[email protected] Posted October 28, 2017 Report Share Posted October 28, 2017 has anyone had issues with installing infistar on 1.0.... for some reason the dll's are freezing my server Link to comment Share on other sites More sharing options...
Grahame Posted October 28, 2017 Report Share Posted October 28, 2017 @[email protected]Okay for me on GTX and on my dedi. Have you previously whitelisted the IP of your server, you have to do that now (you can have 3 IPs per license)? Link to comment Share on other sites More sharing options...
[email protected] Posted October 28, 2017 Author Report Share Posted October 28, 2017 4 minutes ago, Grahame said: @[email protected]Okay for me on GTX and on my dedi. Have you previously whitelisted the IP of your server, you have to do that now (you can have 3 IPs per license)? just for epoch? i have an exile server that has no issues Link to comment Share on other sites More sharing options...
[email protected] Posted October 28, 2017 Author Report Share Posted October 28, 2017 /* Use IDD White-List ? */ _UDW = false; /* true or false */ /* _allowedIDDs: Insert IDDs here to prevent them from being closed! */ _allowedIDDs = [ // Displays whitelisted for Epoch -3000,-1900,-1500,-1338,-1300,-1200,-13,-8,-7,-6,-5, 0,4,5,6,8,12,18,24,46,49,50,54,55,63,70,129,131,148,151,154,163,169,174,262,602,999, 66600,77700,316000, // Different Displays from different mods/additions // (might not be needed at all but I've gotten so many emails like "INFISTAR CLOSES ATM MENU ON ALTIS LIFE.. people need to read this file..) 160, 9990,9992,9993,99440, -1,-2,-3,-4,-5,-9,-10,-11,-12,-14,-15,-666,300,301,302,303,304,13377, 2620,2629,2621,2622,2624,2625,2630,2631,2632,601,2520,2523,2522, 2001,2002,2003,2004,2005,2006,2007,2008,2009,2010,2300,2400,2600, 2650,2700,2800,2900,3000,3100,3500,7300,38200,38300,38400,38500,39400 ]; 8 minutes ago, Grahame said: @[email protected]Okay for me on GTX and on my dedi. Have you previously whitelisted the IP of your server, you have to do that now (you can have 3 IPs per license)? is this what you are talking about ? the problem only happens when infistar is installed Link to comment Share on other sites More sharing options...
Grahame Posted October 28, 2017 Report Share Posted October 28, 2017 No - infiSTAR has a whitelist function when you login in on their website. I had this issue initially. If you check armalog.log in the root folder of your server do you have this error: 08.10.2017 16:15:56: ERROR: Server IP (x.x.x.x) is not whitelisted in our webinterface. Please go to (https://webinterface.infistar.de/licenses) to manage the whitelist. If your server IP (just the IP, not the port so if you have a dedi you can run multiple servers and it only uses one of the three available IP addresses) is not whitelisted on infistar.de then infiSTAR will hang loading the DLL and not load it Link to comment Share on other sites More sharing options...
[email protected] Posted October 28, 2017 Author Report Share Posted October 28, 2017 2 minutes ago, Grahame said: No - infiSTAR has a whitelist function when you login in on their website. I had this issue initially. If you check armalog.log in the root folder of your server do you have this error: 08.10.2017 16:15:56: ERROR: Server IP (x.x.x.x) is not whitelisted in our webinterface. Please go to (https://webinterface.infistar.de/licenses) to manage the whitelist. If your server IP (just the IP, not the port so if you have a dedi you can run multiple servers and it only uses one of the three available IP addresses) is not whitelisted on infistar.de then infiSTAR will hang loading the DLL and not load it can infistar be run without the dll's.. i thought that was an option before? Link to comment Share on other sites More sharing options...
Grahame Posted October 28, 2017 Report Share Posted October 28, 2017 No, not anymore... not for the last couple of versions Link to comment Share on other sites More sharing options...
[email protected] Posted October 28, 2017 Author Report Share Posted October 28, 2017 17 minutes ago, Grahame said: No, not anymore... not for the last couple of versions ive whitelisted the server ip on infistar and linked it to my license but still freezes with same error 28.10.2017 13:18:08: Remove the infiSTAR files or you won't be able to start the server! 28.10.2017 13:18:37: ERROR: Server IP (181.214.149.64) is not whitelisted in our webinterface. Please go to (https://webinterface.infistar.de/licenses) to manage the whitelist. 28.10.2017 13:18:37: Remove the infiSTAR files or you won't be able to start the server! Link to comment Share on other sites More sharing options...
[email protected] Posted October 28, 2017 Author Report Share Posted October 28, 2017 working now..... must just not have had enough patience thanks for the help Grahame 1 Link to comment Share on other sites More sharing options...
[email protected] Posted October 28, 2017 Author Report Share Posted October 28, 2017 3 hours ago, Grahame said: No, not anymore... not for the last couple of versions a little off topic but do you know if zombies and demons works with epoch...? how do i get zombies ? Link to comment Share on other sites More sharing options...
Grahame Posted October 28, 2017 Report Share Posted October 28, 2017 Just now, [email protected] said: a little off topic but do you know if zombies and demons works with epoch...? how do i get zombies ? For Epoch Zombies you just need to set ryanZombiesEnabled = "true"; in CfgEpochClient.hpp (which it should be by default). For a more complete Z experience you will need to do more than that. See for an out of date but still mostly valid mechanism for doing so. We can talk more in PMs if you'd like. Link to comment Share on other sites More sharing options...
