Cedricolp Posted June 12, 2016 Report Share Posted June 12, 2016 Hum i think there is a error somewhere .. when i come on the side selector i have all slot reserved for AI players .. Maybe a need to PATH the correct way :p like this #include "mpmissions\_CUR_MP.Altis\VEMFr_client\CfgFunctions.hpp" ?? Link to comment Share on other sites More sharing options...
rvg?! Posted June 12, 2016 Report Share Posted June 12, 2016 maybe just copy the vemf folder to this place? Link to comment Share on other sites More sharing options...
Cedricolp Posted June 12, 2016 Report Share Posted June 12, 2016 not working .. i don't have the error but now i'm stuck here ... Link to comment Share on other sites More sharing options...
rvg?! Posted June 12, 2016 Report Share Posted June 12, 2016 You edit the mission.sqm? Link to comment Share on other sites More sharing options...
Cedricolp Posted June 12, 2016 Report Share Posted June 12, 2016 Ok Found it :) So to fix my error , i set the VEMF folder into the config file from Altis.pbo and the error a did is when i add the #include "VEMFr_client\CfgFunctions.hpp" between the braceltte it was the wrong one WRONG Spoiler class init { file = "epoch_code\init\fn_init.sqf"; preInit = 1; }; class postinit { file = "epoch_code\init\fn_postinit.sqf"; postInit = 1; }; }; }; #include "VEMFr_client\CfgFunctions.hpp" <------WRONG }; GOOD Spoiler class init { file = "epoch_code\init\fn_init.sqf"; preInit = 1; }; class postinit { file = "epoch_code\init\fn_postinit.sqf"; postInit = 1; }; }; #include "VEMFr_client\CfgFunctions.hpp" }; }; But still no message Heu Non i didn't edit the Mission.sqm Link to comment Share on other sites More sharing options...
rvg?! Posted June 12, 2016 Report Share Posted June 12, 2016 class cfgFunctions { class A3 { tag = "BIS"; class functions { // BIS_fnc_returnVector class returnVector { file = "epoch_code\compile\bis_functions\returnVector.sqf"; }; }; }; class EPOCH { tag = "EPOCH"; class functions { class returnConfigEntryV2 { file = "epoch_code\compile\functions\EPOCH_fn_returnConfigEntryV2.sqf"; }; class isAny { file = "epoch_code\compile\both\EPOCH_isAny.sqf"; }; class compiler { file = "epoch_code\compile\both\EPOCH_compiler.sqf"; }; }; class Client { class init { file = "epoch_code\init\fn_init.sqf"; preInit = 1; }; class postinit { file = "epoch_code\init\fn_postinit.sqf"; postInit = 1; }; }; }; #include "VEMFr_client\CfgFunctions.hpp" }; You added it to the class A3 in CfgFunctions. Good luck with that. natoed 1 Link to comment Share on other sites More sharing options...
Cedricolp Posted June 12, 2016 Report Share Posted June 12, 2016 So what i did the first time , it's the good one ? or what i did the second time ? or i'm realy wrong at the 2 :p Link to comment Share on other sites More sharing options...
Cedricolp Posted June 12, 2016 Report Share Posted June 12, 2016 ALL is working fine !! A big thanks to RVG for the help ! and to IT07 for the script IT07 1 Link to comment Share on other sites More sharing options...
natoed Posted June 13, 2016 Report Share Posted June 13, 2016 cheers rvg?! works great Link to comment Share on other sites More sharing options...
kalyptos Posted July 15, 2016 Report Share Posted July 15, 2016 Hi does this mission work for Tanoa Map? tryed to install it like the tutorial said, but joining the server get a description.txt error with cfgfunction - member allready defined Anyone have any clue why this is? here is my description.txt file outpit. Spoiler // Epoch Survival Gamemode #include "epoch_config\sandbox_config.hpp" class RscTitles { #include "addons\Status_Bar\statusBar.hpp" #include "VEMFr_client\gui\hpp_mainVEMFrClient.hpp" }; class cfgFunctions { #include "VEMFr_client\CfgFunctions.hpp" }; Link to comment Share on other sites More sharing options...
IT07 Posted July 17, 2016 Author Report Share Posted July 17, 2016 UPDATE! (v0750.1)Check the CHANGELOG.md for details klinGiii, waynewr, rvg?! and 1 other 4 Link to comment Share on other sites More sharing options...
