Unless TSW has released a new version in the past few weeks, I don't think it's compatible with Epoch since the database is quite different than normal.
dynamic_vehicle.sqf:
example:
.....
["SUV_Blue",5]
.....
The "5" represents a soft limit on the number of blue SUV spawns...it can sometimes end up spawning 6.
edit: also, if you're using something like an admin tool to spawn in vehicles, they'll be removed on next server restart
Is one method better than the other for performance? Or is the benefit simply a smaller mission file?
Is it also possible to run scripts (e.g. self-bloodbag) server-side instead of in the mission file?
In a bit of a rush but I'll hammer out something really quick (and hopefully it makes sense):
-Let's assume your saved 3D file is "mapfile.sqf"
-You can ignore the "mission.biedi" file
-"init.sqf"; at the very bottom of the file, add the following:
[] execVM "mapfile.sqf";
note: this is...
I find it a lot easier to handle 3D map files separately and load them via init.sqf:
[] execVM "file.sqf";
This way, you don't need to worry about converting or merging anything.
Gave this a try after putting it off for a while - just confirming that this worked for me.
Had a thought to add a sound effect each time the cuttext displays. Did a very quick Google search and found this: http://community.bistudio.com/wiki/playSound
I know how to define the sounds in...
None of my AI have M240's, so there's something else in addition to that gun that causes this. Crashes also happen with friendly AI as well. Didn't see anything too obvious in the server logs pointing to a reason for these crashes either. Am still re-building my server right now, but will be...
I experienced this crashing too. My config only contains skins/weapons native to the Epoch mod. There's a particular combination of the two that causes crashes. The really weird part is that it doesn't affect everyone. I could crash, but the guy standing next to me won't. Am still trying to...
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