Sneer Posted September 5, 2016 Report Share Posted September 5, 2016 6 hours ago, IT07 said: UPDATE! (v0752.3)check the CHANGELOG.md for details Thanks for your support. Link to comment Share on other sites More sharing options...
Teacher Posted September 14, 2016 Report Share Posted September 14, 2016 On 12.04.2016 at 8:55 PM, Teacher said: Hello everyone! faced with the problem, on the missions disappear machine guns??? who faced with similar? Hi, how much time has passed and the problem remained, still disappearing guns station(( Link to comment Share on other sites More sharing options...
IT07 Posted September 25, 2016 Author Report Share Posted September 25, 2016 UPDATE! (v0752.5 HOTFIX)check the CHANGELOG.md for details natoed, waynewr and lesvieuxcrevards 3 Link to comment Share on other sites More sharing options...
Sneer Posted January 27, 2017 Report Share Posted January 27, 2017 I have it set for AI to carry launchers but they never have them. Am I missing something? Link to comment Share on other sites More sharing options...
natoed Posted January 28, 2017 Report Share Posted January 28, 2017 2 hours ago, Sneer said: I have it set for AI to carry launchers but they never have them. Am I missing something? you have miss the chance % line 128 and line 333 notepad ++ Spoiler hasLauncherChance = 15; // In percentage. How big the chance that each AI gets a launcher hope it helps Link to comment Share on other sites More sharing options...
Sneer Posted January 28, 2017 Report Share Posted January 28, 2017 I re-installed it, I guess I had the previous version. It works now. The notification messages look better too! Link to comment Share on other sites More sharing options...
H03LL3 Posted January 29, 2017 Report Share Posted January 29, 2017 (edited) Hello! I use VEMF a long time and had never an issue with it, but i have makes a new server and now i have a problem: I see in RPT Log : 11:27:33 IT07: [VEMFr] DynamicLocationInvasion -- INFO: invading Agios Petros... But when i drive there, there are NO Units?! Any solution to solve this? EDIT: OK, all is good, my fault! Edited January 29, 2017 by H03LL3 OK My fault! Link to comment Share on other sites More sharing options...
Teacher Posted January 31, 2017 Report Share Posted January 31, 2017 Something I do not understand! Doesn't anyone have disappear the station guns at the approach of the player on a mission? Put a clean server, set VEMF but the problem as was and remains! What the hell can be???!!!!!!!!!!!!! Link to comment Share on other sites More sharing options...
natoed Posted January 31, 2017 Report Share Posted January 31, 2017 2 hours ago, Teacher said: Something I do not understand! Doesn't anyone have disappear the station guns at the approach of the player on a mission? Put a clean server, set VEMF but the problem as was and remains! What the hell can be???!!!!!!!!!!!!! yep they disappear for me too, just set in config.sqf line 148 to (notepad ++) cal50s = 0; try this post first ITO7 has not used the EPOCH_server_setVToken; as far as I can read or understand the code to spawn the 50 cal's as they are classed as a vehicle i believe. line 62 (notepad ++) in a3_vemf_reloaded\fn\fn_spawnInvasionAI.sqf _hmg = createVehicle [ "O_HMG_01_high_F", _spwnPs, [], 0, "CAN_COLLIDE" ]; thx again He-Man Link to comment Share on other sites More sharing options...
Teacher Posted January 31, 2017 Report Share Posted January 31, 2017 5 hours ago, natoed said: yep they disappear for me too, just set in config.sqf line 148 to (notepad ++) cal50s = 0; try this post first ITO7 has not used the EPOCH_server_setVToken; as far as I can read or understand the code to spawn the 50 cal's as they are classed as a vehicle i believe. line 62 (notepad ++) in a3_vemf_reloaded\fn\fn_spawnInvasionAI.sqf _hmg = createVehicle [ "O_HMG_01_high_F", _spwnPs, [], 0, "CAN_COLLIDE" ]; thx again He-Man So well, thank God I'm not the only one!)) At first I realized to change cal50s on 0 but in this case I never will or that I do not understand?! And the post about "Reply to Arma 3 Vehicle "Bad Token" Urban Rappelling," I do not understand anything( I use a translator and that's probably why I can't understand what I was there to see!? Link to comment Share on other sites More sharing options...