[email protected] Posted October 28, 2017 Author Report Share Posted October 28, 2017 7 minutes ago, Grahame said: For Epoch Zombies you just need to set ryanZombiesEnabled = "true"; in CfgEpochClient.hpp (which it should be by default). For a more complete Z experience you will need to do more than that. See for an out of date but still mostly valid mechanism for doing so. We can talk more in PMs if you'd like. thank you very much Link to comment Share on other sites More sharing options...
[email protected] Posted October 28, 2017 Author Report Share Posted October 28, 2017 will i still need zombies and demons mod added to the server then or is it included within epoch ? Link to comment Share on other sites More sharing options...
Grahame Posted October 28, 2017 Report Share Posted October 28, 2017 @[email protected]Either way you need Ryan's Z&D Helion4 1 Link to comment Share on other sites More sharing options...
[email protected] Posted October 29, 2017 Author Report Share Posted October 29, 2017 ive followed the tutorial and now have went from zombies that were half spawned into the ground to no zombies... im guessing that the editor has changed a bit since that tutorial was made. either case here are the changes ive made: mission.sqm: [spoiler] version=51; class EditorData { moveGridStep=1; angleGridStep=0.2617994; scaleGridStep=1; autoGroupingDist=10; toggles=1; class ItemIDProvider { nextID=2; }; class Camera { pos[]={7542.4932,93.791428,15492.986}; dir[]={-0.8989169,-0.17364819,-0.40223712}; up[]={-0.15850332,0.98480779,-0.070925266}; aside[]={-0.40844229,0,0.91278416}; }; }; binarizationWanted=0; addons[]= { "A3_epoch_config", "chernarusredux", "a3_characters_f", "ryanzombies", "ryanzombiesfunctions" }; randomSeed=12032465; class ScenarioData { author="[VB]AWOL"; }; class Mission { class Intel { briefingName="Epoch Mod"; timeOfChanges=28800; startWeather=0; startWind=0; startWaves=0; forecastWeather=0; forecastWind=0; forecastWaves=0; forecastLightnings=0; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0; forecastFogDecay=0; }; class Entities { items=205; class Item0 { dataType="Marker"; position[]={6968.658,0,8345.914}; name="center"; type="Empty"; id=0; }; class Item1 { dataType="Marker"; position[]={1024.82,0,2023.51}; name="respawn_east"; type="Empty"; id=1; }; class Item2 { dataType="Marker"; position[]={1024.8502,0,2023.5204}; name="respawn_west"; type="Empty"; id=2; }; class Item3 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=4; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=3; }; class Item4 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=6; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=5; }; class Item5 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=8; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=7; }; class Item6 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=10; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=9; }; class Item7 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=12; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=11; }; class Item8 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=14; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=13; }; class Item9 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=16; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=15; }; class Item10 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=18; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=17; }; class Item11 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=20; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=19; }; class Item12 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=22; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=21; }; class Item13 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=24; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=23; }; class Item14 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=26; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=25; }; class Item15 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=28; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=27; }; class Item16 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=30; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=29; }; class Item17 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=32; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=31; }; class Item18 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=34; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=33; }; class Item19 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=36; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=35; }; class Item20 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=38; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=37; }; class Item21 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=40; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=39; }; class Item22 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=42; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=41; }; class Item23 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=44; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=43; }; class Item24 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=46; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=45; }; class Item25 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=48; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=47; }; class Item26 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=50; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=49; }; class Item27 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=52; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=51; }; class Item28 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=54; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=53; }; class Item29 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=56; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=55; }; class Item30 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=58; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=57; }; class Item31 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=60; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=59; }; class Item32 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=62; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=61; }; class