Achmed Posted June 25, 2013 Report Share Posted June 25, 2013 Cool :-) i shale see about updating my files in a bit then and hopefully it fixes it all. Anything new or just a bug fix? Link to comment Share on other sites More sharing options...
Bungle Posted June 25, 2013 Author Report Share Posted June 25, 2013 Just making sure it all works for now. Except still not getting R3F options!! Soon will look to add more things. Link to comment Share on other sites More sharing options...
Achmed Posted June 25, 2013 Report Share Posted June 25, 2013 R3f, is that the towing and lifting script? Link to comment Share on other sites More sharing options...
Bungle Posted June 25, 2013 Author Report Share Posted June 25, 2013 Yeah. I don't get any options on the vehicles I have setup. Link to comment Share on other sites More sharing options...
Achmed Posted June 25, 2013 Report Share Posted June 25, 2013 Ill have a look see if i can spot anything. Have a look at my rpt file as it does show some errors related to it however all looked ok when i checked the files so im confused Link to comment Share on other sites More sharing options...
Achmed Posted June 25, 2013 Report Share Posted June 25, 2013 For me its only the blackmarket trader that dont work. Can anyone else confirm a problem with this guy Link to comment Share on other sites More sharing options...
Balldrick Posted June 25, 2013 Report Share Posted June 25, 2013 Thank you Bungle for putting together this pack for us. Thank you for everyone that contributed to it. I have Converted it to Lingor cause i love making life hard for my self lol, so if ne one wants it lemme know. Thanks again for everyone involved. :) Link to comment Share on other sites More sharing options...
GucciMane Posted June 25, 2013 Report Share Posted June 25, 2013 Awesome work Bungle! Just wish I could have been more of a help during development. Just wanted to add one thing however: you still need to make adjustments to your dayz_server files for some of these scripts. I know for sure at least Sarge AI needs adjustments in the server_cleanup.fsm or it will cause problems. Not quite sure about the others but I'm sure it will show in the logs regardless. Regardless, great job! Edit: After doing some testing I found a few things that may help. the config.sqf in DayZ_Epoch_11.Chernarus\R3F_ARTY_AND_LOG\R3F_LOG is throwing an error in the server RPT at line 303. ["TT650_TK_CIV_EP1", 25 just missing a bracket and should be ["TT650_TK_CIV_EP1", 25] Also, \custom\BlackLac_Dan_BBC.sqf, line 374 throwing errors. Checked and found _unit_1 = objNull; if (true) then { _this = _group_0 createUnit ["USMC_SoldierS", [10197.438, 3270.4492, 0.00030899048], [], 0, "CAN_COLLIDE"]; _unit_1 = _this; _this setUnitAbility 0.60000002; if (false) then {_group_0 selectLeader _this;}; }; which is probably just the player needed in the 3D editor that didn't get removed before converting the mission file, so I removed that section as well. Link to comment Share on other sites More sharing options...
lolw00t Posted June 25, 2013 Report Share Posted June 25, 2013 Bungle i got the R3F working on both of my servers although it is without the cargo stuff you added and isnt the BTK cargo and R3F conflicting with each other? (i have never used BTK cargo) @Balldrick it should not be that much of a problem @Mathew yeah had the same problem on my test server when i tried out the package Link to comment Share on other sites More sharing options...
Bungle Posted June 25, 2013 Author Report Share Posted June 25, 2013 Could you do some magic on the pack for me Richard and see if you can get R3f to function? I have used the two in the past with no dramas Link to comment Share on other sites More sharing options...
Achmed Posted June 25, 2013 Report Share Posted June 25, 2013 Edit: After doing some testing I found a few things that may help. the config.sqf in DayZ_Epoch_11.Chernarus\R3F_ARTY_AND_LOG\R3F_LOG is throwing an error in the server RPT at line 303. ["TT650_TK_CIV_EP1", 25] just missing a bracket and should be ["TT650_TK_CIV_EP1"], 25] Just had a look at a old config.sqf from another server i used to host. i know the rpt log is saying missing ] however the original file had some examples in and it says // e.g. : ["MyTransportableObjectClassName1", itsCost], ["MyTransportableObjectClassName2", itsCost] at the bottom of the file it has #include "addons_config\ACE_OA_objects.sqf" #include "addons_config\BAF_objects.sqf" #include "addons_config\arma2_CO_objects.sqf" so im wondering if there is a conflict and the vehicles are called twice etc Link to comment Share on other sites More sharing options...
