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On 9/16/2019 at 3:55 PM, Wei Zhao said:

How can I use VCOM?

 

VCOM will interfere with the built in AI, its highly recommended not to use. Is there any feature in particular that you want VCOM for?

 

If you insist on using it, it should be as simple as plugging it in as a server mod, however you will likely experience adverse results with AI navigation due to conflict with built in logic.

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13 hours ago, fn_Quiksilver said:

 

VCOM将干扰内置的AI,强烈建议不要使用它。您是否需要VCOM特别的功能?

 

如果您坚持使用它,那么它就像插入服务器mod一样简单,但是由于与内置逻辑的冲突,您可能会遇到AI导航的不利结果。

I have a lot of problems in using BE, which leads to forced withdrawal of players.

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I am using QS 1.18
Looking at QS_data_vehicles.sqf most of my vehicle abandonment distance is set to 150 (at base) and 500 (away from base), but very often when the player gets out of a vehicle either at base of at the AO the vehicle respawn immediately (3-5 seconds).  Is there another value I need to be looking at for vehicle cleanup.  My _QS_cleanup_delay in fn_core.sqf is set at the default of 45.

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Second question,  I need to clear some player variables onPlayerRespawn.  Is there a file within the existing structure that would allow me to do that?  If not, within the existing structure, if I create an onPlayerRespawn.sqf is there anything I need to do to allow it to run, I.E.  is there anything in the existing structure that would prevent it from running?

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On 10/14/2019 at 1:22 PM, acebelew said:

Second question,  I need to clear some player variables onPlayerRespawn.  Is there a file within the existing structure that would allow me to do that?  If not, within the existing structure, if I create an onPlayerRespawn.sqf is there anything I need to do to allow it to run, I.E.  is there anything in the existing structure that would prevent it from running?

I added my lines to fn_clientEventKilled.sqf  if this is not a good location let me know ~

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On 10/16/2019 at 3:50 AM, acebelew said:

I added my lines to fn_clientEventKilled.sqf  if this is not a good location let me know ~

 

it is a good place

 

I use fn_clientEventRespawn.sqf to reset many variables but Killed event works too

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On 10/15/2019 at 3:12 AM, acebelew said:

I am using QS 1.18
Looking at QS_data_vehicles.sqf most of my vehicle abandonment distance is set to 150 (at base) and 500 (away from base), but very often when the player gets out of a vehicle either at base of at the AO the vehicle respawn immediately (3-5 seconds).  Is there another value I need to be looking at for vehicle cleanup.  My _QS_cleanup_delay in fn_core.sqf is set at the default of 45.

 

Is this related to side mission reward vehicles, or all vehicles?

 

If just the reward vehicles, then its a known issue

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9 hours ago, fn_Quiksilver said:

 

Is this related to side mission reward vehicles, or all vehicles?

 

If just the reward vehicles, then its a known issue

 

its hard to say cuz Ive noticed it being seeminly randomish?.  def noticed that vics like to despawn after towing them and then try to move out just one example I personally know of.  like take take a rewards cheetah and try and tow the ammo truck behind it would just randomly despawn it soon as I start moving out.

 

also re: unloading prisoners  The range of the unloading from a vic seems too strict?  you litteraly have to land the helo or drive a vehicle right next to the fence prison for the mission to transport the POW not to fail.  example: if you like land on a landing pad and unload the prisoner then escort him into the prison and release the POW, the escort mission fails unless you unload the POW like I said very close to the prison.

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On 10/23/2019 at 6:21 AM, fn_Quiksilver said:

 

Is this related to side mission reward vehicles, or all vehicles?

 

If just the reward vehicles, then its a known issue

Can be any vehicle,  they despawn without any real reason that I can see.

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On 10/23/2019 at 4:16 PM, Sycholic said:

 

its hard to say cuz Ive noticed it being seeminly randomish?.  def noticed that vics like to despawn after towing them and then try to move out just one example I personally know of.  like take take a rewards cheetah and try and tow the ammo truck behind it would just randomly despawn it soon as I start moving out.

 

also re: unloading prisoners  The range of the unloading from a vic seems too strict?  you litteraly have to land the helo or drive a vehicle right next to the fence prison for the mission to transport the POW not to fail.  example: if you like land on a landing pad and unload the prisoner then escort him into the prison and release the POW, the escort mission fails unless you unload the POW like I said very close to the prison.

sych,  the prisoner issue is not what you have stated.  When you unload prisoners sych, they need to be within 30m.  Unload them and do not move them until the mission succeeds after you get the mission success then move them into Gitmo and release,  works every time.  I have updated the diary,  to state this,  I do not know if it is live yet.