Item33 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=64; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=63; }; class Item34 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=66; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=65; }; class Item35 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=68; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=67; }; class Item36 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=70; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=69; }; class Item37 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=72; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=71; }; class Item38 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=74; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=73; }; class Item39 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=76; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=75; }; class Item40 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=78; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=77; }; class Item41 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=80; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=79; }; class Item42 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=82; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=81; }; class Item43 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=84; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=83; }; class Item44 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=86; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=85; }; class Item45 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=88; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=87; }; class Item46 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=90; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=89; }; class Item47 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=92; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=91; }; class Item48 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=94; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=93; }; class Item49 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=96; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=95; }; class Item50 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=98; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=97; }; class Item51 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=100; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=99; }; class Item52 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=102; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=101; }; class Item53 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=104; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=103; }; class Item54 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=106; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=105; }; class Item55 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=108; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=107; }; class Item56 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=110; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=109; }; class Item57 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; 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}; id=130; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=129; }; class Item67 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=132; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=131; }; class Item68 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=134; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=133; }; class Item69 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=136; type="VirtualMan_EPOCH"; 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id=141; }; class Item73 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=144; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=143; }; class Item74 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=146; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=145; }; class Item75 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=148; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=147; }; class Item76 { dataType="Group"; 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}; id=192; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=191; }; class Item98 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=194; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=193; }; class Item99 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=196; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=195; }; class Item100 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=198; type="VirtualMan_EPOCH"; 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id=203; }; class Item104 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=206; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=205; }; class Item105 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=208; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=207; }; class Item106 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=210; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=209; }; 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class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=236; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=235; }; class Item120 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=238; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=237; }; class Item121 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=240; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=239; }; class Item122 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=242; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=241; }; class Item123 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=244; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=243; }; class Item124 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=246; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=245; }; class Item125 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=248; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=247; }; class Item126 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=250; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=249; }; class