Bungle Posted June 25, 2013 Author Report Share Posted June 25, 2013 #include "addons_config\arma2_CO_objects.sqf" Should be empty.. isnt it? Maybe just // the #includes? Link to comment Share on other sites More sharing options...
Achmed Posted June 25, 2013 Report Share Posted June 25, 2013 my bad :D i was getting confused between the original files and your modified ones. only other difference i can see is in the int.sqf originally its said to put execVM "R3F_ARTY_AND_LOG\init.sqf" at the bottom and in yours it has [] execVM "R3F_ARTY_AND_LOG\init.sqf" ; not sure if the [] at the start and ; at the end makes any difference though as im no coder.... i just spot the difference lol Link to comment Share on other sites More sharing options...
Bungle Posted June 25, 2013 Author Report Share Posted June 25, 2013 Yeah I don't know the difference either however I have tried both haha.. anyone? Link to comment Share on other sites More sharing options...
Achmed Posted June 25, 2013 Report Share Posted June 25, 2013 i have been having a look over at opendaz.net for some help with the r3f stuff... it looks like they only managed to get it to work by putting the vehicles in the addons_config\arma2_CO_ objects.sqf file. im sure this will mean more to other people but have a look over at http://opendayz.net/threads/r3f-logistics-help.7894/ to see what im on about :) Link to comment Share on other sites More sharing options...
Razorman Posted June 25, 2013 Report Share Posted June 25, 2013 For me its only the blackmarket trader that dont work. Can anyone else confirm a problem with this guy me to, this is the final thing I need working, anyone? He doesn't show in the list of traders in my private hive tools either but he's in map where he should be but has nothing for sale, he will only trade metals? Link to comment Share on other sites More sharing options...
Achmed Posted June 25, 2013 Report Share Posted June 25, 2013 i have had him working before but then i replaced all my files with this pack and now i dont even get a menu up for him :( Link to comment Share on other sites More sharing options...
lolw00t Posted June 25, 2013 Report Share Posted June 25, 2013 bungle u will get my R3F folder when i have added all of the new Epoch models like mttbike etc Bungle 1 Link to comment Share on other sites More sharing options...
Bungle Posted June 25, 2013 Author Report Share Posted June 25, 2013 Thanks Ricardo. Appreciate it. Link to comment Share on other sites More sharing options...
Achmed Posted June 25, 2013 Report Share Posted June 25, 2013 to fix the missing black market trader, open server_traders.sqf from in the missions.pbo and add this at the bottom of the file (providing you dont have it already ;) ) // Black Market - Olsha menu_GUE_Soldier_MG = [ [["Black Market Weapons",455],["Black Market Ammo",456],["Explosives",462],["Backpacks",463],["Clothing",464]], [], "neutral" ]; should really say this is un tested at the moment but it should be the problem as its missing from the file. Link to comment Share on other sites More sharing options...
