IT07 Posted October 24, 2015 Author Report Share Posted October 24, 2015 UPDATE!A newly improved mission notification as well as some small server-side improvements Three Plus, Scorpi, Tophi and 1 other 4 Link to comment Share on other sites More sharing options...
Three Plus Posted October 24, 2015 Report Share Posted October 24, 2015 Digging the new notification system. +1 IT07 1 Link to comment Share on other sites More sharing options...
Scorpi Posted October 24, 2015 Report Share Posted October 24, 2015 (edited) UPDATE!A newly improved mission notification as well as some small server-side improvementsWorks fine, thanksIs it possible to build a random mission system? For example with SWAT or Military :) Edited October 24, 2015 by Scorpi Link to comment Share on other sites More sharing options...
IT07 Posted October 25, 2015 Author Report Share Posted October 25, 2015 @Scorpi: funny that you asked xD I have actually made it like that for Exile already because there were peeps requesting it on those forums. And of course, S.W.A.T. and Police fit more into Exile than it does into Epoch Link to comment Share on other sites More sharing options...
Swash Posted October 28, 2015 Report Share Posted October 28, 2015 Updated a couple days ago, all looks good but I'm not getting any map markers running 0726.3.Mission text and actual missions all work as perfectly, but I am no longer getting map markers.Markers are enabled useMarker = 1; // Use -1 to disable mission markers Link to comment Share on other sites More sharing options...
IT07 Posted October 28, 2015 Author Report Share Posted October 28, 2015 Any errors in your RPT? Link to comment Share on other sites More sharing options...
Swash Posted October 28, 2015 Report Share Posted October 28, 2015 Nevermind it was a bad pbo repack. I just unzipped the stock files, copy/paste my settings and repacked, and it was all beautiful again.It rarely happens, but it happens... Link to comment Share on other sites More sharing options...
IT07 Posted November 9, 2015 Author Report Share Posted November 9, 2015 UPDATEAdded option to enable/disable the ability to lift the loot crate from mission Link to comment Share on other sites More sharing options...
ScauT Posted November 9, 2015 Report Share Posted November 9, 2015 Hi guys,somehow it will not load..RPT: 11:01:22 C:\xxx\xxx\xxx\xxx\@EpochHive\addons\epoch_vemf_reloaded.pbo - unknownanyone have an idea? Link to comment Share on other sites More sharing options...
Cavadus Posted January 22, 2016 Report Share Posted January 22, 2016 Anyone get this mod working lately? Just tried a new install and it killed my server. Link to comment Share on other sites More sharing options...
Hazmat Posted January 23, 2016 Report Share Posted January 23, 2016 Been running in our server for a while now without issue. Anything in the logfiles? Link to comment Share on other sites More sharing options...
