Caveman1 Posted September 20, 2015 Report Share Posted September 20, 2015 (edited) another great mod by IT07. Just awesome..No problems. Also plays well with A3AI. Edited September 20, 2015 by Caveman1 IT07 1 Link to comment Share on other sites More sharing options...
Scorpi Posted September 20, 2015 Report Share Posted September 20, 2015 UPDATE!New features, fixes and small changes to AIWorks fine, thanks IT07 1 Link to comment Share on other sites More sharing options...
serveratze88 Posted September 21, 2015 Report Share Posted September 21, 2015 hi, keep Launchers work notmy 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 Link to comment Share on other sites More sharing options...
Reaper_ Posted September 21, 2015 Report Share Posted September 21, 2015 hi, keep Launchers work notmy 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 AIChange keepLaunchers = -1; to keepLaunchers = 1; Link to comment Share on other sites More sharing options...
serveratze88 Posted September 21, 2015 Report Share Posted September 21, 2015 (edited) @Reaper_ I want the launcher all disappear in the dead AIYour proposal does not make sensekeepLaunchers work not to 100% Edited September 21, 2015 by serveratze88 Link to comment Share on other sites More sharing options...
Reaper_ Posted September 21, 2015 Report Share Posted September 21, 2015 @Reaper_ I want the launcher all disappear in the dead AIYour proposal does not make sensekeepLaunchers 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. Link to comment Share on other sites More sharing options...
serveratze88 Posted September 21, 2015 Report Share Posted September 21, 2015 bla bla bla I know how I have to adjust allIt does not work 100% what they want to try to explain to me for example at every 5 AI does not disappear the launcher Link to comment Share on other sites More sharing options...
Warfighter709 Posted September 22, 2015 Report Share Posted September 22, 2015 (edited) 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 foundhow do i fix this? this is my descriptionauthor = "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 September 22, 2015 by Warfighter709 Link to comment Share on other sites More sharing options...
Reaper_ Posted September 22, 2015 Report Share Posted September 22, 2015 (edited) @Warfighter709Not 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 September 22, 2015 by Reaper_ Link to comment Share on other sites More sharing options...
Warfighter709 Posted September 22, 2015 Report Share Posted September 22, 2015 (edited) @Reaper_That fixed most of the errors. but it still says:10:36:44 Warning Message: Script functions\vemfClientMsg\fn_controls.sqf not found Edited September 22, 2015 by Warfighter709 Link to comment Share on other sites More sharing options...
IT07 Posted September 22, 2015 Author Report Share Posted September 22, 2015 (edited) There ya go @Warfighter709 : http://pastebin.com/dzNgGAnq Edited September 22, 2015 by IT07 Link to comment Share on other sites More sharing options...
Reaper_ Posted September 22, 2015 Report Share Posted September 22, 2015 There ya go @Warfighter709 : http://pastebin.com/dzNgGAnqSo the problem's were within the description.ext file. Wasn't 100% sure until I was able to check mine. Link to comment Share on other sites More sharing options...
Three Plus Posted September 28, 2015 Report Share Posted September 28, 2015 Is there anyway to change the way its broadcast messages not a huge fan of how it looks.https://gyazo.com/0a2730c187d7db5cdc13986627ae08e9 Link to comment Share on other sites More sharing options...
IT07 Posted September 28, 2015 Author Report Share Posted September 28, 2015 Is there anyway to change the way its broadcast messages not a huge fan of how it looks.https://gyazo.com/0a2730c187d7db5cdc13986627ae08e9Well too bad for you then. Link to comment Share on other sites More sharing options...
Three Plus Posted September 28, 2015 Report Share Posted September 28, 2015 I wasn't trying to be disrespectful sorry if I came off like that. I've seen it displayed differently on other servers and was wondering if there's a way to change it. Link to comment Share on other sites More sharing options...
IT07 Posted September 28, 2015 Author Report Share Posted September 28, 2015 You have the free choice to change it locally and use it on your server without problem. The files are all there. It can be changed Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted September 30, 2015 Report Share Posted September 30, 2015 keepAIbodies = -1; // Set to -1 if you want the AI's body to stay after they are killedBodies go POOF instantly not stay :( Link to comment Share on other sites More sharing options...
IT07 Posted September 30, 2015 Author Report Share Posted September 30, 2015 I think there is a double negative in it. If you want to keep them, set it to 1. I must admit that the comment kind of messed it up. Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted September 30, 2015 Report Share Posted September 30, 2015 (edited) 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 September 30, 2015 by Chainsaw Squirrel Link to comment Share on other sites More sharing options...
IT07 Posted October 4, 2015 Author Report Share Posted October 4, 2015 UPDATE!Epoch_VEMF is now called Epoch_VEMF_Reloaded because the original author (TheVampire) is continuing his project again. serveratze88 1 Link to comment Share on other sites More sharing options...
serveratze88 Posted October 4, 2015 Report Share Posted October 4, 2015 hi, download link ? ^^ IT07 1 Link to comment Share on other sites More sharing options...
Three Plus Posted October 5, 2015 Report Share Posted October 5, 2015 (edited) 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 October 5, 2015 by Three Plus Sawboss 1 Link to comment Share on other sites More sharing options...
DeltaUKA Posted October 5, 2015 Report Share Posted October 5, 2015 Download link please.anybody? Link to comment Share on other sites More sharing options...
serveratze88 Posted October 5, 2015 Report Share Posted October 5, 2015 Works fine, thanks A3_Epoch_VEMF_Reloaded >DOWNLOAD LINK< Link to comment Share on other sites More sharing options...
IT07 Posted October 8, 2015 Author Report Share Posted October 8, 2015 UPDATE!Fixes for mission spawn issues and also a new feature: enable/disable mission announcements serveratze88 1 Link to comment Share on other sites More sharing options...
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