Bungle Posted June 25, 2013 Author Report Share Posted June 25, 2013 Also to any coders out there.. There is a bug currently with the Strip clothing returning a male default character when striping female clothing.. The default in the pack with the extra skins from epoch reads: if( _model in [ "Sniper1_DZ", "Camo1_DZ", "Functionary1_EP1_DZ", "Haris_Press_EP1_DZ", "Ins_Soldier_GL_DZ", "Priest_DZ", "Rocker2_DZ", "Soldier_Bodyguard_AA12_PMC_DZ", "TK_INS_Soldier_EP1_DZ", "TK_INS_Warlord_EP1_DZ", "Rocker1_DZ", "Rocker3_DZ", "Rocker4_DZ", "Bandit1_DZ", "Bandit2_DZ", "BanditW1_DZ", "BanditW2_DZ", "SurvivorW2_DZ", "SurvivorW3_DZ", "SurvivorWpink_DZ", "SurvivorWcombat_DZ", "SurvivorWdesert_DZ", "SurvivorWurban_DZ", "CZ_Special_Forces_GL_DES_EP1_DZ", "Drake_Light_DZ", "Pilot_EP1_DZ", "RU_Policeman_DZ", "Rocket_DZ", "Soldier1_DZ", "Soldier_Sniper_PMC_DZ", "Soldier_TL_PMC_DZ", "FR_OHara_DZ", "FR_Rodriguez_DZ", "CZ_Soldier_Sniper_EP1_DZ", "Graves_Light_DZ", "GUE_Commander_DZ", "GUE_Soldier_2_DZ", "GUE_Soldier_CO_DZ", "GUE_Soldier_Crew_DZ", "GUE_Soldier_Sniper_DZ" ] ) then { _model = "Skin_" + _model; _result = [player,_model] call BIS_fnc_invAdd; if (_result) then { player playActionNow "PutDown"; private["_name","_method","_methodStr"]; _name = _body getVariable["bodyName","unknown"]; _method = _body getVariable["deathType","unknown"]; _methodStr = localize format ["str_death_%1",_method]; _class = "Survivor2_DZ"; _position = getPosATL _body; _dir = getDir _body; _currentAnim = animationState _body; private ["_weapons","_magazines","_primweapon","_secweapon"]; _weapons = weapons _body; _primweapon = primaryWeapon _body; _secweapon = secondaryWeapon _body; If i was to exclude the female skins from this and create a new duplicate section for just them returning a female body in this line: _class = "Survivor2_DZ"; Change to _class = "SurvivorW_DZ"; Would that work? I am no coder so unsure.. Link to comment Share on other sites More sharing options...
Bungle Posted June 25, 2013 Author Report Share Posted June 25, 2013 Also If you use this pack and enable remove clothes.. they are worth a bit to sell to be fair. Maybe reduce the buy price of clothes to 1x10oz Silver. :) Link to comment Share on other sites More sharing options...
Achmed Posted June 25, 2013 Report Share Posted June 25, 2013 Also If you use this pack and enable remove clothes.. they are worth a bit to sell to be fair. Maybe reduce the buy price of clothes to 1x10oz Silver. :) there goes my gold farm lol i have to agree though they are a bit high at 1 gold each when you find loads in cars etc. Link to comment Share on other sites More sharing options...
Achmed Posted June 25, 2013 Report Share Posted June 25, 2013 Does anyone else have any issues with the bridge to skalisty island? the last section of it was at a dodgy angle preventing getting all the way accost. I know Excelsior released a different version with some stuff on the shore as well, maybe this would go well with the other buildings added near? I was going to have a look and see if they worked ok together but the format is different and im not sure how to change it. any chance of writing this out the same way for me to try please bungle? class Vehicles { items=19; class Item0 { side="EMPTY"; id=1; position[]={13225.278, -6.0489159, 3431.5159}; vehicle="land_nav_pier_m_2"; azimut=56.571701; lock="LOCKED"; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13225.278, 3431.5159, -3.1];"; }; class Item1 { side="EMPTY"; id=2; position[]={13247.008, -6.1535072, 3398.5906}; vehicle="land_nav_pier_m_2"; azimut=56.571701; lock="LOCKED"; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13247.008, 3398.5906, -3.1];"; }; class Item2 { side="EMPTY"; id=3; position[]={13203.401, -6.2994447, 3464.7751}; vehicle="land_nav_pier_m_1"; azimut=236.571701; lock="LOCKED"; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13203.401, 3464.7751, -3.1];"; }; class