Cavadus Posted January 24, 2016 Report Share Posted January 24, 2016 Hmmm, got the server running with the mod installed but it doesn't seem to be popping any missions. Are there any special particular settings that need to be tweaked for Esseker? Looked through my log and I see zero mention of the mod. Here's what my config file looks like: Spoiler /* Author: IT07 Description: cpp config file for Epoch_VEMF_Reloaded What is VEMF_Reloaded? It is a complete remake of VEMF by TheVampire. VEMF_Reloaded was originally called VEMF but because the original creator wanted to continue his work on VEMF, the remade version of VEMF had its name changed into VEMF_Reloaded. */ class CfgVemfReloaded { // Global settings allowHeadLessClient = -1; // HC support is currently broken // Set to 1 if you have (a) headless client(s) | -1 = DISABLED minServerFPS = 20; // Missions will not spawn if server's FPS is below this number validateLoot = 1; // Use -1 to disable. Checks if defined classes in loot and ai gear (except blacklist) are valid. Will output test result to RPT if ERROR logs enabled minPlayers = 1; // Missions will not start until player count reaches this number OR when player count goes below this amount maxGlobalMissions = 2; // Use -1 to disable limit | Max amount of missions that are allowed to run at the same time timeOutTime = 30; // In minutes. Use -1 to disable mission timeout; Minimal: 5 minNew = 30; // Minimum time before new mission can run maxNew = 60; // Maximum time before new mission can run missionList[] = {"MilitiaInvasions"}; // Speaks for itself, right? missionDistance = 3000; // Minimum distance between missions addons[] = {}; // Not used for now noMissionPos[] = {{{}}}; // Format: {{position},radius} | Default: Altis East spawn locationBlackList[] = {}; housesBlacklist[] = {"Land_Pier_F"}; killPercentage = 100; // In percent. 100 means all AI that belong to mission need to be killed sayKilled = -1; // Set to -1 if you do not want AI killed messages allowSmall = 1; // Set to -1 if you do not want missions to target very small unusual locations 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 be deleted after they are killed useCryptoReward = 1; // Use 1 to ENABLE player crypto reward for killing an AI maxCryptoReward = 50; // Amount of crypto to give (minimum) | amount is being scaled upwards depending on kill skill /////// Debugging/learning mode /////// enableDebug = 2; // -1 to disable all VEMF logs, 0 = ERRORS only | 1 = INFO only | 2 = ERRORS & INFO /////////////////////////////////////// // Global AI skill settings. They affect each VEMF unit for any default VEMF mission class aiSkill // Minimum: 0 | Maximum: 1 { difficulty = "Veteran"; // Options: "Easy" "Normal" "Veteran" "Hardcore" | Default: Veteran class Easy { accuracy = 0.05; aimingShake = 0.3; aimingSpeed = 0.1; endurance = 0.45; spotDistance = 0.65; spotTime = 0.5; courage = 1; reloadSpeed = 0.3; commanding = 0.85; general = 0.3; }; class Normal { accuracy = 0.4; aimingShake = 0.3; aimingSpeed = 0.3; endurance = 0.45; spotDistance = 0.65; spotTime = 0.5; courage = 1; reloadSpeed = 0.3; commanding = 0.85; general = 0.4; }; class Veteran { accuracy = 0.1; aimingShake = 0.3; aimingSpeed = 0.2; endurance = 0.3; spotDistance = 0.4; spotTime = 0.; courage = 1; reloadSpeed = 0.3; commanding = 0.85; general = 0.4; }; class Hardcore // Also known as Aimbots { accuracy = 0.4; aimingShake = 0.3; aimingSpeed = 0.3; endurance = 0.45; spotDistance = 0.65; spotTime = 0.5; courage = 1; reloadSpeed = 0.3; commanding = 0.85; general = 0.7; }; }; class MI // Militia Invasions settings { useAnnouncements = 1; // Use -1 to disable mission announcements useMarker = 1; // Use -1 to disable mission markers maxInvasions = 3; // Max amount of active uncompleted invasions allowed