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Base size settings moved?


Scaris

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Ok so... I am not clearly seeing it in any change log but the settings for the maximum size a base can be seem to be missing now? I have one server that I need to increase the stock amoung on and one that I need to reduce on it but I can't see anything in either the settings pbo or the description files.

Can I buy a clue, please?

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https://github.com/EpochModTeam/Epoch/blob/master/Changelogs/0.3.3.0.txt#L36

Yes moved to reduce redundant code, since this is a common question I pushed the sources for our config pbo to the gitthub so anyone can find the latest config data.

https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_config/Configs/CfgEpochClient.hpp

https://github.com/EpochModTeam/Epoch/tree/experimental/Sources/epoch_config

Edited by vbawol
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Ok, I guess I am dense. I am not getting something.. everytime I try to download the whole package even with experimental I do not get that new config PBO file. Do need to create all the files manually with copy and paste, then compile it, and then upload it into the addons folder or something?

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OK, I found all the files... I have created a pbo called a3_epoch_config.pbo. Inside it I have x/addons/a3_epoch_config/ and then the entire contents of of the souce in that. So the config.cpp is inside the a3_epoch_config folder. I checked the pathing in the config.cpp and it is correct, however the settings I changed are not working, it's still using default. 

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What are you repacking with? 

I have a $PBOPREFIX.TXT$ file with this in it:

///////<HEADER>///////
prefix=x\addons\a3_epoch_config
Pbo Type is: Arma Addon
Sha: '39FEF2D4E01D4BF8B99C2D42534C6D6B0703682B'
//////</HEADER>//////

And I have never had to set anything when I pack as long as the files were set right.

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The "class CfgEpochClient" from "destription.ext" has been moved and changed (moved already in 0.3.2).

Because we have custom blocked areas, I haven't touch this section.

Now I have copied the complete code from "@Epoch\Addons\a3_epoch_config\Configs\CfgEpochClient\Altis.hpp" inside the "destription.ext" and inserted our blocked areas.

 

This was for another problem, but could also work for you...

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The "class CfgEpochClient" from "destription.ext" has been moved and changed (moved already in 0.3.2).

Because we have custom blocked areas, I haven't touch this section.

Now I have copied the complete code from "@Epoch\Addons\a3_epoch_config\Configs\CfgEpochClient\Altis.hpp" inside the "destription.ext" and inserted our blocked areas.

 

This was for another problem, but could also work for you...

I have no idea how to spoiler the below, sorry.

Any idea how to allow base building without breaking the ability to loot outside trash, the ones that require you to hit 'i'?

Below is a copy & paste of my description.ext.

I'll make a new thread if needed.

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;
   };
  };
 };
};


class CfgRemoteExec
{
  class Functions
  {
    mode = 1;
    jip = 0;
    class EPOCH_server_save_vehicles {
      allowedTargets=2;
      jip = 0;
    };
  };
  class Commands {mode=0;};
};

class CfgEpochClient
{
 epochVersion = "0.3.3.1";

 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 = 300; //Define radius of blocked area

 buildingRequireJammer = 0; // 1 = to allow building without a jammer
 buildingCountLimit = 300; // how many objects can be built within range of a jammer
 buildingJammerRange = 100; // jammer range in meters
 
 // #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\VR.hpp"
 
 class vr {
 Rocks[] = {
 };
 ATM[] = {
 };
 Water[] = {
 };
 // main config
 TrashClasses[] = { "Trash", "TrashSmall", "TrashVehicle", "PumpkinPatch", "TrashFood" };

 TrashSmall[] = {
 };
 TrashVehicle[] = {
 };
 PumpkinPatch[] = {
 };
 TrashFood[] = {
 };
 Trash[] = {
 };
 Trees[] = {
 };
 Bushes[] = {
 };
 Cinder[] = {
 };
 Wrecks[] = {
 };
};

