Hi eBay, thanks. I still have the issue. I duplicated the Byelov spawn-in coord array for both Alexander and Grushnoye since Byelov spawning worked OK. But even when I select Alexander with the Byelov coords, I spawn in the water. Interestingly enough, it is always the same location...
Hi, I have several seemingly random questions for things that I'm trying to figure out.
Is there a way to set a specific weapon type for the AI? I have a sniper mission with a small unit of snipers but haven't been able to figure out how to provide an array of sniper weapons for them to choose...
That's right, I knew that - just had a lapse in memory. Anyway, found the .paa file and the altimeter code. It's from Overwatch so now to see about making it work in Epoch.
Bob
Here's the fix for spawning swimming in the ground.
http://epochmod.com/forum/index.php?/topic/13854-we-spawn-swimming-in-the-ground-with-a-very-high-percentage/
Since I put it in about a month ago, there's been no swimming in the ground when spawning in.
Bob
Here are the three main files. I didn't post halo.hpp since it seems unaffected.
I still have no idea what I missed.
spawn.sqf:
http://pastebin.com/bDgGu0cV
spawn.hpp
http://pastebin.com/qT92dBJj
Defines.hpp:
http://pastebin.com/UvfBhvrW
I've recently seen a graphical altimeter on a few servers that appears in the lower left of the screen that actually looks like an altimeter instead of using the debug monitor. Anyone seen it or know how to do it? I haven't found it by searching yet.
Bob
I have a problem that is probably obvious but I've been staring at the code for days and cannot figure this out. I'm running an Epoch/Overwatch/Origins server and this script has been running perfectly. We don't call class.sqf though. Anyway, it had the old Tavi 1.0 map so I created a new...
D'oh! I had a bracket mismatch. I usually do the bracket check, and also run it through Squint. It was getting late though and I guess I overlooked it.
Thanks for your help, Blanks!
So what does this do?
[] spawn spawn_dzbf;
I get an error if it is in.
Whether it is in or not, no billboard. Here's my fsign.sqf.
I'd expect a sign even if my image isn't on it - but nothing - no errors or warnings in the .rpts either.
Changed it to "WarfareBunkerSign". Still no sign.
OK, I somewhat figured it out. Our main server was still running an older version of DZMS that worked properly but it wasn't that different from the latest one. By process of elimination, I narrowed it down to the DZMSAIKilled.sqf file. When I run the new scripts except for that one - I run...
Hi ShootingBlanks, No, I hadn't edited that file. But I had added Overwatch weapons in some of the other files. Just for grins, I re-downloaded the entire package and installed it pure vanilla. I still got that error. I made your suggested change (the parens weren't in Vampire's original...
That worked.. but I have a few more things that we're noticing. Although it's set to gain humanity, neither the bandit count nor our humanity increases when AI are killed.
I'm also getting this msg in the server .rpt repeatedly when killing AI even though we aren't even looking in the...
It's in DZMSAISpawn.sqf
/* //
DZMSAISpawn.sqf by Vampire
Usage: [position,unitcount,skillLevel] execVM "dir\DZMSAISpawn.sqf";
Position is the coordinates to spawn at [X,Y,Z]
UnitCount is the number...
Script works great as vanilla on our Epoch Overwatch Origins server. Now to add Overwatch details to it.
I have had one request from our players. They'd like to see the radius that the AI stay within to be expanded so they don't stay so clustered around the center. I think this is the...
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