at the same time cal50s = 1; // Max amount of .50 caliber machineguns at mission | Needs to be lower than total unit count per mission keep50s = -1; // Set to -1 to enable the removal of all 50s created by MI cal50delMode = 1; // 1 is delete, 2 is destroy groupCount[] = {2,4}; // In format: {minimum, maximum}; VEMF will pick a random number between min and max. If you want the same amount always, use same numbers for minimum and maximum. groupUnits[] = {4,8}; // How much units in each group. Works the same like groupCount /* TIP: increase groupCount and decrease groupUnits to make it harder for players. Easier to get flanked from all sides */ playerCheck = 500; // If player(s) within this range of location, location gets skipped. Distance in m (meters) distanceCheck = 15000; // Check for locations around random player within this distance in m (meters) /* distanceCheck NOTE: set it to the minimal distance between ANY town on the map you are using. Otherwise location selection will fail */ distanceTooClose = 500; // Mission will not spawn closer to random player than this distance in meters distanceMaxPrefered = 2500; // Mission will prefer locations closer than this distance (in meters) to random player parachuteCrate = 1; // Use -1 to disable the crate parachuting in crateAltitude = 150; // Crate with parachute(!) will spawn at this altitude (meters) crateMapMarker = -1; // Use -1 if you do not want a marker to be placed on the crate crateVisualMarker = 1; // Use -1 to disable chemlight/smoke on crate crateTypes[] = {"I_CargoNet_01_ammo_F","O_CargoNet_01_ammo_F","B_CargoNet_01_ammo_F","I_supplyCrate_F","Box_East_AmmoVeh_F","Box_NATO_AmmoVeh_F"}; smokeTypes[] = {"SmokeShell","SmokeShellBlue","SmokeShellGreen","SmokeShellOrange","SmokeShellRed","SmokeShellYellow"}; flairTypes[] = {"Chemlight_green","Chemlight_red","Chemlight_yellow","Chemlight_blue"}; placeMines = 1; // Set to -1 if you do not want mines at missions | using infiSTAR? set _RAM to false if you set placeMines to 1 minesMode = 3; // 1 = Anti-Armor | 2 = Anti-Personell | 3 = Both Anti-Armor and Anti-Personell minesAmount = 10; // Ignore if placeMines = -1; cleanMines = 1; // 1 = remove mines when mission done | 2 = explode mines when mission done :D guarenteed chaos, LOL! killTheLights = 1; // Use -1 to prevent all street lights from being turned off at the mission location fixTheLights = 1; // Use -1 to prevent all street lights from being fixed when mission is done lightsRange = 1000; // Range to use for the two settings above canLiftCrate = -1; // Use -1 to disable lifting of loot crate }; // Loot crate configuration class crateLoot { maxPrimarySlots = 10; // Maximum primary weapons in each loot crate minPrimarySlots = 4; // Minimum primary weapons in each loot crate primaryWeaponLoot[] = { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"srifle_DMR_01_F",2},{"srifle_EBR_F",3},{"srifle_GM6_F",1},{"LMG_Mk200_F",3},{"LMG_Zafir_F",3},{"arifle_Katiba_F",3},{"arifle_Katiba_GL_F",2},{"arifle_Mk20_F",2}, {"arifle_Mk20_plain_F",2},{"arifle_Mk20C_F",2},{"arifle_Mk20C_plain_F",2},{"arifle_Mk20_GL_F",2},{"arifle_Mk20_GL_plain_F",2},{"arifle_MXC_F",2},{"arifle_MX_F",2}, {"arifle_MX_GL_F",2},{"arifle_MX_SW_F",2},{"arifle_MXM_F",2},{"arifle_MXC_Black_F",2},{"arifle_MX_Black_F",2},{"arifle_MX_GL_Black_F",2},{"arifle_MX_SW_Black_F",2}, {"arifle_MXM_Black_