voice). (Min: 1 / Max: 100)
	attackFrequency = 120; //One attack only per this period. (Min: 120)
	attackDistance = 38; // Distance, from target, up to which Cloak will attack. Lower for less vocals. (Min: 16)
	targetChangeFrequency = 42; //Cloak will only attempt to change target once per this period. Make Higher to stick to first target player. (Min: 42)
	teleportChance = 66; //Chance for cloak to teleport. (Min: 1)
	hoverFrequency = 1280; //Cloak has new hover attack. When player is above cloak, and at a distance, cloak will float to player and teleport attack. Only perform one of these moves per this period. (Min: 240)
};
#include "infiSTAR_AdminMenu.hpp"

 

Edited by Warfighter709

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@Warfighter709

Not home yet but for a fast look over the only issue I see so far is,

you have;

// If you have `class RscTitles` already, add this line to it:
#include "VEMFclient\hpp_mainVemfClient.hpp"

// If you do not have `class RscTitles` already, add this:
class RscTitles
{
	#include "VEMFclient\hpp_mainVemfClient.hpp"
};

try changing it to;

// If you have `class RscTitles` already, add this line to it:
// #include "VEMFclient\hpp_mainVemfClient.hpp"

// If you do not have `class RscTitles` already, add this:
class RscTitles
{
	#include "VEMFclient\hpp_mainVemfClient.hpp"
};

If you still have issues I can test it on my server tonight and see if I can get the same errors.

Edited by Reaper_

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I must admit .. I like it better than the last ver .. even if the ai go poof ! Great Work Again .. and I appreciate all you do !

Oh And I found where to change the code LOL ..now says CSQL instead of VEMF :).. 

 

 

Edited by Chainsaw Squirrel

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I may have found a slight issue with the latest update. When I first added it the messages for killing AI and missions starting/cleared weren't showing.

In my description.ext I changed class VEMFclient to class VEMFrclient and it fixed the messages not showing up. Thought I would share in case anyone else is having this issue.

 

Edited by Three Plus

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