IT07 Posted June 19, 2015 Report Share Posted June 19, 2015 a3_vemf_reloaded by IT07- ABOUT -a3_vemf_reloaded is based on VEMF (Vampire's Epoch Mission Framework). VEMFr is meant to be very stable, reliable and best for performance. - DOWNLOAD -https://github.com/IT07/a3_vemf_reloaded Three Plus, pr0dukt, JediChris816 and 18 others 21 Link to comment Share on other sites More sharing options...
Richie Posted June 19, 2015 Report Share Posted June 19, 2015 Great to see VEMF continue, good job IT07 :) Tophi and IT07 2 Link to comment Share on other sites More sharing options...
IT07 Posted June 20, 2015 Author Report Share Posted June 20, 2015 UPDATE! v0.0350r Check the new changelog for changes Link to comment Share on other sites More sharing options...
jaikaiman Posted June 20, 2015 Report Share Posted June 20, 2015 Awesome :) Do we need the old calls from init.sqf file? I.E. //Vampires Missions if (!isDedicated) 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; }; }; IT07 1 Link to comment Share on other sites More sharing options...
IT07 Posted June 20, 2015 Author Report Share Posted June 20, 2015 Awesome :) Do we need the old calls from init.sqf file? yes :) except the ExecVM that directs towards the init.sqf inside the VEMF.pbo because I made it so the pbo "starts itself" EDIT: I added missing install info to the README.md on GitHub. Link to comment Share on other sites More sharing options...
Scorpi Posted June 20, 2015 Report Share Posted June 20, 2015 Mission is not completed, wait for the next mission already 1 hour Bug? RPT: "[VEMF] WaitMissComp: Waiting Over. VEMFDynInv Completed." "[VEMF]: DynTownInv: Crate Spawned At: [13994.5,18705.4,0.00255013] / Grid: 139187" Link to comment Share on other sites More sharing options...
IT07 Posted June 20, 2015 Author Report Share Posted June 20, 2015 Mission is not completed, wait for the next mission already 1 hour Bug? RPT: "[VEMF] WaitMissComp: Waiting Over. VEMFDynInv Completed." "[VEMF]: DynTownInv: Crate Spawned At: [13994.5,18705.4,0.00255013] / Grid: 139187" What is the problem exactly? Are you getting the messages onscreen? Link to comment Share on other sites More sharing options...
Scorpi Posted June 20, 2015 Report Share Posted June 20, 2015 Are you getting the messages onscreen? yes then There are no new mission ---------- // MISSION TIMER // (in minutes) VEMFMinMissTime = 2; VEMFMaxMissTime = 5; Link to comment Share on other sites More sharing options...
Halvhjearne Posted June 20, 2015 Report Share Posted June 20, 2015 ppl does not understand that you need a radio, not to mention the fact that the code for that sometimes fail and is not recived correctly. in my version i just changed it to always message all players online ... also when it fails and is deleted, so they know that aswell. oh and the completetion radius is sometimes messed up, im not sure whats up with that, i havent looked into it yet ... (this is in my personal version of vemf btw, idk if you already tried to fix that) Link to comment Share on other sites More sharing options...
IT07 Posted June 20, 2015 Author Report Share Posted June 20, 2015 ppl does not understand that you need a radio, not to mention the fact that the code for that sometimes fail and is not recived correctly. in my version i just changed it to always message all players online ... also when it fails and is deleted, so they know that aswell. I have made it so they do not need a radio. Link to comment Share on other sites More sharing options...
Scorpi Posted June 20, 2015 Report Share Posted June 20, 2015 image removed Link to comment Share on other sites More sharing options...
Scorpi Posted June 20, 2015 Report Share Posted June 20, 2015 Problem found. The Bug is in the fn_missionTimer.sqf. Link to comment Share on other sites More sharing options...
IT07 Posted June 20, 2015 Author Report Share Posted June 20, 2015 @Scorpi: is there any obvious script errors showing up? And can you post all of the lines from your RPT that start with [VEMF] ? Link to comment Share on other sites More sharing options...
Scorpi Posted June 20, 2015 Report Share Posted June 20, 2015 Problem found. The Bug is in the fn_missionTimer.sqf. RPT: 0:32:28 "[VEMF] WaitMissComp: Waiting Over. VEMFDynInv Completed." 0:32:28 "[VEMF]: DynTownInv: Crate Spawned At: [17063.9,9992.4,0.0336895] / Grid: 170099" 0:32:33 "[VEMF] Mission 'Dynamic Town Invasion' started!" 0:32:54 "[VEMF]: (VEMFDynInv) Waiting for 0/11 Units or Less to be Alive and a Player to be Near the Objective." 0:33:54 "[VEMF] WaitMissComp: Waiting Over. VEMFDynInv Completed." 0:33:55 "[VEMF]: DynTownInv: Crate Spawned At: [20769.9,6741.12,0.031826] / Grid: 207067" Link to comment Share on other sites More sharing options...
Scorpi Posted June 20, 2015 Report Share Posted June 20, 2015 I have your replaced against the original. Now it goes. Link to comment Share on other sites More sharing options...
IT07 Posted June 21, 2015 Author Report Share Posted June 21, 2015 @Scorpi: I will investigate on this issue. Link to comment Share on other sites More sharing options...
IT07 Posted June 21, 2015 Author Report Share Posted June 21, 2015 UPDATE! v0.0370r Check the new changelog for changes Major Khunt and Scorpi 2 Link to comment Share on other sites More sharing options...
Major Khunt Posted June 21, 2015 Report Share Posted June 21, 2015 great work IT07 :) really would have been a shame for this system to fade away it has sooo much potential IT07 1 Link to comment Share on other sites More sharing options...
Scorpi Posted June 21, 2015 Report Share Posted June 21, 2015 UPDATE! v0.0370r works fine :rolleyes: I need to create help VEMF addon. Do you have an example? Link to comment Share on other sites More sharing options...
JediChris816 Posted June 21, 2015 Report Share Posted June 21, 2015 IT07, thanks for sharing this and major thanks to Vampire for giving IT07 permissions. IT07 1 Link to comment Share on other sites More sharing options...
IT07 Posted June 21, 2015 Author Report Share Posted June 21, 2015 UPDATE! v0.0381a ALPHA Check the new changelog for changes Link to comment Share on other sites More sharing options...
Scorpi Posted June 22, 2015 Report Share Posted June 22, 2015 Some crates will be destroyed if they spawn nearly houses Link to comment Share on other sites More sharing options...
Halvhjearne Posted June 22, 2015 Report Share Posted June 22, 2015 Some crates will be destroyed if they spawn nearly houses i disabled dammage on the crates in my missions, for some reason crates gets destroyed a lot easier in arma 3 than in arma 2. try something like: _this allowDammage false; obviusly change _this to whatever the variable is for your crate. Link to comment Share on other sites More sharing options...
IT07 Posted June 22, 2015 Author Report Share Posted June 22, 2015 Some crates will be destroyed if they spawn nearly houses I have in fact seen that issue I will look if I can fix it. I am very busy atm because I am developing for Epoch atm so expect it to take a little longer than ussual. Link to comment Share on other sites More sharing options...
Scorpi Posted June 22, 2015 Report Share Posted June 22, 2015 Ok Link to comment Share on other sites More sharing options...
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