Item3 { side="EMPTY"; id=4; position[]={13181.671, -6.1785541, 3497.7451}; vehicle="land_nav_pier_m_2"; azimut=56.571701; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13181.671, 3497.7451, -3.1];"; }; class Item4 { side="EMPTY"; id=5; position[]={13159.978, -6.3031154, 3530.6299}; vehicle="land_nav_pier_m_2"; azimut=56.571701; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13159.978, 3530.6299, -3.1];"; }; class Item5 { side="EMPTY"; id=6; position[]={13138.261, -5.9914126, 3563.5496}; vehicle="land_nav_pier_m_2"; azimut=56.571701; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13138.261, 3563.5496, -3.1];"; }; class Item6 { side="EMPTY"; id=7; position[]={13116.587, -6.1611514, 3596.4583}; vehicle="land_nav_pier_m_2"; azimut=56.571701; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13116.587, 3596.4583, -3.1];"; }; class Item7 { side="EMPTY"; id=8; position[]={13094.851, -6.0637994, 3629.364}; vehicle="land_nav_pier_m_2"; azimut=56.571701; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13094.851, 3629.364, -3.1];"; }; class Item8 { side="EMPTY"; id=9; position[]={13073.158, -6.1899328, 3662.2742}; vehicle="land_nav_pier_m_1"; azimut=56.571701; lock="LOCKED"; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13073.158, 3662.2742, -3.1];"; }; class Item9 { side="EMPTY"; id=10; position[]={13051.535, -6.376471, 3695.0833}; vehicle="land_nav_pier_m_2"; azimut=56.571701; lock="LOCKED"; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13051.535, 3695.0833, -3.1];"; }; class Item10 { side="EMPTY"; id=11; position[]={13029.813, -6.1521502, 3728.052}; vehicle="land_nav_pier_m_2"; azimut=56.571701; lock="LOCKED"; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13029.813, 3728.052, -3.1];"; }; class Item11 { side="EMPTY"; id=12; position[]={13069.721, 2.6, 3648.5923}; vehicle="Land_Mil_ControlTower_EP1"; azimut=-302.12695; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13069.721, 3648.5923, 2.6];"; }; class Item12 { side="EMPTY"; id=13; position[]={13061.675, -3.1, 3654.853}; vehicle="land_nav_pier_c"; azimut=-33.287552; init="this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]; this setpos [13061.675, 3654.853, -3.1];"; }; class Item13 { side="EMPTY"; id=14; position[]={13062.828, 0.34161228, 3825.6414}; vehicle="Land_A_GeneralStore_01"; azimut=-32.551853; init="this setpos [13062.828, 3825.6414, 0.34161228];"; }; class Item14 { side="EMPTY"; id=15; position[]={13260.079, -3.0727394, 3378.8081}; vehicle="land_nav_pier_m_2"; azimut=56.571701; lock="LOCKED"; init="this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]; this setpos [13260.079, 3378.8081, -3.0727394];"; }; class Item15 { side="EMPTY"; id=16; position[]={13013.877, 3.8146973e-006, 3793.1804}; vehicle="Land_Hangar_2"; azimut=-33.153507; init="this setpos [13013.877, 3793.1804, 3.8146973e-006];"; }; class Item16 { side="EMPTY"; id=17; position[]={13210.424, 2.7, 3480.5696}; vehicle="Land_Mil_ControlTower_EP1"; azimut=-485.14117; init="this setPosASL [getposASL this select 0, getposASL this select 1, 0]; this setpos [13210.424, 3480.5696, 2.7];"; }; class Item17 { side="EMPTY"; id=18; position[]={13214.373, -3.8479133, 3472.0823}; vehicle="land_nav_pier_c"; azimut=-213.287552; init="this setPosASL [getposASL this select 0, getposASL this select 1, -2.5]; this setpos [13214.373, 3472.0823, -3.1];"; }; class Item18 { side="EMPTY"; id=19; position[]={13293.171, 0.016692447, 3955.2397}; vehicle="TK_GUE_WarfareBAntiAirRadar_Base_EP1"; azimut=-323.84015; init="this setpos [13293.171, 3955.2397, 0.016692447];"; }; }; Link to comment Share on other sites More sharing options...
Razorman Posted June 25, 2013 Report Share Posted June 25, 2013 My bridge is fine, however I am not using the latest server pack but the one before? Link to comment Share on other sites More sharing options...
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