Item127 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=252; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=251; }; class Item128 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; 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type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=265; }; class Item135 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=268; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=267; }; class Item136 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=270; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=269; }; class Item137 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=272; type="VirtualMan_EPOCH"; 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id=277; }; class Item141 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=280; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=279; }; class Item142 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=282; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=281; }; class Item143 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=284; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=283; }; 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class Item181 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=360; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=359; }; class Item182 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=362; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=361; }; class Item183 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=364; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=363; }; class Item184 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=366; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=365; }; class Item185 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=368; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=367; }; class Item186 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=370; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=369; }; class Item187 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=372; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=371; }; class Item188 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=374; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=373; }; class Item189 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=376; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=375; }; class Item190 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=378; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=377; }; class Item191 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=380; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=379; }; class Item192 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=382; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=381; }; class Item193 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=384; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=383; }; class Item194 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=386; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=385; }; class Item195 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=388; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=387; }; class Item196 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=390; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=389; }; class Item197 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=392; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=391; }; class Item198 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=394; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=393; }; class Item199 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=396; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=395; }; class Item200 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=398; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=397; }; class Item201 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=400; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=399; }; class Item202 { dataType="Group"; side="Civilian"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={1024.8502,0,2023.5204}; angles[]={0,4.7169838,0}; }; side="Civilian"; flags=3; class Attributes { isPlayable=1; }; id=402; type="VirtualMan_EPOCH"; }; }; class Attributes { }; id=401; }; class Item203 { dataType="Logic"; class PositionInfo { position[]={6962.52,324.31439,8345.9072}; }; name="SERVER"; init="null=[] execVM ""cos\cosInit.sqf"";"; id=2; type="RyanZM_ModuleSpawn"; class CustomAttributes { class Attribute0 { property="RyanZM_ModuleSpawn_Start"; expression="_this setVariable ['Start',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=5; }; }; }; class Attribute1 { property="RyanZM_ModuleSpawn_Type"; expression="_this setVariable ['Type',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=6; }; }; }; class Attribute2 { property="RyanZM_ModuleSpawn_HordeSize"; expression="_this setVariable ['HordeSize',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=20; }; }; }; class Attribute3 { property="RyanZM_ModuleSpawn_Frequency"; expression="_this setVariable ['Frequency',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=60; }; }; }; class Attribute4 { property="RyanZM_ModuleSpawn_ActivationRadius"; expression="_this setVariable ['ActivationRadius',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1000; }; }; }; class Attribute5 { property="RyanZM_ModuleSpawn_Delay"; expression="_this setVariable ['Delay',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=0.5; }; }; }; class Attribute6 { property="RyanZM_ModuleSpawn_AliveAmount"; expression="_this setVariable ['AliveAmount',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=100; }; }; }; class Attribute7 { property="RyanZM_ModuleSpawn_Activation"; expression="_this setVariable ['Activation',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=2; }; }; }; class Attribute8 { property="RyanZM_ModuleSpawn_Density"; expression="_this setVariable ['Density',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=0; }; }; }; class Attribute9 { property="RyanZM_ModuleSpawn_Type2"; expression="_this setVariable ['Type2',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=0; }; }; }; class Attribute10 { property="RyanZM_ModuleSpawn_Type3"; expression="_this setVariable ['Type3',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=0; }; }; }; class Attribute11 { property="RyanZM_ModuleSpawn_Type4"; expression="_this setVariable ['Type4',_value,true];"; class Value { class data { class type { type[]= { "STRING" }; }; value="[]"; }; }; }; class Attribute12 { property="RyanZM_ModuleSpawn_Randomize"; expression="_this setVariable ['Randomize',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute13 { property="RyanZM_ModuleSpawn_Activation2"; expression="_this setVariable ['Activation2',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=3; }; }; }; class Attribute14 { property="RyanZM_ModuleSpawn_Side"; expression="_this setVariable ['Side',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute15 { property="RyanZM_ModuleSpawn_TotalAmount"; expression="_this setVariable ['TotalAmount',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1000; }; }; }; class Attribute16 { property="RyanZM_ModuleSpawn_Activation3"; expression="_this setVariable ['Activation3',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; nAttributes=17; }; }; class Item204 { dataType="Logic"; class PositionInfo { position[]={6962.52,324.38095,8346.6816}; }; name="zombieHealthSettings"; id=4; type="RyanZM_ModuleSettings"; class CustomAttributes { class Attribute0 { property="RyanZM_ModuleSettings_GlowingEyes"; expression="_this setVariable ['GlowingEyes',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute1 { property="RyanZM_ModuleSettings_Headshots"; expression="_this setVariable ['Headshots',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute2 { property="RyanZM_ModuleSettings_ExplodingHeads"; expression="_this setVariable ['ExplodingHeads',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=3; }; }; }; class Attribute3 { property="RyanZM_ModuleSettings_Invincibility"; expression="_this setVariable ['Invincibility',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute4 { property="RyanZM_ModuleSettings_DetectionDistance"; expression="_this setVariable ['DetectionDistance',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=500; }; }; }; class Attribute5 { property="RyanZM_ModuleSettings_ZombieScript"; expression="_this setVariable ['ZombieScript',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute6 { property="RyanZM_ModuleSettings_DeleteBodies"; expression="_this setVariable ['DeleteBodies',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute7 { property="RyanZM_ModuleSettings_JumpingSounds"; expression="_this setVariable ['JumpingSounds',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute8 { property="RyanZM_ModuleSettings_Sounds"; expression="_this setVariable ['Sounds',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute9 { property="RyanZM_ModuleSettings_Bleeding"; expression="_this setVariable ['Bleeding',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute10 { property="RyanZM_ModuleSettings_StartingAnim"; expression="_this setVariable ['StartingAnim',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute11 { property="RyanZM_ModuleSettings_CivilianAttacks"; expression="_this setVariable ['CivilianAttacks',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; nAttributes=12; }; }; }; }; [/spoiler] here is the cosCore.sqf: if (!isServer) exitWith {}; private ["_groupCount","_localGrpCount","_grp","_rdCount","_n","_r","_tempUnit","_tempVeh"]; _mkr= (_this select 0); // Get trigger status _trigID=format["trig%1", _mkr]; _isActive=server getvariable _trigID; // Get stored town variables _popVar=format["population%1", _mkr]; _information=server getvariable _popVar; _civilians=(_information select 0); _vehicles=(_information select 1); _parked=(_information select 2); _roadPosArray=(_information select 3); IF (debugCOS) then { COSGlobalSideChat=[_civilians,_vehicles,_parked, _mkr];publicvariable "COSGlobalSideChat"; player groupChat (format ["Town:%4 .Civilians:%1 .Vehicles:%2 .Parked:%3",_civilians,_vehicles,_parked, _mkr]);//for singleplayer }; _showRoads=false; IF (_showRoads) then { { _txt=format["roadMkr%1",_x]; _debugMkr=createMarker [_txt,getpos _x]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; }foreach _roadPosArray; }; _glbGrps=server getvariable "cosGrpCount"; _townGrp=createGroup DefaultSide; _localGrps=1; waituntil {!populating_COS}; populating_COS=true; _glbGrps=server getvariable "cosGrpCount"; //SPAWN CIVILIANS NOW _civilianArray=[]; _vehicleArray=[]; _PatrolVehArray=[]; _ParkedArray=[]; _roadPosArray=_roadPosArray call BIS_fnc_arrayShuffle; _UnitList=COScivPool call BIS_fnc_arrayShuffle; _vehList=COSmotPool call BIS_fnc_arrayShuffle; _countVehPool=count _vehList; _countPool=count _UnitList; _v=0; _n=0; _rdCount=0; // SPAWN PEDESTRIANS for "_i" from 1 to _civilians do { if (!(server getvariable _trigID)) exitwith {_isActive=false;}; if (_i >= _countPool) then { if (_n >= _countPool) then {_n=0;}; _tempUnit=_UnitList select _n; _n=_n+1; }; if (_i < _countPool) then { _tempUnit=_UnitList select _i; }; _tempPos=_roadPosArray select _rdCount; _rdCount=_rdCount+1; if (COSmaxGrps < (_glbGrps+_localGrps+1)) then { _grp=_townGrp; }else{ _grp=createGroup DefaultSide; _localGrps=_localGrps+1; }; _unit = _grp createUnit [_tempUnit, _tempPos, [], 0, "NONE"]; _civilianArray set [count _civilianArray,_grp]; null =[_unit] execVM "cos\addScript_Unit.sqf"; IF (debugCOS) then { _txt=format["INF%1,MKR%2",_i,_mkr]; _debugMkr=createMarker [_txt,getpos _unit]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "Civ Spawn"; }; }; // SPAWN VEHICLES for "_i" from 1 to _vehicles do { if (!(server getvariable _trigID)) exitwith {_isActive=false;}; if (_i >= _countVehPool) then { if (_v >= _countVehPool) then {_v=0;}; _tempVeh=_vehList select _v; _v=_v+1; }; if (_i < _countVehPool) then { _tempVeh=_vehList select _i; }; if (_i >= _countPool) then { if (_n >= _countPool) then {_n=0;}; _tempUnit=_UnitList select _n; _n=_n+1; }; if (_i < _countPool) then { _tempUnit=_UnitList select _i; }; _tempPos=_roadPosArray select _rdCount; _rdCount=_rdCount+1; _roadConnectedTo = roadsConnectedTo _tempPos; _connectedRoad = _roadConnectedTo select 0; _direction = [_tempPos, _connectedRoad] call BIS_fnc_DirTo; if (COSmaxGrps < (_glbGrps+_localGrps+1)) then { _grp=_townGrp; }else{ _grp=createGroup DefaultSide; _localGrps=_localGrps+1; }; _veh = createVehicle [_tempVeh, _tempPos, [], 0, "NONE"]; _unit = _grp createUnit [_tempUnit, getpos _veh, [], 0, "CAN_COLLIDE"]; _veh setdir _direction; _unit assignAsDriver _veh; _unit moveInDriver _veh; _vehPack=[_veh,_unit,_grp]; _PatrolVehArray set [count _PatrolVehArray,_grp]; _vehicleArray set [count _vehicleArray,_vehPack]; null =[_veh] execVM "cos\addScript_Vehicle.sqf"; null =[_unit] execVM "cos\addScript_Unit.sqf"; IF (debugCOS) then { _txt=format["veh%1,mkr%2",_i,_mkr]; _debugMkr=createMarker [_txt,getpos _unit]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "VEH Spawn"; }; }; // SPAWN PARKED VEHICLES for "_i" from 1 to _parked do { if (!