dnk_paul Posted August 24, 2015 Report Share Posted August 24, 2015 Hi Guys,Just updated to 0.3.2.0, but can't see where to set (or remove) restricted build zones. Can anyone help?Also, in my mpmission folder, I now have a .pbo and a folder for Altis... which should I be editing?Paul Link to comment Share on other sites More sharing options...
0 zhaleks Posted August 25, 2015 Report Share Posted August 25, 2015 (edited) Hi! All has been swallowed by Exile, supposedly. :-) Easiest way -get back to you old description.ext from 0.3.1, which sits in your epoch.something.pbo.Just change string epochVersion = "0.3.1.0"; to epochVersion = "0.3.2.0";.Text block blockedArea[] = { }; contains restricted zones coords.https://github.com/EpochModTeam/Epoch/blob/0.3.1.0/Sources/mpmissions/epoch.Altis/description.extGood luck. Edited August 25, 2015 by zhaleks Link to comment Share on other sites More sharing options...
0 dnk_paul Posted August 25, 2015 Author Report Share Posted August 25, 2015 Thanks zhaleksI was more wanting to remove them than add them in. We tried to build at the military base north of the central spawn, and it's telling us that it's a protected frequency, event though the option for building near military is set to allowed. So, i presumed that bit of config moved somewhere else insteadPaul Link to comment Share on other sites More sharing options...
0 zhaleks Posted August 25, 2015 Report Share Posted August 25, 2015 So, delete everything within brackets in the blockedArea statement.Should looks like this:blockedArea[] = { };And search for this string in the description.ext: buildingNearbyMilitary = 0; //1 to allow building nearby Good luck. Link to comment Share on other sites More sharing options...
0 dnk_paul Posted August 25, 2015 Author Report Share Posted August 25, 2015 (edited) That's how I'm set already... #include "cfgPricing.hpp" #include "trader\Halv_defines.hpp" #include "addons\halv_spawn\spawndialog.hpp" #include "trader\tradedialog.hpp" #include "trader\HSPricing.hpp" 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[]={2,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; enableDebugConsole = 0; joinUnassigned = 0; respawnOnStart = 0; forceRotorLibSimulation = 0; corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; class CfgEpochClient { epochVersion = "0.3.2.0"; sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired buildingNearbyMilitary = 1; //1 to allow building nearby buildingNearbyMilitaryRange = 0; //Define radius of blocked area buildingRequireJammer = 0; // 1 = to allow building without a jammer buildingCountLimit = 250; // how many objects can be built within range of a jammer buildingJammerRange = 125; // jammer range in meters EPOCH_news[] = {"Word is that Sappers have a new boss.","Dogs will often lure them monsters away.","My dog was blown up. I miss him.."}; #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\Altis.hpp" }; 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 = 50; //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) }; class RscTitles { #include "addons\Status_Bar\statusBar.hpp" }; Hence the confusion! Edited August 25, 2015 by dnk_paul Added code tags Link to comment Share on other sites More sharing options...
0 dnk_paul Posted August 25, 2015 Author Report Share Posted August 25, 2015 Found them, they're now in:ServerRoot > Epoch > Addons > a3_epoch_config.pbo > Configs > CfgEpochClient > Altis.hpp Link to comment Share on other sites More sharing options...
0 dnk_paul Posted August 25, 2015 Author Report Share Posted August 25, 2015 Saying that, i've just edited them out and I still can't build :( Link to comment Share on other sites More sharing options...
0 dnk_paul Posted August 26, 2015 Author Report Share Posted August 26, 2015 Bump. Someone must know or be doing it! Link to comment Share on other sites More sharing options...
0 Scorpi Posted August 26, 2015 Report Share Posted August 26, 2015 Link to comment Share on other sites More sharing options...
0 dnk_paul Posted August 26, 2015 Author Report Share Posted August 26, 2015 Yeah. I've already got that.Description.ext is above (a few posts up), which contains this line: #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\Altis.hpp"Then that file has the blocked areas commented out. Link to comment Share on other sites More sharing options...
0 zhaleks Posted August 28, 2015 Report Share Posted August 28, 2015 (edited) Hi!Just a thought.You've editd altis.hpp on the both sides, server & client? Edited August 28, 2015 by zhaleks Link to comment Share on other sites More sharing options...