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11 hours ago, acebelew said:

Can be any vehicle,  they despawn without any real reason that I can see.

 

looking into it now.

 

around base the vehicle respawn distance is quite small for all vehicles.

 

away from base, it depends on the type of vehicle. 

 

for instance a helicopter, will search for nearby pilots. If there aren't any pilots within the radius, the helo will despawn (even if there are non-pilots nearby).

 

for land vehicles it is more simple, checking for any players nearby.

 

this helicopter detail is to prevent situations where helis are abandoned in the field but dont respawn due to infantry players being nearby. in some cases--where lots of helis go down in the combat area--this will ensure that there are helicopters available at base.

 

 

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7
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8
On 10/25/2019 at 7:44 AM, fn_Quiksilver said:

 

looking into it now.

 

around base the vehicle respawn distance is quite small for all vehicles.

 

away from base, it depends on the type of vehicle. 

 

for instance a helicopter, will search for nearby pilots. If there aren't any pilots within the radius, the helo will despawn (even if there are non-pilots nearby).

 

for land vehicles it is more simple, checking for any players nearby.

 

this helicopter detail is to prevent situations where helis are abandoned in the field but dont respawn due to infantry players being nearby. in some cases--where lots of helis go down in the combat area--this will ensure that there are helicopters available at base.

 

 

I will do some more testing as well and try to get specifics.

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On 10/24/2019 at 7:58 PM, acebelew said:

sych,  the prisoner issue is not what you have stated.  When you unload prisoners sych, they need to be within 30m.  Unload them and do not move them until the mission succeeds after you get the mission success then move them into Gitmo and release,  works every time.  I have updated the diary,  to state this,  I do not know if it is live yet.

 

yeah the thing is like I said people unloading them too far away 30m isnt that much esp if you putting the huron down.  Simple solution is just load them into a quad or any vic near the fence then unload them again.  I only brought it up because the marked helo pads that people should land at are not even close.  (maybe add a pad next to it in that open spot? just an idea)

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Hey quicksilver, I would like to say great work on this mission-frame! It has solved great amount of problems without extra mods on player end.

However after using the frame-work for one month, I find out a problem bothers me a lot. The framework seems not initiated properly sometimes after auto-restart. There will be no missions and no vehicles. But after I manually restart the server once or twice, everything seems going back to normal. I asked couple fellow server owners that also using the apex-framework and find out it's not just me who has this problem. Since no one have been reporting this issue here or in forum, I wonder whether this issue really is universal.

 

Since I am a complete noob into coding and server managing, this is the best I can find in server rpt.

14:55:12 Error in expression <m 1) > 0.666) then {
_QS_simulateRain = _QS_overcastArray # 1;
} else {
_QS_simu>
14:55:12   Error position: <_QS_overcastArray # 1;
} else {
_QS_simu>
14:55:12   Error Undefined variable in expression: _qs_overcastarray
14:55:12 File code\functions\fn_core.sqf [QS_fnc_core]..., line 640
14:55:12 Error in expression <else {
_QS_simulateRain = FALSE;
};
if (_QS_simulateRain) then {
_QS_rainSimulat>
14:55:12   Error position: <_QS_simulateRain) then {
_QS_rainSimulat>
14:55:12   Error Undefined variable in expression: _qs_simulaterain
14:55:12 File code\functions\fn_core.sqf [QS_fnc_core]..., line 644
14:55:30 BEServer: registering a new player #1545226788

 

 

Edited by Watanabe Mayu
Completely changed the question I want to ask

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On 12/24/2019 at 12:57 PM, Watanabe Mayu said:

Hey quicksilver, I would like to say great work on this mission-frame! It has solved great amount of problems without extra mods on player end.

However after using the frame-work for one month, I find out a problem bothers me a lot. The framework seems not initiated properly sometimes after auto-restart. There will be no missions and no vehicles. But after I manually restart the server once or twice, everything seems going back to normal. I asked couple fellow server owners that also using the apex-framework and find out it's not just me who has this problem. Since no one have been reporting this issue here or in forum, I wonder whether this issue really is universal.

 

Since I am a complete noob into coding and server managing, this is the best I can find in server rpt.