Scorpi Posted July 18, 2016 Report Share Posted July 18, 2016 BaseAttack.sqf compatible with Epoch? https://github.com/IT07/a3_vemf_reloaded/blob/master/a3_vemf_reloaded/missions/BaseAttack.sqf Link to comment Share on other sites More sharing options...
IT07 Posted July 18, 2016 Author Report Share Posted July 18, 2016 @Scorpi At the moment, no. But it will be in the next version. waynewr, klinGiii and Richie 3 Link to comment Share on other sites More sharing options...
IT07 Posted July 19, 2016 Author Report Share Posted July 19, 2016 UPDATE! (v0751.0)Check the CHANGELOG.md for details He-Man, Sp4rkY and waynewr 3 Link to comment Share on other sites More sharing options...
IT07 Posted July 21, 2016 Author Report Share Posted July 21, 2016 UPDATE! (v0751.1)Check the CHANGELOG.md for details waynewr 1 Link to comment Share on other sites More sharing options...
IT07 Posted July 22, 2016 Author Report Share Posted July 22, 2016 UPDATE! (v0751.3)Check the CHANGELOG.md for details Hazmat, waynewr and Tarabas 3 Link to comment Share on other sites More sharing options...
Hazmat Posted July 27, 2016 Report Share Posted July 27, 2016 This is awesome, thanks for your work! Question: I'm trying to disable the helicopter AI patrols with the missions by adding the override in the a3_vemf_reloaded_config by changing the value to 0 in the 'class heliPatrol' setting. I've copied the class name plus brackets, changed 'enabled =0' but helipatrols are still spawning. Any ideas? TIA IT07 1 Link to comment Share on other sites More sharing options...
IT07 Posted July 27, 2016 Author Report Share Posted July 27, 2016 @Hazmat Are you sure that you duplicated the entire tree of classes? The structure for the overrides must match the structure of the default config class missionSettings { class DynamicLocationInvasion { class heliPatrol { enabled = 0; }; }; }; Link to comment Share on other sites More sharing options...
Hazmat Posted July 27, 2016 Report Share Posted July 27, 2016 Ahaaa...yep...that's it! Thanks. IT07 1 Link to comment Share on other sites More sharing options...
waynewr Posted July 28, 2016 Report Share Posted July 28, 2016 3 hours ago, Hazmat said: This is awesome, thanks for your work! Question: I'm trying to disable the helicopter AI patrols with the missions by adding the override in the a3_vemf_reloaded_config by changing the value to 0 in the 'class heliPatrol' setting. I've copied the class name plus brackets, changed 'enabled =0' but helipatrols are still spawning. Any ideas? TIA Cheers for updating this AI mission script, its working great on my server. IT07 1 Link to comment Share on other sites More sharing options...
Hazmat Posted July 29, 2016 Report Share Posted July 29, 2016 Missions working great! Fun but tough. Have players asking if we can have them outside of towns or open areas on Altis. Left default Global settings alone which shows "nonPopulated=1", but missions are only spawning in cities/towns. Went ahead and added same setting to 'class DynamicLocationInvasion' in config override preserving entire tree structure, to see if that would enable them, no luck. Ideas on what I might be missing? IT07 1 Link to comment Share on other sites More sharing options...
IT07 Posted July 29, 2016 Author Report Share Posted July 29, 2016 This should work fine class missionSettings { class DynamicLocationInvasion { nonPopulated = 1; } }; Link to comment Share on other sites More sharing options...
Hazmat Posted July 30, 2016 Report Share Posted July 30, 2016 Hmmm, that doesn't seem to be doing it. I may try from beginning, fresh default since global value is already enabled for nonpopulated. In previous version, the missions on Altis would randomly spawn in cities/towns or open areas like at airfields, the damn, Riga, etc. Link to comment Share on other sites More sharing options...
IT07 Posted July 30, 2016 Author Report Share Posted July 30, 2016 Are you aware of the fact that there are two nonPopulated settings? One is for global and the other one is only for DynamicLocationInvasion missions. Link to comment Share on other sites More sharing options...
Hazmat Posted July 30, 2016 Report Share Posted July 30, 2016 Yes. From reading the setting in DynamicLocationInvasion it says if set to -1, then it will ignore this setting and use global. I've tried both setting to -1 or 1, same results. It's gotta be some other error on my end, I'll keep chasing it down. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now