natoed Posted February 1, 2017 Report Share Posted February 1, 2017 sorry I'll try and make it clearer. 4 hours ago, Teacher said: line 62 (notepad ++) in a3_vemf_reloaded\fn\fn_spawnInvasionAI.sqf _hmg = createVehicle [ "O_HMG_01_high_F", _spwnPs, [], 0, "CAN_COLLIDE" ]; 50 Cal's are classed as a vehicle, so to spawn in a vehicle in a3 epoch you must use EPOCH_server_setVToken; also must be done server-side ITO7 has not used this to spawn in the 50 Cal's, this is why they are deleted when a player near. Link to comment Share on other sites More sharing options...
zxbutchxz Posted February 18, 2017 Report Share Posted February 18, 2017 Players complain that they can not go (drive) to the box with the loot - they teleport from a box on 10-15 meters. The administrator no such problems. What could be the reason? Sorry if the question has already been discussed. Link to comment Share on other sites More sharing options...
He-Man Posted February 18, 2017 Report Share Posted February 18, 2017 @zxbutchxz, I know it ;) Infistar blocks every "Box_IND_AmmoVeh_F", that is not spawned by Infistar (Support Box). Take "Box_NATO_AmmoVeh_F" instead and it will work! zxbutchxz 1 Link to comment Share on other sites More sharing options...
zxbutchxz Posted February 19, 2017 Report Share Posted February 19, 2017 2 hours ago, He-Man said: @zxbutchxz, I know it ;) Infistar blocks every "Box_IND_AmmoVeh_F", that is not spawned by Infistar (Support Box). Take "Box_NATO_AmmoVeh_F" instead and it will work! @epochhive\addons\a3_vemf_reloaded\config.cpp Line 329: crateTypes[] = { "Box_FIA_Ammo_F", "Box_FIA_Support_F", "Box_FIA_Wps_F", "I_SupplyCrate_F", "Box_IND_AmmoVeh_F", "Box_NATO_AmmoVeh_F", "Box_East_AmmoVeh_F" }; I should do so? crateTypes[] = { "Box_NATO_AmmoVeh_F" }; Link to comment Share on other sites More sharing options...
He-Man Posted February 19, 2017 Report Share Posted February 19, 2017 Just delete the Box_IND_AmmoVeh_F from the array zxbutchxz 1 Link to comment Share on other sites More sharing options...
zxbutchxz Posted February 19, 2017 Report Share Posted February 19, 2017 51 minutes ago, He-Man said: Just delete the Box_IND_AmmoVeh_F from the array OK. Thanks again. Link to comment Share on other sites More sharing options...
natoed Posted February 23, 2017 Report Share Posted February 23, 2017 It silly question time or have I missed something. I've been thought IT07 a3_vemf_reloaded.pbo front to back and upside down. Trying the change the way the AI patrol or lack their of. So tried of looking for the last AI hiding in a house in say Zaros so many buildings. Have edit some files with 1 group of AI moving around while the other group just stand hidden. Anybody else found a solution and willing to share? cheers natoed Link to comment Share on other sites More sharing options...
Sneer Posted February 23, 2017 Report Share Posted February 23, 2017 I had the same problem so I added voices to the AI so I could locate them, I found that some missions just don't complete in some towns. I get no error messages either. I'm using epoch 675 version. Link to comment Share on other sites More sharing options...
natoed Posted February 25, 2017 Report Share Posted February 25, 2017 On 2/24/2017 at 0:42 AM, Sneer said: I had the same problem so I added voices to the AI so I could locate them, I found that some missions just don't complete in some towns. I get no error messages either. I'm using epoch 675 version. so how do I go about adding voices to AI, sorry I'm no script-er, I just edit stuff.... tried old mate google but he lead me down the garden path so to speak off cheers natoed Link to comment Share on other sites More sharing options...