14:55:12 Error in expression <m 1) > 0.666) then {
_QS_simulateRain = _QS_overcastArray # 1;
} else {
_QS_simu>
14:55:12   Error position: <_QS_overcastArray # 1;
} else {
_QS_simu>
14:55:12   Error Undefined variable in expression: _qs_overcastarray
14:55:12 File code\functions\fn_core.sqf [QS_fnc_core]..., line 640
14:55:12 Error in expression <else {
_QS_simulateRain = FALSE;
};
if (_QS_simulateRain) then {
_QS_rainSimulat>
14:55:12   Error position: <_QS_simulateRain) then {
_QS_rainSimulat>
14:55:12   Error Undefined variable in expression: _qs_simulaterain
14:55:12 File code\functions\fn_core.sqf [QS_fnc_core]..., line 644
14:55:30 BEServer: registering a new player #1545226788

 

 

Yes I met this a lot of times and some other server admin told me they have the same problem too.

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I found it best to disable the apex restart and use other tools such as BEC and or FireDeamon.

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I would like to congratulate you for the best mission I've ever played the Apex Edition. Here in Brazil I have 5 servers, the one that gets more players is with your mission. Many people are complaining that the aim swings a lot, I even tried to change it in the file fn_clientEventRespawn.sqf put a comment on the line, player setCustomAimCoef ((player getVariable 'QS_stamina') select 1); and inserted player setCustomAimCoef 0.1; but it did not work. Could you help me where I would be able to put the 0.1 so that the crosshairs don't balance so much?

 

Thanks very much

Best regards

Leo

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On 2/19/2020 at 6:15 PM, Genneo said:

I would like to congratulate you for the best mission I've ever played the Apex Edition. Here in Brazil I have 5 servers, the one that gets more players is with your mission. Many people are complaining that the aim swings a lot, I even tried to change it in the file fn_clientEventRespawn.sqf put a comment on the line, player setCustomAimCoef ((player getVariable 'QS_stamina') select 1); and inserted player setCustomAimCoef 0.1; but it did not work. Could you help me where I would be able to put the 0.1 so that the crosshairs don't balance so much?

 

Thanks very much

Best regards

Leo

My values for sway and recoil are in:

fn_initPlayerLocal.sqf

fn_initPlayerLocal.sqf    line   83       player setCustomAimCoef 0.1;                                                                                         
fn_initPlayerLocal.sqf    line   102              player setCustomAimCoef _aimcoef;                                                                            
fn_initPlayerLocal.sqf    line    105              player setCustomAimCoef 0.1;                                                                                 
fn_initPlayerLocal.sqf    line    113          player setCustomAimCoef 0.1;  

I really recomend the free tool Agent Ransack - https://www.mythicsoft.com/agentransack/

great tool to search for files and the content of files (even pbo's)

my line numbers may be different than yours

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On 2/9/2020 at 1:38 PM, acebelew said:

I found it best to disable the apex restart and use other tools such as BEC and or FireDeamon.

 

I tried to change the parameters.sqf file but it didn't work, so I disabled the restart in the fn_config.sqf file in code> functions in the line 'restartHours', [], FALSE,

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For the restart issue, I had the same problem and posted a question on the Quicksilver Github, https://github.com/auQuiksilver/Apex-Framework/issues/8 

This was my question

 
 
4
 Advanced issues found
 
1
Quote

 

We have been having an issue using the Quicksilver restart feature. When the server restarts we end up with an extra Arma server process running (this can obviously be an issue, after 1 1/2 days we had 8 Arma server processes running). It may be due to us using FireDeamon Pro.

I was going to just disable the Quicksilver restart and use BEC for our restart. The issue now is the server is still restarting with the Quicksilver server restart disabled as indicated in parameters.sqf

_restart_hours = [];

With the change made the server still restarted at 12 am with the restart indicator text and audio. I will keep watching to see if it is restarting at other times.

I did locate the mission variable in fn_config.sqf ['QS_missionConfig_restartHours',[0,6,12,18],FALSE], do I need to change this as well?

 

 

 

QuickSilvers response

Quote

yes you need to change that. that second part is a bug

 

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Is there any way to use the AdvancedSlingLoading mod in this framework?I hope players can use the CH-67 to lift the tank to the combat area.But the ASL module conflicts with this framework, when I pick up the rope, it will show busy.If you can solve this problem, or integrate the ASL mod into the mission like AdvancedRappelling, it would be better!Pay tribute to your efforts and look forward to hearing from you!

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This framework gives me a lot of fun. I recently set up a server for this framework with a friend. We don't want to use the default base, but we do base in other places, and sometimes the war zone is painted in base area. We tried to change it, but we couldn't find the file. Anyone? Thank you very much.

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