(server getvariable _trigID)) exitwith {_isActive=false;}; if (_i >= _countVehPool) then { if (_v >= _countVehPool) then {_v=0;}; _tempVeh=_vehList select _v; _v=_v+1; }; if (_i < _countVehPool) then { _tempVeh=_vehList select _i; }; _tempPos=_roadPosArray select _rdCount; _rdCount=_rdCount+1; _roadConnectedTo = roadsConnectedTo _tempPos; _connectedRoad = _roadConnectedTo select 0; _direction = [_tempPos, _connectedRoad] call BIS_fnc_DirTo; _veh = createVehicle [_tempVeh, _tempPos, [], 0, "NONE"]; _veh setdir _direction; _veh setPos [(getPos _veh select 0)-6, getPos _veh select 1, getPos _veh select 2]; _ParkedArray set [count _ParkedArray,_veh]; null =[_veh] execVM "cos\addScript_Vehicle.sqf"; IF (debugCOS) then { _txt=format["Park%1,mkr%2",_i,_mkr]; _debugMkr=createMarker [_txt,getpos _veh]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "Park Spawn"; }; }; // Apply Patrol script to all units //null =[_civilianArray,_PatrolVehArray,_roadPosArray] execVM "cos\CosPatrol.sqf"; if (debugCOS) then {player sidechat (format ["Roads used:%1. Roads Stored %2",_rdCount,count _roadPosArray])}; // Count groups _glbGrps=server getvariable "cosGrpCount"; _glbGrps=_glbGrps+_localGrps; server setvariable ["cosGrpCount",_glbGrps]; populating_COS=false; // Show town label if town still active if (showTownLabel and (server getvariable _trigID)) then { COSTownLabel=[(_civilians+_vehicles),_mkr];PUBLICVARIABLE "COSTownLabel"; _population=format ["Population: %1",_civilians+_vehicles]; 0=[markerText _mkr,_population] spawn BIS_fnc_infoText;// FOR USE IN SINGLEPLAYER }; // Check every second until trigger is deactivated while {_isActive} do { _isActive=server getvariable _trigID; if (!_isActive) exitwith {}; sleep 1; }; // If another town is populating wait until it has finished before deleting population waituntil {!populating_COS}; // Delete all pedestrians _counter=0; { _grp=_x; _counter=_counter+1; if (debugCOS) then { deletemarker (format["INF%1,MKR%2",_counter,_mkr]);}; { deleteVehicle _x } forEach units _grp; deleteGroup _grp; }foreach _civilianArray; // Delete all vehicles and crew _counter=0; { _veh=_x select 0; _unit=_x select 1; _grp=_x select 2; _counter=_counter+1; if (debugCOS) then {deletemarker (format["veh%1,mkr%2",_counter,_mkr]);}; // CHECK VEHICLE IS NOT TAKEN BY PLAYER if ({isPlayer _veh} count (crew _veh) == 0) then { {deleteVehicle _x} forEach (crew _veh); deleteVehicle _veh; }; deletevehicle _unit; deletegroup _grp; }foreach _vehicleArray; // Delete all parked vehicles _counter=0; { _counter=_counter+1; if (debugCOS) then {deletemarker (format["Park%1,mkr%2",_counter,_mkr]);}; // CHECK VEHICLE IS NOT TAKEN BY PLAYER if ({isPlayer _x} count (crew _x) == 0) then { deletevehicle _x; }; }foreach _ParkedArray; deletegroup _townGrp; // Update global groups _glbGrps=server getvariable "cosGrpCount"; _glbGrps=_glbGrps-_localGrps; server setvariable ["cosGrpCount",_glbGrps]; ander here is the cosInit.sqf if (!isServer) exitWith {}; private ["_groupCount","_localGrpCount","_grp","_rdCount","_n","_r","_tempUnit","_tempVeh"]; _mkr= (_this select 0); // Get trigger status _trigID=format["trig%1", _mkr]; _isActive=server getvariable _trigID; // Get stored town variables _popVar=format["population%1", _mkr]; _information=server getvariable _popVar; _civilians=(_information select 0); _vehicles=(_information select 1); _parked=(_information select 2); _roadPosArray=(_information select 3); IF (debugCOS) then { COSGlobalSideChat=[_civilians,_vehicles,_parked, _mkr];publicvariable "COSGlobalSideChat"; player groupChat (format ["Town:%4 .Civilians:%1 .Vehicles:%2 .Parked:%3",_civilians,_vehicles,_parked, _mkr]);//for singleplayer }; _showRoads=false; IF (_showRoads) then { { _txt=format["roadMkr%1",_x]; _debugMkr=createMarker [_txt,getpos _x]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; }foreach _roadPosArray; }; _glbGrps=server getvariable "cosGrpCount"; _townGrp=createGroup DefaultSide; _localGrps=1; waituntil {!populating_COS}; populating_COS=true; _glbGrps=server getvariable "cosGrpCount"; //SPAWN CIVILIANS NOW _civilianArray=[]; _vehicleArray=[]; _PatrolVehArray=[]; _ParkedArray=[]; _roadPosArray=_roadPosArray call BIS_fnc_arrayShuffle; _UnitList=COScivPool call BIS_fnc_arrayShuffle; _vehList=COSmotPool call BIS_fnc_arrayShuffle; _countVehPool=count _vehList; _countPool=count _UnitList; _v=0; _n=0; _rdCount=0; // SPAWN PEDESTRIANS for "_i" from 1 to _civilians do { if (!(server getvariable _trigID)) exitwith {_isActive=false;}; if (_i >= _countPool) then { if (_n >= _countPool) then {_n=0;}; _tempUnit=_UnitList select _n; _n=_n+1; }; if (_i < _countPool) then { _tempUnit=_UnitList select _i; }; _tempPos=_roadPosArray select _rdCount; _rdCount=_rdCount+1; if (COSmaxGrps < (_glbGrps+_localGrps+1)) then { _grp=_townGrp; }else{ _grp=createGroup DefaultSide; _localGrps=_localGrps+1; }; _unit = _grp createUnit [_tempUnit, _tempPos, [], 0, "NONE"]; _civilianArray set [count _civilianArray,_grp]; null =[_unit] execVM "cos\addScript_Unit.sqf"; IF (debugCOS) then { _txt=format["INF%1,MKR%2",_i,_mkr]; _debugMkr=createMarker [_txt,getpos _unit]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "Civ Spawn"; }; }; // SPAWN VEHICLES for "_i" from 1 to _vehicles do { if (!