F",2},{"arifle_SDAR_F",2},{"arifle_TRG21_F",2},{"arifle_TRG20_F",2},{"arifle_TRG21_GL_F",2},{"SMG_01_F",2},{"SMG_02_F",2},{"srifle_GM6_camo_F",2}, {"srifle_LRR_camo_F",2},{"srifle_DMR_02_F",2},{"srifle_DMR_02_camo_F",2},{"srifle_DMR_02_sniper_F",2},{"srifle_DMR_03_F",2},{"srifle_DMR_03_khaki_F",2},{"srifle_DMR_03_tan_F",2}, {"srifle_DMR_03_multicam_F",2},{"srifle_DMR_03_woodland_F",2},{"srifle_DMR_04_F",2},{"srifle_DMR_04_Tan_F",2},{"srifle_DMR_05_blk_F",2},{"srifle_DMR_05_hex_F",2},{"srifle_DMR_05_tan_f",2},{"srifle_DMR_06_camo_F",2},{"srifle_DMR_06_olive_F",2},{"MMG_01_hex_F",2},{"MMG_01_tan_F",2},{"MMG_02_camo_F",2}, {"MMG_02_black_F",2},{"MMG_02_sand_F",2},{"m249_EPOCH",2},{"m249Tan_EPOCH",2},{"m16_EPOCH",2},{"m16Red_EPOCH",2},{"M14_EPOCH",2},{"M14Grn_EPOCH",2},{"m4a3_EPOCH",2},{"AKM_EPOCH",2} }; maxSecondarySlots = 4; // Maximum number of secondary weapons to be in each loot crate minSecondarySlots = 2; // Minimum number of secondary weapons to be in each loot crate secondaryWeaponLoot[] = { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"hgun_ACPC2_F",3},{"hgun_P07_F",3},{"hgun_Pistol_heavy_01_F",3},{"hgun_Pistol_heavy_02_F",3},{"hgun_Rook40_F",3},{"ruger_pistol_epoch",3},{"1911_pistol_epoch",3} }; maxMagSlots = 20; // Maximum number of magazine slots in each loot crate minMagSlots = 10; // Minimum number of magazine slots in each loot crate magazinesLoot[] = { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"30Rnd_556x45_Stanag",20},{"30Rnd_556x45_Stanag_Tracer_Red",20},{"30Rnd_556x45_Stanag_Tracer_Green",20}, {"30Rnd_556x45_Stanag_Tracer_Yellow",20},{"30Rnd_65x39_caseless_mag",20},{"30Rnd_65x39_caseless_green",20},{"30Rnd_65x39_caseless_mag_Tracer",20}, {"30Rnd_65x39_caseless_green_mag_Tracer",20},{"20Rnd_762x51_Mag",20},{"7Rnd_408_Mag",20},{"5Rnd_127x108_Mag",20},{"100Rnd_65x39_caseless_mag",20}, {"100Rnd_65x39_caseless_mag_Tracer",20},{"200Rnd_65x39_cased_Box",20},{"200Rnd_65x39_cased_Box_Tracer",20},{"30Rnd_9x21_Mag",20},{"16Rnd_9x21_Mag",20}, {"30Rnd_45ACP_Mag_SMG_01",20},{"30Rnd_45ACP_Mag_SMG_01_Tracer_Green",20},{"9Rnd_45ACP_Mag",20},{"150Rnd_762x51_Box",20},{"150Rnd_762x51_Box_Tracer",20}, {"150Rnd_762x54_Box",20},{"150Rnd_762x54_Box_Tracer",20},{"11Rnd_45ACP_Mag",20},{"6Rnd_45ACP_Cylinder",20},{"10Rnd_762x51_Mag",20},{"10Rnd_762x54_Mag",20}, {"5Rnd_127x108_APDS_Mag",20},{"10Rnd_338_Mag",20},{"130Rnd_338_Mag",20},{"10Rnd_127x54_Mag",20},{"150Rnd_93x64_Mag",20},{"10Rnd_93x64_DMR_05_Mag",20} }; maxAttSlots = 4; // Maximum number of attachment slots in each loot crate minAttSlots = 2; // Minimum number of attachment slots in each loot crate attachmentsLoot[] = { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"ItemGPS",5},{"ItemRadio",4},{"ItemMap",6},{"MineDetector",1},{"Binocular",4},{"Rangefinder",2},{"Medikit",3},{"ToolKit",1}, {"muzzle_snds_H",2},{"muzzle_snds_L",2},{"muzzle_snds_M",2},{"muzzle_snds_B",2},{"muzzle_snds_H_MG",2},{"muzzle_snds_H_SW",2}, {"optic_Arco",3},{"optic_Aco",3},{"optic_ACO_grn",3},{"optic_Aco_smg",3},{"optic_ACO_grn_smg",3},{"optic_Holosight",3}, {"optic_Holosight_smg",3},{"optic_SOS",3},{"acc_flashlight",3},{"acc_pointer_IR",3},{"optic_MRCO",3},{"muzzle_snds_acp",3}, {"optic_NVS",3},{"optic_DMS",3},{"optic_Yorris",2},{"optic_MRD",2},{"optic_LRPS",3},{"muzzle_snds_338_black",3},{"muzzle_snds_338_green",3}, {"muzzle_snds_338_sand",3},{"muzzle_snds_93mmg",3},{"muzzle_snds_93mmg_tan",3},{"optic_AMS",3},{"optic_AMS_khk",3},{"bipod_03_F_oli",3}, {"optic_AMS_snd",3},{"optic_KHS_blk",3},{"optic_KHS_hex",3},{"optic_KHS_old",3},{"optic_KHS_tan",3},{"bipod_01_F_snd",3}, {"bipod_01_F_blk",3},{"bipod_01_F_mtp",3},{"bipod_02_F_blk",3},{"bipod_02_F_tan",3},{"bipod_02_F_hex",3},{"bipod_03_F_blk",3} }; maxItemSlots = 4; // Maximum number of attachment slots in each loot crate minItemSlots = 2; // Minimum number of attachment slots in each loot crate itemsLoot[] = { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"FAK",15},{"EnergyPack",10},{"EnergyPackLg",6} }; maxVestSlots = 8; // Maximum number of vest slots in each loot crate minVestSlots = 4; // Minimum number of vest slots in each loot crate vestsLoot[] = // NOTE ABOUT VESTS: it is recommended to keep amount for each vest at 1 because vests do not stack unlike weapons, items and magazines { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"V_PlateCarrier1_rgr",1},{"V_PlateCarrier2_rgr",1},{"V_PlateCarrier3_rgr",1},{"V_PlateCarrierGL_rgr",1},{"V_PlateCarrier1_blk",1}, {"V_PlateCarrierSpec_rgr",1},{"V_Chestrig_khk",1},{"V_Chestrig_rgr",1},{"V_Chestrig_blk",1},{"V_Chestrig_oli",1},{"V_TacVest_khk",1}, {"V_TacVest_brn",1},{"V_TacVest_oli",1},{"V_TacVest_blk",1},{"V_TacVest_camo",1},{"V_TacVest_blk_POLICE",1},{"V_TacVestIR_blk",1},{"V_TacVestCamo_khk",1}, {"V_HarnessO_brn",1},{"V_HarnessOGL_brn",1},{"V_HarnessO_gry",1},{"V_HarnessOGL_gry",1},{"V_HarnessOSpec_brn",1},{"V_HarnessOSpec_gry",1}, {"V_PlateCarrierIA1_dgtl",1},{"V_PlateCarrierIA2_dgtl",1},{"V_PlateCarrierIAGL_dgtl",1},{"V_RebreatherB",1},{"V_RebreatherIR",1},{"V_RebreatherIA",1}, {"V_PlateCarrier_Kerry",1},{"V_PlateCarrierL_CTRG",1},{"V_PlateCarrierH_CTRG",1},{"V_I_G_resistanceLeader_F",1},{"V_Press_F",1} }; maxHeadGearSlots = 4; // Maximum number of headGear slots in each loot crate minHeadGearSlots = 2; // Minimum number of headGear slots in each loot crate headGearLoot[] = // NOTE ABOUT HEADGEAR: it is recommended to keep amount for each headGear item at 1 because headGear items do not stack unlike weapons, items and magazines { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"H_HelmetB",1},{"H_HelmetB_camo",1},{"H_HelmetB_paint",1},{"H_HelmetB_light",1},{"H_Booniehat_khk",1},{"H_Booniehat_oli",1},{"H_Booniehat_indp",1}, {"H_Booniehat_mcamo",1},{"H_Booniehat_grn",1},{"H_Booniehat_tan",1},{"H_Booniehat_dirty",1},{"H_Booniehat_dgtl",1},{"H_Booniehat_khk_hs",1},{"H_HelmetB_plain_mcamo",1}, {"H_HelmetB_plain_blk",1},{"H_HelmetSpecB",1},{"H_HelmetSpecB_paint1",1},{"H_HelmetSpecB_paint2",1},{"H_HelmetSpecB_blk",1},{"H_HelmetIA",1},{"H_HelmetIA_net",1}, {"H_HelmetIA_camo",1},{"H_Helmet_Kerry",1},{"H_HelmetB_grass",1},{"H_HelmetB_snakeskin",1},{"H_HelmetB_desert",1},{"H_HelmetB_black",1},{"H_HelmetB_sand",1}, {"H_Cap_red",1},{"H_Cap_blu",1},{"H_Cap_oli",1},{"H_Cap_headphones",1},{"H_Cap_tan",1},{"H_Cap_blk",1},{"H_Cap_blk_CMMG",1},{"H_Cap_brn_SPECOPS",1},{"H_Cap_tan_specops_US",1}, {"H_Cap_khaki_specops_UK",1},{"H_Cap_grn",1},{"H_Cap_grn_BI",1},{"H_Cap_blk_Raven",1},{"H_Cap_blk_ION",1},{"H_Cap_oli_hs",1},{"H_Cap_press",1},{"H_Cap_usblack",1},{"H_Cap_police",1}, {"H_HelmetCrew_B",1},{"H_HelmetCrew_O",1},{"H_HelmetCrew_I",1},{"H_PilotHelmetFighter_B",1},{"H_PilotHelmetFighter_O",1},{"H_PilotHelmetFighter_I",1}, {"H_PilotHelmetHeli_B",1},{"H_PilotHelmetHeli_