class Altis {
 blockedArea[] = { //[POS],radius
   { { 16085, 16997, 0 }, 250 }, //South Telos
   { { 12844, 16714, 0 }, 120 }, //Soldner Base
   { { 3085, 13184, 0 }, 300 }, //Kavalar Carstel
   { { 13493, 12013, 0 }, 450 }, //Makrynisi (Island)
   { { 17439, 13165, 0 }, 165 }, //Pyrgorsk Military
   { { 20084, 6728, 0 }, 55 }, //West of Selakano
   { { 25303, 21807, 0 }, 100 } //Sofia
 };
 Rocks[] = {
  "sharpstone_03_lc.p3d",
  "sharpstone_02_lc.p3d",
  "sharpstone_01_lc.p3d",
  "sharpstone_02.p3d",
  "sharpstone_03.p3d",
  "sharprock_monolith.p3d",
  "sharprock_apart.p3d",
  "sharpstones_erosion.p3d",
  "bluntstone_01_lc.p3d",
  "bluntstone_02_lc.p3d",
  "bluntstone_03_lc.p3d",
  "bluntstones_erosion.p3d",
  "bluntstone_01.p3d",
  "bluntstone_03.p3d",
  "sharprock_spike.p3d",
  "sharprock_wallh.p3d",
  "w_sharpstone_03.p3d",
  "w_sharpstone_02.p3d",
  "w_sharpstone_01.p3d",
  "bluntrock_apart.p3d",
  "bluntstone_02.p3d",
  "bluntrock_monolith.p3d",
  "bluntrock_wallh.p3d",
  "sharprock_wallv.p3d",
  "stonesharp_medium.p3d",
  "stone_medium_f.p3d",
  "stonesharp_big.p3d",
  "stonesharp_small.p3d",
  "small_stone_02_f.p3d",
  "stone_small_f.p3d",
  "stone_big_f.p3d",
  "bluntrock_spike.p3d"
 };
 ATM[] = {
  "atm_01_f.p3d",
  "phonebooth_01_f.p3d",
  "atm_02_f.p3d",
  "phonebooth_02_f.p3d"
 };
 Water[] = {
  "barrelwater_f.p3d",
  "water_source_f.p3d",
  "waterbarrel_f.p3d",
  "canisterplastic_f.p3d",
  "watertank_f.p3d"
 };
 // main config
 TrashClasses[] = { "Trash", "TrashSmall", "TrashVehicle", "PumpkinPatch", "TrashFood" };

 TrashSmall[] = {
 };
 TrashVehicle[] = {
 };
 PumpkinPatch[] = {
  "p_pumpkin_summer.p3d",
  "pumpkin.p3d",
 };
 TrashFood[] = {
 };
 Trash[] = {
  "sack_f.p3d",
  "garbagebags_f.p3d",
  "pallets_f.p3d",
  "junkpile_f.p3d",
  "garbagepallet_f.p3d",
  "garbagewashingmachine_f.p3d",
  "basket_f.p3d",
  "sacks_goods_f.p3d",
  "crateswooden_f.p3d",
  "cratesplastic_f.p3d",
  "garbagebin_01_f.p3d",
  "barrelsand_f.p3d",
  "garbagecontainer_closed_f.p3d",
  "cratesshabby_f.p3d",
  "bucket_f.p3d",
  "garbagebarrel_01_f.p3d",
  "tyres_f.p3d",
  "cargobox_v1_f.p3d",
  "metalbarrel_f.p3d",
  "sacks_heap_f.p3d",
  "woodenbox_f.p3d",
  "grave_v1_f.p3d",
  "grave_v2_f.p3d",
  "calvary_02_v2_f.p3d",
  "fishinggear_02_f.p3d",
  "fishinggear_01_f.p3d",
  "humanskull_f.p3d",
  "calvary_02_v1_f.p3d",
  "rack_f.p3d",
  "wreck_uaz_f.p3d",
  "humanskeleton_f.p3d",
  "shelvesmetal_f.p3d"
 };
 Trees[] = {
  "t_ficusb1s_f.p3d",
  "t_oleae1s_f.p3d",
  "t_ficusb2s_f.p3d",
  "t_broussonetiap1s_f.p3d",
  "t_pinuss2s_f.p3d",
  "t_pinuss2s_b_f.p3d",
  "t_pinuss1s_f.p3d",
  "t_oleae2s_f.p3d",
  "i_house_big_01_v2_f.p3d",
  "i_house_big_02_v1_f.p3d",
  "i_addon_02_v1_f.p3d",
  "t_fraxinusav2s_f.p3d",
  "t_pinusp3s_f.p3d",
  "t_poplar2f_dead_f.p3d",
  "t_populusn3s_f.p3d",
  "t_phoenixc1s_f.p3d"
 };
 Bushes[] = {
  "b_ficusc2d_f.p3d",
  "b_ficusc1s_f.p3d",
  "b_neriumo2d_f.p3d",
  "b_arundod2s_f.p3d",
  "b_arundod3s_f.p3d",
  "b_ficusc2s_f.p3d"
 };
 Cinder[] = {
  "cinderblocks_f.p3d"
 };
 Wrecks[] = {
  "wall_tin_4_2.p3d",
  "mil_wiredfence_f.p3d",
  "cages_f.p3d",
  "wreck_car_f.p3d",
  "pipes_small_f.p3d",
  "pipe_fence_4m_f.p3d",
  "spp_tower_f.p3d",
  "wreck_ural_f.p3d",
  "wreck_car3_f.p3d",
  "ironpipes_f.p3d",
  "pipes_large_f.p3d",
  "coil_f.p3d",
  "wreck_offroad_f.p3d",
  "wreck_offroad2_f.p3d",
  "crabcages_f.p3d",
  "metalbarrel_empty_f.p3d",
  "net_fenced_8m_f.p3d",
  "net_fence_8m_f.p3d",
  "wavepowerplantbroken_f.p3d",
  "wreck_truck_dropside_f.p3d",
  "wavepowerplant_f.p3d",
  "wreck_traw_f.p3d",
  "wreck_slammer_f.p3d",
  "maroula_f.p3d",
  "indfnc_9_f.p3d",
  "indfnc_3_f.p3d",
  "indfnc_3_d_f.p3d",
  "wreck_car2_f.p3d",
  "net_fence_4m_f.p3d",
  "wreck_truck_f.p3d",
  "wreck_hunter_f.p3d",
  "wreck_slammer_hull_f.p3d"
 };
};