zxbutchxz Posted March 5, 2017 Report Share Posted March 5, 2017 in mission settings locked = yes ;, but it does not prevent players to capture and use helicopters. Why is this happening? Players activate the mission, and then rejoining the server. After that, the helicopter hanging in place and on what does not react. He hurt the screws, capture and destroy the player base. Link to comment Share on other sites More sharing options...
zxbutchxz Posted April 9, 2017 Report Share Posted April 9, 2017 Does anyone have a problem with this mission, when after the death of the player, AI cease to move and they can be cut with an ax? On my server there are errors in the mission: 1. Do not disappear static MG. 2. The downed helicopters are opened and accessible to the players. 3. AI ceases to move after the death or re-entry of the player. Link to comment Share on other sites More sharing options...
Teacher Posted April 16, 2017 Report Share Posted April 16, 2017 On 09.04.2017 at 4:56 PM, zxbutchxz said: Does anyone have a problem with this mission, when after the death of the player, AI cease to move and they can be cut with an ax? On my server there are errors in the mission: 1. Do not disappear static MG. 2. The downed helicopters are opened and accessible to the players. 3. AI ceases to move after the death or re-entry of the player. I only have one problem from the list, the bots don't move at all, and starting to shoot only when you approach them from the front! And you have that static machine guns are not lost, that is, the bot shoots out of him? Link to comment Share on other sites More sharing options...
zxbutchxz Posted April 17, 2017 Report Share Posted April 17, 2017 15 hours ago, Teacher said: And you have that static machine guns are not lost, that is, the bot shoots out of him? Of course. Static MG do not disappear as the player approaches and shoot perfectly. Add line _hmg call EPOCH_server_setVToken; to file fn_spawnInvasionAI.sqf. It should look something like this: Spoiler _plcd50 = false; for "_u" from 1 to _ms1 do { private [ "_spwnPs", "_hmg" ]; if _nHss then { _spwnPs = [ _this0, 20, if not ( isNil "_this3" ) then { _this3 } else { 150 }, 1, 0, 200, 0 ] call BIS_fnc_findSafePos } else { _spwnPs = selectRandom _hsPstns; if not _plcd50 then { _plcd50 = true; if ( _cl50s > 0 ) then { _hmg = createVehicle [ "O_HMG_01_high_F", _spwnPs, [], 0, "CAN_COLLIDE" ]; _hmg call EPOCH_server_setVToken; _hmg setVehicleLock "LOCKEDPLAYER"; ( _r select 1 ) pushBack _hmg; }; }; }; Link to comment Share on other sites More sharing options...
Teacher Posted April 17, 2017 Report Share Posted April 17, 2017 4 hours ago, zxbutchxz said: Of course. Static MG do not disappear as the player approaches and shoot perfectly. Add line _hmg call EPOCH_server_setVToken; to file fn_spawnInvasionAI.sqf. It should look something like this: Reveal hidden contents _plcd50 = false; for "_u" from 1 to _ms1 do { private [ "_spwnPs", "_hmg" ]; if _nHss then { _spwnPs = [ _this0, 20, if not ( isNil "_this3" ) then { _this3 } else { 150 }, 1, 0, 200, 0 ] call BIS_fnc_findSafePos } else { _spwnPs = selectRandom _hsPstns; if not _plcd50 then { _plcd50 = true; if ( _cl50s > 0 ) then { _hmg = createVehicle [ "O_HMG_01_high_F", _spwnPs, [], 0, "CAN_COLLIDE" ]; _hmg call EPOCH_server_setVToken; _hmg setVehicleLock "LOCKEDPLAYER"; ( _r select 1 ) pushBack _hmg; }; }; }; Where were you before my friend?!)) I after writing the message after 10 min solved the problem! But the problem with bots doing nothing, will be resolved I'm sure another year or so switched to vampire to eliminate! Link to comment Share on other sites More sharing options...
lesvieuxcrevards Posted June 19, 2017 Report Share Posted June 19, 2017 Deployed and tested : working fine. thank you. Link to comment Share on other sites More sharing options...
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