O",1},{"H_PilotHelmetHeli_I",1},{"H_CrewHelmetHeli_B",1},{"H_CrewHelmetHeli_O",1},{"H_CrewHelmetHeli_I",1},{"H_HelmetO_ocamo",1}, {"H_HelmetLeaderO_ocamo",1},{"H_MilCap_ocamo",1},{"H_MilCap_mcamo",1},{"H_MilCap_oucamo",1},{"H_MilCap_rucamo",1},{"H_MilCap_gry",1},{"H_MilCap_dgtl",1}, {"H_MilCap_blue",1},{"H_HelmetB_light_grass",1},{"H_HelmetB_light_snakeskin",1},{"H_HelmetB_light_desert",1},{"H_HelmetB_light_black",1},{"H_HelmetB_light_sand",1},{"H_BandMask_blk",1}, {"H_BandMask_khk",1},{"H_BandMask_reaper",1},{"H_BandMask_demon",1},{"H_HelmetO_oucamo",1},{"H_HelmetLeaderO_oucamo",1},{"H_HelmetSpecO_ocamo",1},{"H_HelmetSpecO_blk",1}, {"H_Bandanna_surfer",1},{"H_Bandanna_khk",1},{"H_Bandanna_khk_hs",1},{"H_Bandanna_cbr",1},{"H_Bandanna_sgg",1},{"H_Bandanna_sand",1},{"H_Bandanna_surfer_blk",1},{"H_Bandanna_surfer_grn",1}, {"H_Bandanna_gry",1},{"H_Bandanna_blu",1},{"H_Bandanna_camo",1},{"H_Bandanna_mcamo",1},{"H_Shemag_khk",1},{"H_Shemag_tan",1},{"H_Shemag_olive",1},{"H_Shemag_olive_hs",1}, {"H_ShemagOpen_khk",1},{"H_ShemagOpen_tan",1},{"H_Beret_blk",1},{"H_Beret_blk_POLICE",1},{"H_Beret_red",1},{"H_Beret_grn",1},{"H_Beret_grn_SF",1},{"H_Beret_brn_SF",1}, {"H_Beret_ocamo",1},{"H_Beret_02",1},{"H_Beret_Colonel",1},{"H_Watchcap_blk",1},{"H_Watchcap_cbr",1},{"H_Watchcap_khk",1},{"H_Watchcap_camo",1},{"H_Watchcap_sgg",1}, {"H_TurbanO_blk",1},{"H_Cap_marshal",1} }; maxBagSlots = 6; minBagSlots = 3; backpacksLoot[] = // NOTE ABOUT BACKPACKS: it is recommended to keep amount for each bag at 1 because bags do not stack unlike weapons, items and magazines { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"B_AssaultPack_khk",1},{"B_AssaultPack_dgtl",1},{"B_AssaultPack_rgr",1},{"B_AssaultPack_sgg",1},{"B_AssaultPack_cbr",1}, {"B_AssaultPack_mcamo",1},{"B_TacticalPack_rgr",1},{"B_TacticalPack_mcamo",1},{"B_TacticalPack_ocamo",1},{"B_TacticalPack_blk",1}, {"B_TacticalPack_oli",1},{"B_FieldPack_khk",1},{"B_FieldPack_ocamo",1},{"B_FieldPack_oucamo",1},{"B_FieldPack_cbr",1}, {"B_FieldPack_blk",1},{"B_Carryall_ocamo",1},{"B_Carryall_oucamo",1},{"B_Carryall_mcamo",1},{"B_Carryall_khk",1},{"B_Carryall_cbr",1}, {"B_Parachute",1},{"B_FieldPack_oli",1},{"B_Carryall_oli",1},{"B_Kitbag_Base",1},{"B_Kitbag_cbr",1},{"B_Kitbag_mcamo",1}, {"B_Kitbag_rgr",1},{"B_Kitbag_sgg",1},{"B_OutdoorPack_Base",1},{"B_OutdoorPack_blk",1},{"B_OutdoorPack_blu",1}, {"B_OutdoorPack_tan",1} }; blackListLoot[] = { "DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","ATMine_Range_Mag","ClaymoreDirectionalMine_Remote_Mag", "APERSMine_Range_Mag","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","APERSTripMine_Wire_Mag", "ChainSaw","srifle_DMR_03_spotter_F" }; // End of loot crate configuration }; class aiGear { // Configuration of what AI have aiUniforms[] = { "U_I_CombatUniform","U_I_CombatUniform_tshirt","U_I_CombatUniform_shortsleeve","U_I_pilotCoveralls", "U_I_GhillieSuit","U_I_OfficerUniform","U_MillerBody","U_KerryBody","U_IG_Guerilla1_1","U_IG_Guerilla2_1", "U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_IG_Guerilla3_2","U_IG_leader","U_BG_Guerilla1_1", "U_BG_Guerilla2_1","U_BG_Guerilla2_3","U_BG_Guerilla3_1","U_BG_Guerilla3_2","U_BG_leader","U_OG_Guerilla1_1", "U_OG_Guerilla2_1","U_OG_Guerilla2_2","U_OG_Guerilla2_3","U_OG_Guerilla3_1","U_OG_Guerilla3_2","U_OG_leader", "U_C_WorkerCoveralls","U_C_HunterBody_grn","U_C_HunterBody_brn","