Scaris Posted September 14, 2015 Report Share Posted September 14, 2015 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? Shemone 1 Link to comment Share on other sites More sharing options...
vbawol Posted September 14, 2015 Report Share Posted September 14, 2015 (edited) https://github.com/EpochModTeam/Epoch/blob/master/Changelogs/0.3.3.0.txt#L36Yes 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.hpphttps://github.com/EpochModTeam/Epoch/tree/experimental/Sources/epoch_config Edited September 14, 2015 by vbawol Link to comment Share on other sites More sharing options...
Scaris Posted September 14, 2015 Author Report Share Posted September 14, 2015 thanks for such a quick response! Sorry I missed it. Link to comment Share on other sites More sharing options...
Scaris Posted September 14, 2015 Author Report Share Posted September 14, 2015 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? Link to comment Share on other sites More sharing options...
Scaris Posted September 14, 2015 Author Report Share Posted September 14, 2015 Disregard, I found it :) Link to comment Share on other sites More sharing options...
Scaris Posted September 14, 2015 Author Report Share Posted September 14, 2015 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. Link to comment Share on other sites More sharing options...
Caveman1 Posted September 15, 2015 Report Share Posted September 15, 2015 Ok so to change the building variables and turn off drones now we have to go into the @epoch find A3_epoch_config.pbo unpack and in the change the cfgEpochClient.hpp to say something like droneRngChance = 1000 and modify the building limits then repack.or am I confused here? Link to comment Share on other sites More sharing options...
Scaris Posted September 15, 2015 Author Report Share Posted September 15, 2015 No, that won't work. I already tried it even though I am pretty sure editting the client isn't right. It just hung up the server on restart since the bisign file was no longer valid. Link to comment Share on other sites More sharing options...
Caveman1 Posted September 15, 2015 Report Share Posted September 15, 2015 Humm mine seems to have worked. Been playing on it for a little. did you set the prefix on the PBO after repacking? Link to comment Share on other sites More sharing options...
Scaris Posted September 15, 2015 Author Report Share Posted September 15, 2015 What do you mean prefix? Let me know what you did if you don't mind please, because I have a server with a bunch of broken bases atm... in military zones. Link to comment Share on other sites More sharing options...
Caveman1 Posted September 15, 2015 Report Share Posted September 15, 2015 When you repack the A3_epoch_config.pbo set the properties with property of prefix and value of x\addons\a3_epoch_config. Hope that helps. Link to comment Share on other sites More sharing options...
Scaris Posted September 15, 2015 Author Report Share Posted September 15, 2015 What are you repacking with? I have a $PBOPREFIX.TXT$ file with this in it:///////<HEADER>///////prefix=x\addons\a3_epoch_configPbo Type is: Arma AddonSha: '39FEF2D4E01D4BF8B99C2D42534C6D6B0703682B'//////</HEADER>//////And I have never had to set anything when I pack as long as the files were set right. Link to comment Share on other sites More sharing options...
Caveman1 Posted September 15, 2015 Report Share Posted September 15, 2015 Ahh ok yeah that should work the same. I use PBO manager. I've had those text files to set the properties mess up on me in the past so I just set them manually in PBO manager ever since but should be the same. The search continues. Link to comment Share on other sites More sharing options...
vbawol Posted September 15, 2015 Report Share Posted September 15, 2015 You only use our configs as a resource to overload the config data via the mission file description,ext, making your own pbo will not accomplish the task.This basically what it should look like is something like this:https://github.com/EpochModTeam/Epoch/blob/master/Sources/mpmissions/epoch.VR/description.ext#L73-L111 Link to comment Share on other sites More sharing options...
He-Man Posted September 15, 2015 Report Share Posted September 15, 2015 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... Link to comment Share on other sites More sharing options...
Richie Posted September 15, 2015 Report Share Posted September 15, 2015 I took the config file(s) from HereMade my changes and called it via the Description.ext Link to comment Share on other sites More sharing options...
He-Man Posted September 16, 2015 Report Share Posted September 16, 2015 I took the config file(s) from HereMade my changes and called it via the Description.extBut when you include it from @epoch, will the clients not load it from their local @epoch without your changes? Link to comment Share on other sites More sharing options...
Richie Posted September 16, 2015 Report Share Posted September 16, 2015 But when you include it from @epoch, will the clients not load it from their local @epoch without your changes?No, if it's not included it will fall back to the client side files, if it is included it takes priority. Link to comment Share on other sites More sharing options...
He-Man Posted September 16, 2015 Report Share Posted September 16, 2015 Ah okay. Good to know Link to comment Share on other sites More sharing options...
Caveman1 Posted September 17, 2015 Report Share Posted September 17, 2015 Seems to have done the trick thank you awol and richie. Link to comment Share on other sites More sharing options...
Shemone Posted September 19, 2015 Report Share Posted September 19, 2015 (edited) 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 September 19, 2015 by Richie Spoiler tags added Link to comment Share on other sites More sharing options...
Scaris Posted October 18, 2015 Author Report Share Posted October 18, 2015 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 Ghostrider-GRG 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted October 24, 2015 Report Share Posted October 24, 2015 (edited) 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 October 24, 2015 by Ghostrider-DbD- Solved Link to comment Share on other sites More sharing options...
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