The version posted here works fine for Epoch. Most of the time, issues are due to using an older version of fn_selfActions.sqf. Need to always grab the latest version and re-add scripts when upgrading to a new patch.
Some clarifications (hopefully): MAP prefix is used by the MAP_EU editor, which is built-in to EPOCH by default now. Certain buildings added using MAP_EU do require a prefix change to LAND for loot to spawn, but since zappi said the map pack is fully lootable, I assume he's already made any...
Someone suggested this to me a while ago - in SM2.sqf, change:
waitUntil{{isPlayer _x && _x distance _c130wreck < 5 } count playableunits > 0};
To:
waitUntil{{isPlayer _x && _x distance _crate < 10 } count playableunits > 0};
This way, all you need to do to trigger completion is walk next...
What version is the server actually running though? 0.2.5?
If that's the case, you'll need to grab the base 0.2.5 files and re-apply any scripts/mods to those new files.
I gave my mission AI some m107's. This prevents folks from driving around with no risk of getting shot at (a couple of AI with m107's can wreck a vodnik). AI equipped with them also ran around a lot more, trying to keep max distance from you...to the point they actually become hidden because...
The 'Mission' folder should go to: vilayercodecustom\dayz_epoch\
The 'debug' folder should be copied to: vilayercodecustom\missions\epoch.chernarus\
Faction.sqf - if needed (see step 8 in install instructions), copy to: vilayercodecustom\missions\epoch.chernarus\
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