U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3","U_B_survival_uniform", "U_I_G_Story_Protagonist_F","U_I_G_resistanceLeader_F","U_IG_Guerrilla_6_1","U_BG_Guerrilla_6_1","U_OG_Guerrilla_6_1", "U_B_FullGhillie_lsh","U_B_FullGhillie_sard","U_B_FullGhillie_ard","U_O_FullGhillie_lsh","U_O_FullGhillie_sard", "U_O_FullGhillie_ard","U_I_FullGhillie_lsh","U_I_FullGhillie_sard","U_I_FullGhillie_ard" }; aiVests[] = { "V_1_EPOCH","V_2_EPOCH","V_3_EPOCH","V_4_EPOCH","V_5_EPOCH","V_6_EPOCH","V_7_EPOCH","V_8_EPOCH", "V_9_EPOCH","V_10_EPOCH","V_11_EPOCH","V_12_EPOCH","V_13_EPOCH","V_14_EPOCH","V_15_EPOCH","V_16_EPOCH", "V_17_EPOCH","V_18_EPOCH","V_19_EPOCH","V_20_EPOCH","V_21_EPOCH","V_22_EPOCH","V_23_EPOCH","V_24_EPOCH", "V_25_EPOCH","V_26_EPOCH","V_27_EPOCH","V_28_EPOCH","V_29_EPOCH","V_30_EPOCH","V_31_EPOCH","V_32_EPOCH", "V_33_EPOCH","V_34_EPOCH","V_35_EPOCH","V_36_EPOCH","V_37_EPOCH","V_38_EPOCH","V_39_EPOCH","V_40_EPOCH" }; aiRifles[] = { "srifle_EBR_F","srifle_DMR_01_F","arifle_Katiba_F","arifle_Katiba_C_F","arifle_Katiba_GL_F","arifle_MXC_F", "arifle_MX_F","arifle_MX_GL_F","arifle_MXM_F","arifle_SDAR_F","arifle_TRG21_F","arifle_TRG20_F", "arifle_TRG21_GL_F","arifle_Mk20_F","arifle_Mk20C_F","arifle_Mk20_GL_F","arifle_Mk20_plain_F", "arifle_Mk20C_plain_F","arifle_Mk20_GL_plain_F","SMG_01_F","SMG_02_F","hgun_PDW2000_F","arifle_MXM_Black_F", "arifle_MX_GL_Black_F","arifle_MX_Black_F","arifle_MXC_Black_F","Rollins_F","LMG_Mk200_F","arifle_MX_SW_F", "LMG_Zafir_F","arifle_MX_SW_Black_F","m249_EPOCH","m249Tan_EPOCH","m16_EPOCH","m16Red_EPOCH","M14_EPOCH", "M14Grn_EPOCH","m4a3_EPOCH","AKM_EPOCH" }; aiBackpacks[] = { "B_AssaultPack_khk","B_AssaultPack_dgtl","B_AssaultPack_rgr","B_AssaultPack_sgg","B_AssaultPack_cbr", "B_AssaultPack_mcamo","B_TacticalPack_rgr","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_blk", "B_TacticalPack_oli","B_FieldPack_khk","B_FieldPack_ocamo","B_FieldPack_oucamo","B_FieldPack_cbr", "B_FieldPack_blk","B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_khk","B_Carryall_cbr", "B_Parachute","B_FieldPack_oli","B_Carryall_oli","B_Kitbag_Base","B_Kitbag_cbr","B_Kitbag_mcamo", "B_Kitbag_rgr","B_Kitbag_sgg","B_OutdoorPack_Base","B_OutdoorPack_blk","B_OutdoorPack_blu", "B_OutdoorPack_tan" }; aiLaunchers[] = { "launch_NLAW_F","launch_RPG32_F","launch_I_Titan_F","launch_I_Titan_short_F" }; aiPistols[] = { "hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F", "ruger_pistol_epoch","1911_pistol_epoch" }; }; }; class CfgPatches { class Epoch_VEMF_Reloaded { units[] = {"I_Soldier_EPOCH"}; requiredAddons[] = {}; fileName = "Epoch_VEMF_Reloaded.pbo"; requiredVersion = 1.50; version = 0726.6; // Do NOT change author[]= {"IT07"}; }; }; class CfgFunctions { class Epoch_VEMF_Reloaded { tag = "VEMFr"; class serverFunctions { file = "Epoch_VEMF_Reloaded\functions"; class random {}; class log {}; class getSetting {}; class aiKilled {}; class findPos {}; class broadCast {}; class playerCount {}; class headLessClient {}; class signAI {}; class transferOwner {}; class checkPlayerPresence {}; class loadInv {}; class spawnAI {}; class loadLoot {}; class placeMines {}; class waitForPlayers {}; class waitForMissionDone {}; class checkLoot {}; class missionTimer {}; class launch { postInit = 1; }; class REMOTEguard { postInit = 1; }; }; }; }; Link to comment Share on other sites More sharing options...