(server getvariable _trigID)) exitwith {_isActive=false;}; if (_i >= _countVehPool) then { if (_v >= _countVehPool) then {_v=0;}; _tempVeh=_vehList select _v; _v=_v+1; }; if (_i < _countVehPool) then { _tempVeh=_vehList select _i; }; if (_i >= _countPool) then { if (_n >= _countPool) then {_n=0;}; _tempUnit=_UnitList select _n; _n=_n+1; }; if (_i < _countPool) then { _tempUnit=_UnitList select _i; }; _tempPos=_roadPosArray select _rdCount; _rdCount=_rdCount+1; _roadConnectedTo = roadsConnectedTo _tempPos; _connectedRoad = _roadConnectedTo select 0; _direction = [_tempPos, _connectedRoad] call BIS_fnc_DirTo; if (COSmaxGrps < (_glbGrps+_localGrps+1)) then { _grp=_townGrp; }else{ _grp=createGroup DefaultSide; _localGrps=_localGrps+1; }; _veh = createVehicle [_tempVeh, _tempPos, [], 0, "NONE"]; _unit = _grp createUnit [_tempUnit, getpos _veh, [], 0, "CAN_COLLIDE"]; _veh setdir _direction; _unit assignAsDriver _veh; _unit moveInDriver _veh; _vehPack=[_veh,_unit,_grp]; _PatrolVehArray set [count _PatrolVehArray,_grp]; _vehicleArray set [count _vehicleArray,_vehPack]; null =[_veh] execVM "cos\addScript_Vehicle.sqf"; null =[_unit] execVM "cos\addScript_Unit.sqf"; IF (debugCOS) then { _txt=format["veh%1,mkr%2",_i,_mkr]; _debugMkr=createMarker [_txt,getpos _unit]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "VEH Spawn"; }; }; // SPAWN PARKED VEHICLES for "_i" from 1 to _parked do { if (!(server getvariable _trigID)) exitwith {_isActive=false;}; if (_i >= _countVehPool) then { if (_v >= _countVehPool) then {_v=0;}; _tempVeh=_vehList select _v; _v=_v+1; }; if (_i < _countVehPool) then { _tempVeh=_vehList select _i; }; _tempPos=_roadPosArray select _rdCount; _rdCount=_rdCount+1; _roadConnectedTo = roadsConnectedTo _tempPos; _connectedRoad = _roadConnectedTo select 0; _direction = [_tempPos, _connectedRoad] call BIS_fnc_DirTo; _veh = createVehicle [_tempVeh, _tempPos, [], 0, "NONE"]; _veh setdir _direction; _veh setPos [(getPos _veh select 0)-6, getPos _veh select 1, getPos _veh select 2]; _ParkedArray set [count _ParkedArray,_veh]; null =[_veh] execVM "cos\addScript_Vehicle.sqf"; IF (debugCOS) then { _txt=format["Park%1,mkr%2",_i,_mkr]; _debugMkr=createMarker [_txt,getpos _veh]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "Park Spawn"; }; }; // Apply Patrol script to all units //null =[_civilianArray,_PatrolVehArray,_roadPosArray] execVM "cos\CosPatrol.sqf"; if (debugCOS) then {player sidechat (format ["Roads used:%1. Roads Stored %2",_rdCount,count _roadPosArray])}; // Count groups _glbGrps=server getvariable "cosGrpCount"; _glbGrps=_glbGrps+_localGrps; server setvariable ["cosGrpCount",_glbGrps]; populating_COS=false; // Show town label if town still active if (showTownLabel and (server getvariable _trigID)) then { COSTownLabel=[(_civilians+_vehicles),_mkr];PUBLICVARIABLE "COSTownLabel"; _population=format ["Population: %1",_civilians+_vehicles]; 0=[markerText _mkr,_population] spawn BIS_fnc_infoText;// FOR USE IN SINGLEPLAYER }; // Check every second until trigger is deactivated while {_isActive} do { _isActive=server getvariable _trigID; if (!_isActive) exitwith {}; sleep 1; }; // If another town is populating wait until it has finished before deleting population waituntil {!populating_COS}; // Delete all pedestrians _counter=0; { _grp=_x; _counter=_counter+1; if (debugCOS) then { deletemarker (format["INF%1,MKR%2",_counter,_mkr]);}; { deleteVehicle _x } forEach units _grp; deleteGroup _grp; }foreach _civilianArray; // Delete all vehicles and crew _counter=0; { _veh=_x select 0; _unit=_x select 1; _grp=_x select 2; _counter=_counter+1; if (debugCOS) then {deletemarker (format["veh%1,mkr%2",_counter,_mkr]);}; // CHECK VEHICLE IS NOT TAKEN BY PLAYER if ({isPlayer _veh} count (crew _veh) == 0) then { {deleteVehicle _x} forEach (crew _veh); deleteVehicle _veh; }; deletevehicle _unit; deletegroup _grp; }foreach _vehicleArray; // Delete all parked vehicles _counter=0; { _counter=_counter+1; if (debugCOS) then {deletemarker (format["Park%1,mkr%2",_counter,_mkr]);}; // CHECK VEHICLE IS NOT TAKEN BY PLAYER if ({isPlayer _x} count (crew _x) == 0) then { deletevehicle _x; }; }foreach _ParkedArray; deletegroup _townGrp; // Update global groups _glbGrps=server getvariable "cosGrpCount"; _glbGrps=_glbGrps-_localGrps; server setvariable ["cosGrpCount",_glbGrps]; here is the cosInit.sqf: /* Civilian Occupation System (COS) By BangaBob v0.5 null=[] execVM "cos/cosInit.sqf"; IMPORTANT: BEFORE PROCEEDING ADD AN OBJECT NAMED SERVER INTO THE EDITOR. To edit population of zones browse to line 95 Open COS/AddScript_Unit.sqf to apply scripts to spawned units. Open COS/AddScript_Vehicle.sqf to apply scripts to spawned vehicles. To get Array of COS markers use _allMarkers=SERVER getvariable "COSmarkers"; */ if (isnil "SERVER") then {Hint "You must ADD a object named SERVER";Player Sidechat "You must ADD a object named SERVER";}else{ if (isServer) then { IF (!isnil ("COScomplete")) then {Hint "Check your call. COS was called twice!";}else{ COS_distance=500;//Set spawn distance _aerielActivation=true;// Set if flying units can activate civilian Zones blackListTowns = []; // Remove towns from COS default: "sagonisi" whiteListMkrs=[]; // Add Custom Markers for COS to populate DefaultSide = Resistance; // Set side of units spawned default: Civilian _showMarker=false;// Show COS markers on map showTownLabel = true; // Show town information when entering COS zones debugCOS=false; // Show spawned units on the map COSpedestrians=true; //Spawn pedestrians now zombies COScars=false;// Spawn Cars COSparked=false;// Spawn parked cars // Types of units that will be spawned as civilians. COScivPool =["RyanZombieC_man_1medium", "RyanZombieC_man_polo_1_Fmedium", "RyanZombieC_man_polo_2_Fmedium", "RyanZombieC_man_polo_4_Fmedium", "RyanZombieC_man_polo_5_Fmedium", "RyanZombieC_man_polo_6_Fmedium", "RyanZombieC_man_p_fugitive_Fmedium", "RyanZombieC_man_w_worker_Fmedium", "RyanZombieC_scientist_Fmedium", "RyanZombieC_man_hunter_1_Fmedium", "RyanZombieC_man_pilot_Fmedium", "RyanZombieC_journalist_Fmedium", "RyanZombieC_Orestesmedium", "RyanZombieC_Nikosmedium"]; COSmotPool =["C_Hatchback_01_F","C_Hatchback_01_sport_F","C_Offroad_01_F","C_SUV_01_F","C_Van_01_box_F","C_Van_01_fuel_F","C_Van_01_transport_F"]; COSmaxGrps=72;//Set Maximum group limit for COS at any one time (If limit is hit then civilians will be placed into a single group for each town) // Browse to line 81 to customise number of civilians that spawn. private ["_sizeX","_sizeY","_name","_pos","_mSize","_rad","_civilians","_vehicles","_parked","_actCond"]; breakPatrol_FNC=compile preprocessFileLineNumbers "cos\patrolFnc.sqf";unitScript_FNC=compile preprocessFileLineNumbers "cos\addScript_Unit.sqf";vehScript_FNC=compile