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Messages - AgentRev

Pages: 1 ... 168 169 170 171 [172] 173 174 175
2566
I updated the filters again just now, those should fix it.

2567
Infos & Tutorials / Re: Vehicle Shop (How-to?)
« on: Apr 26, 2014, 01:33 AM »
The "donator" thing was removed in the last update. It was simply a feature to allow people using the KoS web donation system to obtain more money on spawn. No one else ever used it besides KoS, hence why it was removed.

2568
You have to use 0.9g, this is a bug present in the non-hotfixed 0.9f.

2569
Technical Support / Re: vehicle store not showing up
« on: Apr 25, 2014, 12:37 PM »
This might be a stupid question... but when I have added BASE SAVING... and then update from .9f to .9g... will I have to reinstall BASE SAVING?

As long as the config option is flipped on, you shouldn't have to do anything else.

2570
Technical Support / Re: Saving Player Data Issues
« on: Apr 25, 2014, 12:36 PM »
The only reason for hanging on the welcome screen is because iniDBI is not loaded properly on the server. There are no scripts to edit in the mission to make it work. Make sure you have the "-mod=@inidbi" in your server startup shortcut.

2571
Technical Support / Re: A3wasteland server restarts suddenly.
« on: Apr 25, 2014, 12:32 PM »
The mission cannot restart on its own, it has to do with your server configuration.

2572
Technical Support / Re: I'm having some trouble with admins.sqf
« on: Apr 25, 2014, 12:31 PM »
The only reasons for the admin menu not working are either because of the missino startup, or if you press U more than once. If it actually wasn't working properly I would have fixed it long ago.

2573
Technical Support / Re: I'm having some trouble with admins.sqf
« on: Apr 23, 2014, 12:37 AM »
It's usually because vehicle spawning takes all the CPU for a couple minutes and many things you try to do in the meanwhile (like opening doors or using the admin menu) will be severely delayed or not work at all. You have to wait until the "mission starting in X minutes" messages come up, which means that setup is complete.

2574
What about using the method of spawning loot in crates or something so they are'nt on the ground? Think they did that in breaking point to help the load.

The containers used in BP are custom-made, and I want to keep A3Wasteland a vanilla mission so people don't need extra addons to run it out of the box. The only containers provided by vanilla Arma 3 are vehicles, crates, and backpacks. Vehicles are already there, crates would confuse people into thinking they are mission crates, and backpacks are limited in space and can be picked up by everyone.

However, I will test to see if the simulation manager (FPS fix) is compatible with ground items.

2575
Yes I had that myself also, I will put up updated BattlEye filters in a minute.

EDIT: Here are the new filters: https://github.com/A3Wasteland/Release_Files/tree/master/BattlEye
More specifically remoteExec.txt, waypointCondition.txt, and waypointStatement.txt

2576
General Discussion / Re: Day/Night Cycle and Weather
« on: Apr 23, 2014, 12:11 AM »
You have to configure the in-game starting hour in the A3W settings, otherwise you will probably not see night before a restart. The default value is 8 AM.

I'm currently testing starts at 3 PM with restarts every 6 hours, which results in roughly 5 hours of daytime and 1 of nighttime per cycle, if the feedback is good I'll set that time as the default value.

I'm also considering automatically giving NVG to new players (e.g. without saves) who join after sunset.

2577
Infos & Tutorials / Re: Vehicle Shop (How-to?)
« on: Apr 21, 2014, 07:01 AM »
EDIT: updated for Eden

To create any store:

First, you gotta load the mission in the editor, and place a civilian unit somewhere. Put it exactly where you want it, preferably inside a building; it will keep its original position and rotation. Just note that a desk will spawn in front of it, so make sure it's not too close to a wall.

Give it a name, depending on which type of store do you want: "GenStoreX", "GunStoreX", "VehStoreX". Replace the X with a number, it can be anything you want as long as it's unique for that type of store. Personally, I prefer to keep them ordered, so for Altis there are GenStore1 to 5, GunStore1 to 4, and VehStore1 to 4.

Then, you must set the Object Init of the unit to the following:

Code: [Select]
0 = [this] spawn A3W_fnc_setupStoreNPC
You can save the mission. Now, you will need to open mapConfig\storeOwners.sqf, and add entries in storeOwnerConfig and storeOwnerConfigAppearance.

The storeOwnerConfig entry should look like this:

Code: [Select]
["VehStoreX", -1, [], ["Boats", "Planes"]],

Change the X to your chosen number. The second and third parameters are obsolete values used for positioning in the past before Eden, keep them at -1 and []. The fourth parameter is an array to designate the buttons you want to exclude from that store, if there are no appropriate spawns. "Boats" and "Planes" will hide those buttons from the store menu.

Next, the storeOwnerConfigAppearance should look like this:

Code: [Select]
["VehStoreX", [["weapon", ""], ["uniform", "U_IG_Guerilla3_2"]]],

Change the X to your chosen number, and make sure all entries end with a comma except the last one. The weapon option is if you want your store NPC to wield a weapon, just put the classname in the empty spot. The second option is the uniform the NPC should wear, again just change the classname to your liking.

Pay attention to the commas; all entries should have one at the end, except the last one.

Last but not least, open up the editor again. You will need to set up markers where to spawn purchased objects. For general and gun stores, you need a marker named "GenStoreX_objSpawn" or "GunStoreX_objSpawn", again replacing the X'es. This should be placed on the road in front of the store building entrance.

For vehicles stores, there are: "VehStoreX_landSpawn" for land vehicles, "VehStoreX_seaSpawn" for boats and submarines, "VehStoreX_heliSpawn" for helicopters, and "VehStoreX_planeSpawn" for planes, again replacing the X'es. Make sure you set the planeSpawn rotation towards the direction for takeoff. landSpawn and heliSpawn are mandatory, you can omit seaSpawn if you have disabled boats, and planeSpawn if you disabled planes. Once those markers are placed, save the mission, copy-paste the SQM into your working directory if needed, and it should be good to go.

2578
I think it's due to the lootspawner, I disabled it on my server and FPS went back to normal. I am working on a config setting to have the lootspawner only spawn player supplies if wanted, which themselves don't cause much lag.

2579
Yeah I don't pay too much attention to the scoreboard too, but at least right now it's a good indicator of who's dominating in general, even if the scores are a bit borked up.

With the revive system, it will completely break the scores, which will essentially shuffle the list, so this is why making a new one is of higher priority than it was before.

2580
Apparently replies were locked, fixed now.

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