IT07 Posted January 24, 2016 Author Report Share Posted January 24, 2016 The smaller the map, the lower you need to set those distance values. Lower it even more if it is a highly populated map. Link to comment Share on other sites More sharing options...
RAZOR_HD Posted January 25, 2016 Report Share Posted January 25, 2016 would someone please take a look at my discription.ext i cant get the messages to come up but the missions work great.thankyou Spoiler 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 cfgFunctions { class A3E { tag = "EPOCH"; class Client { file = "\x\addons\a3_epoch_code\init"; class init { preInit = 1; }; class postinit { postInit = 1; }; }; }; }; #include "VEMFr_client\CfgFunctions.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 = 10; //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) }; class RscTitles { #include "VEMFr_client\gui\hpp_mainVEMFrClient.hpp" #include "addons\Status_Bar\statusBar.hpp" }; #include "infiSTAR_AdminMenu.hpp" Link to comment Share on other sites More sharing options...
IT07 Posted January 25, 2016 Author Report Share Posted January 25, 2016 @RAZOR_HD http://hastebin.com/cefudaluju.tex You are welcome. Link to comment Share on other sites More sharing options...
RAZOR_HD Posted January 25, 2016 Report Share Posted January 25, 2016 thankyou IT07 working great now.keep up the good work. IT07 1 Link to comment Share on other sites More sharing options...
Cavadus Posted January 26, 2016 Report Share Posted January 26, 2016 Hey IT07, Is there any type of initialization entry I should be looking for in the log? I can't get any missions to pop but I'm also not getting any errors. When I downloaded a few logs I did some searches for "VEMF" but the log shows absolutely nothing. Link to comment Share on other sites More sharing options...
IT07 Posted January 26, 2016 Author Report Share Posted January 26, 2016 @Cavadus Make sure that debug is set to at least 1 or 2. Also check if there is any mention of epoch_vemf_reloaded.pbo in your server's RPT Link to comment Share on other sites More sharing options...
Cavadus Posted January 26, 2016 Report Share Posted January 26, 2016 Debug is set to 2 and I do NOT have any mention of epoch_vemf_reloaded.pbo in my RPT. I have the pbo uploaded to @EpochHive\Addons\. Does capitalization matter? In the readme the suggested pbo name reads as "Epoch_VEMF_Reloaded.pbo" and that's what I used, exactly. EDIT: Just tried it all lowercase and it still doesn't show in the RPT. Link to comment Share on other sites More sharing options...
IT07 Posted January 26, 2016 Author Report Share Posted January 26, 2016 Redownload the .pbo and if that does not work, check if you have not accidentally misunderstood the installation instructions. Some people think they need to make a folder called epoch_vemf_reloaded and put it inside of a .pbo called epoch_vemf_reloaded. Link to comment Share on other sites More sharing options...
egnbv Posted February 3, 2016 Report Share Posted February 3, 2016 what time add a new mission? Such as convoy attacked. I am looking forward~ : ) Link to comment Share on other sites More sharing options...
IT07 Posted February 9, 2016 Author Report Share Posted February 9, 2016 You have not seen the README.md on GitHub, have you? Link to comment Share on other sites More sharing options...
arc7r7 Posted February 9, 2016 Report Share Posted February 9, 2016 3 hours ago, IT07 said: You have not seen the README.md on GitHub, have you? I'm starting to see a pattern here. All the good scripts are being discontinued. Link to comment Share on other sites More sharing options...
bismarck100 Posted February 10, 2016 Report Share Posted February 10, 2016 guys tell me how to change the color of the marker on a mission map?! ??! and display of the start of the mission at the bottom of the screen? thanks in advance for your help! Link to comment Share on other sites More sharing options...
Teacher Posted April 12, 2016 Report Share Posted April 12, 2016 Hello everyone! faced with the problem, on the missions disappear machine guns??? who faced with similar? Link to comment Share on other sites More sharing options...
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