preprocessFileLineNumbers "cos\addScript_Vehicle.sqf"; COScomplete=false;publicvariable "COScomplete";publicvariable "COS_distance";populating_COS=false; cosMkrArray=[]; server setvariable ["cosGrpCount",0];//Set global group count _rad=50;// Radius increase increment for finding minimum spawn points _slack=2;// Additional spawn points { // Organise towns and markers if (_x in whiteListMkrs) then { _sizeX=getMarkerSize _x select 0; _sizeY=getMarkerSize _x select 1; _pos=markerpos _x; _name=markerText _x;// Get the markers description if (_name == "") then {_name= _x;};// If description is empty then use marker name deletemarker _x;// Delete user placed marker }else{ _name = text _x;// Get name _sizeX = getNumber (configFile >> "CfgWorlds" >> worldName >> "Names" >> (text _x) >> "radiusA"); _sizeY = getNumber (configFile >> "CfgWorlds" >> worldName >> "Names" >> (text _x) >> "radiusB"); _pos=getpos _x; }; if (({_name==_x} count blackListTowns)>0 OR (_name == "")) then {}else{ // Scan for houses around the town area if (_sizeX < 50) then {_sizeX=300;}; if (_sizeY < 50) then {_sizeY=300;}; if (_sizeY>_sizeX) then {_mSize=_sizeY}else{_mSize=_sizeX};// Get the largest size _houses= count (nearestObjects [_pos, ["house"], _mSize]);// Count number of houses in town // Customise population by number of houses _randomisation=10; if (_houses <= 10) then { _civilians=10+ round(random _randomisation);// Civilians spawned _vehicles=0;// Moving Vehicles Spawned _parked=1;// Parked Vehicles Spawned }; if (_houses <= 30 and _houses > _randomisation) then { _civilians=20+ round(random _randomisation);// Civilians spawned _vehicles=2;// Moving Vehicles Spawned _parked=2;// Parked Vehicles Spawned }; if (_houses <= 70 and _houses > 30) then { _civilians=25+ round(random _randomisation);// Civilians spawned _vehicles=4;// Moving Vehicles Spawned _parked=2;// Parked Vehicles Spawned }; if (_houses <= 140 and _houses > 70) then { _civilians=30+ round(random _randomisation);// Civilians spawned _vehicles=5;// Moving Vehicles Spawned _parked=3;// Parked Vehicles Spawned }; if (_houses > 140) then { _civilians=40+ round(random _randomisation);// Civilians spawned _vehicles=5;// Moving Vehicles Spawned _parked=3;// Parked Vehicles Spawned }; if (!COSpedestrians) then {_civilians=0;}; // If pedestrians disabled spawn 0 if (!COScars) then {_vehicles=0;};// If cars disabled spawn 0 if (!COSparked) then {_parked=0;};// If parked cars disabled spawn 0 // Create marker over town _markerID=format ["COSmkrID%1",_name]; _foo = createmarker [_markerID, _pos]; _foo setMarkerSize [_sizeX, _sizeY]; _foo setMarkerShape "ELLIPSE"; _foo setMarkerBrush "SOLID"; _foo setMarkerColor "ColorGreen"; _foo setMarkerText _name; cosMkrArray set [count cosMkrArray,_foo]; if (!_showMarker) then {_foo setmarkerAlpha 0;}else{_foo setmarkerAlpha 0.5;};// Show or hide marker // Get positions until we have enough for the population _roadlist = _pos nearRoads _mSize; _minPositions=(_civilians+_vehicles+_parked+_slack); if (count _roadlist < _minPositions) then { while {count _roadlist < _minPositions} do { _rad=_rad+_rad; _roadlist = _pos nearRoads (_mSize+_rad); sleep 0.1; }; }; // Sort a position for each civilian _roadPosArray = []; _roadPosArray resize _minPositions; _roadlist=_roadlist call BIS_fnc_arrayShuffle; for "_n" from 0 to _minPositions do { _roadPosArray set [_n, _roadlist select _n]; }; // Save all information _information=[_civilians,_vehicles,_parked,_roadPosArray]; _popVar=format["population%1",_foo]; server setvariable [_popVar,_information]; // Create a trigger over town _trigger = createTrigger ["EmptyDetector",_pos]; _trigger setTriggerArea [(COS_distance+_sizeX),(COS_distance+_sizeY),0,FALSE]; _trigger setTriggerActivation ["ANY","PRESENT",true]; _trigger setTriggerTimeout [1, 1, 1, true]; if _aerielActivation // Set whether units above 50m high will trigger then { _actCond="{vehicle _x in thisList && isplayer _x} count allunits > 0"; }else{ _actCond="{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 50} count allunits > 0"; }; _var=format["trig%1", _markerID]; _trigAct=format ["null= [%1] execVM ""cos\cosCore.sqf"";server setvariable [%2,true];",str _foo,str _var]; _trigDe=format ["server setvariable [%1,false];",str _var]; _trigger setTriggerStatements [_actCond,_trigAct,_trigDe]; }; }foreach (nearestLocations [getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition"), ["NameCityCapital","NameCity","NameVillage","CityCenter"], 25000]) +whiteListMkrs; // All towns have been saved into cos Marker Array. SERVER setvariable ["COSmarkers",cosMkrArray,true]; COScomplete=true;publicvariable "COScomplete"; }; // LOCAL SCRIPTS waituntil {COScomplete}; _mkrs=SERVER getvariable "COSmarkers";// Use this to get all town markers null=[] execVM "COS\localScript.sqf";// This shows messages for players during multiplayer }; }; for some reason i dont remember it being this complex with the last a3 epoch server i had Link to comment Share on other sites More sharing options...
[email protected] Posted October 29, 2017 Author Report Share Posted October 29, 2017 what about the antagonist stuff... wont that work without zombies and demons.... how do i get that to work ? i have seen no sappers or anything.. Link to comment Share on other sites More sharing options...
Grahame Posted October 30, 2017 Report Share Posted October 30, 2017 Yes the default antagonists (sapper, boss, phantom, cloaker, etc.) do not rely on Z&D. They spawn based on your actions but see the percentage chances for antagonist spawns in CfgEpochClient.hpp (note the use of a spoiler to keep the post length down ): Spoiler antagonistChances[] = { // {"type", chance} "Epoch_Cloak_F",0.06, "GreatWhite_F",0, "Epoch_Sapper_F",0.12, "Epoch_SapperG_F",0.06, "Epoch_SapperB_F",0.03, "I_UAV_01_F",0.12, "PHANTOM",0.03, "B_Heli_Transport_01_F",0, "EPOCH_RyanZombie_1",0.12, "I_Soldier_EPOCH",0 }; antagonistSpawnIndex[] = { // {"type", limit} {"Epoch_Cloak_F",1}, {"GreatWhite_F",2}, {"Epoch_Sapper_F",2}, {"Epoch_SapperG_F",1}, {"Epoch_SapperB_F",1}, {"I_UAV_01_F",2}, {"PHANTOM",1}, {"B_Heli_Transport_01_F",1}, {"EPOCH_RyanZombie_1",12}, {"I_Soldier_EPOCH",1} }; vbawol 1 Link to comment Share on other sites More sharing options...
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