[Atmosphere] Epoch Survivor Parties Support Thread

and again i dont have a video of this, sorry everyone. I am not very big on uploading youtube or anything :/ but just use your imagination before you see it. Its an end of the world bonfire party with beer and hemp 8) and maybe some eye candy if your lucky lol
 
you know i just actually realized i left out the markers. I will update that lol but here it is for now. Unpack your mission PBO and copy the debug folder into the mission root. The link will be updated as well. It will mark it on your map when it appears with this.
 
When a mod thread is posted in the release section it has to be approved by a Moderator or Administrator, so the thread is probably still private for the moment.

It should be in the release section soon.
 
Haha absurd indeed.. You are missing this --> \
here:
crueDanceParty = compile preprocessFileLineNumbers "\z\addons\dayz_server\danceParty\danceParty.sqf";

Also does it work like this:
Code:
sounds[] ={sound,sound,sound,danceMusic};
I just have it blank:
Code:
sounds[] ={};

and I would cut down the audio quality. 500kb to your mission file for this hmm.. and I would make those dancing AI's non killable.
 
yu
Haha absurd indeed.. You are missing this --> \
here:
crueDanceParty = compile preprocessFileLineNumbers "\z\addons\dayz_server\danceParty\danceParty.sqf";

Also does it work like this:
Code:
sounds[] ={sound,sound,sound,danceMusic};
I just have it blank:
Code:
sounds[] ={};

and I would cut down the audio quality. 500kb to your mission file for this hmm.. and I would make those dancing AI's non killable.
i must have deleted that slash but your right. As far as the sounds im not sure it may not work unless the sounds[]= has it listed. I never tried it without it. The audio quality is about as low as it gets though, trust me lol i hate large files. The .ogg format has high compression but just not enough when ur adding stuff in this side of the game. The ones that say sound,sound are just to show how one would look if you already have that cfgsounds block dont add those. If you dont have it copy the block i posted and if u do have the section copy just the danceMusic and its definition block into ur cfgsounds. If you want to make them un killable then go into the aidancer files and change the false to true or however it is i dont rem off hand.

Hope that makes sense i just woke up lol.
 
just keep in mind tho if you dont update all the time your players will only have to dl the mission file one time so after the i initial dl of 2.5kb if your mission file is that large, players will not have to see that again till you update your pbo.
 
ok i have updated the tutorial and there should be no more initial setup issues thanks for your good eyes, i know mine hurt after a while lol.
 
our players have reported a few bugs with this too. It seems since the latest epoch update its acting wierd. I did notice i was running it without the \in front of the compile line before i posted the tutorial, like this: z\blah\blah instead of: \z\blah\blah, so im not sure what that is about. You could try removing the \ and see if it runs properly, since it was before this :/ In the meantime i will be debugging it.
 
Ok, I've added this to my server. Is it possible to make the dancers so they can't be hurt/killed?

*edit* I changed _aiunit allowDammage true; to _aiunit allowDammage false; but I can still kill the dancers.
 
Last edited:
Ok, I've added this to my server. Is it possible to make the dancers so they can't be hurt/killed?

*edit* I changed _aiunit allowDammage true; to _aiunit allowDammage false; but I can still kill the dancers.
Try spelling damage instead of dammage. That might be the issue because thats how its done i believe.
 
Ok, I've added this to my server. Is it possible to make the dancers so they can't be hurt/killed?

*edit* I changed _aiunit allowDammage true; to _aiunit allowDammage false; but I can still kill the dancers.
try change
Code:
_aiunit allowDammage true;
to
Code:
fnc_usec_damageHandler = {};
fnc_usec_unconscious  = {};
_aiunit removeAllEventHandlers "handleDamage";
_aiunit addEventHandler ["handleDamage", {false}];
_aiunit allowDammage false;
 
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