0 dnk_paul Posted August 28, 2015 Author Report Share Posted August 28, 2015 Were are the client side options?Would seem stupid to move them out of the the single location (epochconfig.hpp) and into 2 different places. Link to comment Share on other sites More sharing options...
0 zhaleks Posted August 28, 2015 Report Share Posted August 28, 2015 Atis.hpp is in the a3_epoch_config.pbo, in the @Epoch folder, right? Both sides, server & client, right? Link to comment Share on other sites More sharing options...
0 dnk_paul Posted August 28, 2015 Author Report Share Posted August 28, 2015 Oh, I dont know. I'd have to check later as I'm at work at the moment. Would be silly to be like that though, that means that every player would need to edit their local files to be able to build at places like the military base Link to comment Share on other sites More sharing options...
0 blue00 Posted August 28, 2015 Report Share Posted August 28, 2015 (edited) Also would like to know how to do this. Building is blocked in several random areas within towns too (like the hospital in Kavala for example) which we'd also like to allow. Tried adding\editing this in description.ext: buildingInRestrictedAreas = 1; //1 to allow building in Banned Areas buildingNearbyCapitals = 1; //1 to allow building in Capital Cities buildingNearbyMilitary = 1; //1 to allow building nearby buildingNearbyMilitaryRange = 250; //Define radius of blocked area; Default radius 300And commenting those areas mentioned above out in the Altis.hpp file, but it's had no effect. Still unable to build near the hospital. I found all this in EPOCH_isBuildAllowed.sqf: if !(_buildingAllowed)exitWith{ false }; if (getNumber(_config >> "buildingNearbyMilitary") == 0) then{ _range = getNumber(_config >> "buildingNearbyMilitaryRange"); if (_range > 0) then { _restricted = nearestObjects [player, ["ProtectionZone_Invisible_F","Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"], 300]; } else { _restricted = nearestObjects [player, ["Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"], _range]; _restricted append (nearestObjects [player, ["ProtectionZone_Invisible_F","Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"], 300]); }; } else { _restricted = nearestObjects [player, ["ProtectionZone_Invisible_F"], 300]; }; if !(_restricted isEqualTo []) then { _buildingAllowed = false; _dt = ["<t size = '0.8' shadow = '0' color = '#99ffffff'>Building Disallowed: Protected Frequency</t>", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext; }; _restrictedLocations = nearestLocations [player, ["NameCityCapital"], 300]; if !(_restrictedLocations isEqualTo []) then { _buildingAllowed = false; _dt = ["<t size = '0.8' shadow = '0' color = '#99ffffff'>Building Disallowed: Protected Frequency</t>", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext; }; _myPosATL = getPosATL player; { if ((_x select 0) distance _myPosATL < (_x select 1)) exitWith { _buildingAllowed = false; _dt = ["<t size = '0.8' shadow = '0' color = '#99ffffff'>Building Disallowed: Protected Frequency</t>", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext; }; } forEach(getArray(_config >> worldname >> "blockedArea")); _buildingAllowed...but I'm not sure how to override it, or even if that's what I should be doing to get this to work Edited August 28, 2015 by blue00 Link to comment Share on other sites More sharing options...
0 dnk_paul Posted August 28, 2015 Author Report Share Posted August 28, 2015 Atis.hpp is in the a3_epoch_config.pbo, in the @Epoch folder, right? Both sides, server & client, right?You can't do that, as if you do you get kicked as soon as you join the server Link to comment Share on other sites More sharing options...
0 dnk_paul Posted August 29, 2015 Author Report Share Posted August 29, 2015 Bump, can the devs advise? Link to comment Share on other sites More sharing options...
0 missjennabee Posted September 2, 2015 Report Share Posted September 2, 2015 I'd also like to know how to change this. Have tried various different settings none of which seem to have any effect. Link to comment Share on other sites More sharing options...
0 dnk_paul Posted September 2, 2015 Author Report Share Posted September 2, 2015 I've raised it as a bug on the Github :) Link to comment Share on other sites More sharing options...
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dnk_paul
Hi Guys,
Just updated to 0.3.2.0, but can't see where to set (or remove) restricted build zones. Can anyone help?
Also, in my mpmission folder, I now have a .pbo and a folder for Altis... which should I be editing?
Paul
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