 lootClasses[] = {
  { "shelfPos", "Shelf_EPOCH", true },
  { "fridgePos", "Fridge_EPOCH", true },
  { "bedPos", "Bed_EPOCH", false },
  { "couchPos", "Couch_EPOCH", false },
  { "wardrobePos", "wardrobe_epoch", false },
  { "cookerPos", "cooker_epoch", false },
  { "chairPos", { "Chair_EPOCH", "ChairRed_EPOCH" }, true },
  { "filingPos", "Filing_epoch", true },
  { "pelicanPos", "Pelican_EPOCH", false },
  { "tablePos", "Table_EPOCH", false },
  { "lockerPos", "Locker_EPOCH", false },
  { "toolRackPos", "ToolRack_EPOCH", false },
  { "shoeboxPos", "Shoebox_EPOCH", false },
  { "palletPos", "Tarp_EPOCH", false },
  { "freezerPos", "Freezer_EPOCH", false },
  { "cabinetPos", "Cabinet_EPOCH", false }
 };
 
 
};


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 = 175; //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 = 120; //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)
};

Edited by Richie
Spoiler tags added
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  • 4 weeks later...

Ok so I have modified base building settings so I am still managing everything in my description.ext as discussed above. However my users are reporting that they are getting the frequency blocked message when building near military, is there an issue with the latest version ignoring the description.ext for buildingNearbyMilitary? here are my settings:

 

class CfgEpochClient
{
    epochVersion = "0.3.4.0";

    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 = 300; //Define radius of blocked area

    buildingRequireJammer = 0; // 1 = to allow building without a jammer
    buildingCountLimit = 500; // how many objects can be built within range of a jammer
    buildingJammerRange = 100; // jammer range in meters

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Ok so I have modified base building settings so I am still managing everything in my description.ext as discussed above. However my users are reporting that they are getting the frequency blocked message when building near military, is there an issue with the latest version ignoring the description.ext for buildingNearbyMilitary? here are my settings:

I am having the same issue. I am hoping someone has a solution. the fix posted by vbawol did not work for us. Players reported being unable to interface with a variety of objects including loot piles and ATMs. I can confirm that I started with the ver 0.3.4.0 description.ext.

 

Any help moving forward with this would be appreciated.

What is missing from vbwol's post is that you need to merge the content of the map-specific .h file that would be included in the default cfg with any modified version that you run through your mission file. A working example for Altis is available here:

https://www.dropbox.com/s/1akuxw8aetcpoav/description.ext?dl=0

Edited by Ghostrider-DbD-
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