110 lines
4.5 KiB
Plaintext
110 lines
4.5 KiB
Plaintext
Installation:
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/////////////////////////////
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// MPMissions - modify your mission pbo (epoch.Altis.pbo) as follows.
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1) Unpack the Zip file to a folder in a convenient location.
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2) Unpack your mission pbo (epoch.Altis.pbo or Exile.Altis.pbo).
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3) Open the folder you just created.
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4) Copy the debug folder from MPMissions\epoch.Altis.
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5) Merge the line in MPMissions\epoch.Altis\init.sqf with your init.sqf, or use the one provided if you do not have one.
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6) Repack your mission.pbo.
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///////////////////////////
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// @epochhive\addons
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7) pack @epochhive\addons\custom_server
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8) Copy custom_server.pbo to the @epochhive\addons folder on your server.
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/////////////////////////
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// Battleye Exceptions
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More to come on this.
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Please see the links below for some how-to's and two useful tools to automate adding appropriate exceptions:
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http://opendayz.net/threads/a-guide-to-battleye-filters.21066/
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https://epochmod.com/forum/topic/29736-all-you-need-to-know-about-be-filters-but-were-too-lazy-to-google/
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http://www.exilemod.com/topic/9779-releasetool-bem-battleye-filter-manager-by-themeq/
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http://www.exilemod.com/topic/9256-battleye-filter-tool/
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http://www.exilemod.com/topic/9708-battleye-filter-editor/
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12) To permit you to loot crypto from dead AI on Epoch, Open Epoch.<MAP Name>\epoch_config\CfgObjectInteractions.hpp
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Change
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class Epoch_Female_F : Default
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{
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interactMode = 2;
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};
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class Epoch_Male_F : Default
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{
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interactMode = 2;
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};
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To
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class Epoch_Female_F : Default
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{
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interactMode = 2;
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};
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class Epoch_Male_F : Default
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{
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interactMode = 2;
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};
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class I_Soldier_EPOCH : Default
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{
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interactMode = 2;
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};
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Save your changes, repack your mission file.
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You should now get an option to take crypto when you press spacebar after hovering over a dead AI body.
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11) Start your server and join. By default missions will start spawning in around 5-10 min.
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//////////////////////////
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// Adjusting configurations settings
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a) Unpack custom_server.pbo
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b) Make a backup of the relevant configuration file (custom_server\Configs\epoch_configs.sqf)
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c) open the configuration file custom_server\Configs\epoch_configs.sqf) in Notepad++ or another text editor
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d) Modify settings as desired.
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e) Repack custom_server.pbo
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///////////////////////
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// Can I add map, mod or server-specific overrides for certain settings?
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Yes !
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You can use blck_custom_config.sqf to code any overrides you like. An example for changing some settings for Namalsk is provided.
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////////////////////////
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// What is this blck_debugON variable about?
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It turns on accelerated mission spawning by default and activated additional logging.
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You can turn it on or of in custom_server\Compiles\blck_variables.sqf.
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Be careful about what you change in this file.
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///////////////////////////////////////////
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// Further customization
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Just about anything about the missions can be modified. The mission template (see Missions\Orange\supply_camp.sqf and Missions\Blue\default.sqf for examples) allow you to define mission specific parameters.
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To create a new mission, make a copy of a mission template (e.g., custom_server\Blue\default.sqf). Edit the parameters to your liking and rename to file appropriately.
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Add the file name (e.g., "newmissions.sqf") the the mission list found in custom_server\Missions.
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That mission will now be spawned whenever it is selected from teh list.
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Items you can edit include includes:
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the objects that are spawned,
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The vehicles AI patrol in,
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The loot added to loot chests, which can either be that defined in the default configurations or something custom for that particular loot container or mission,
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The objects that are spawned with the AI, which could be a few objects as is the case with the default missions or an entire base,
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Whether the objects are spawned in a precise ordered way or randomly (see the Missions\Blue\default.sqf for an example of randomly spawned objects),
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The difficulty of the mission,
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Settings for the mission system as a whole, and default values for most variables, are found in the mod-specific config (blck_configs_epoch.sqf or blck_configs_exile.sqf).
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You can set whether:
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whether vehicles are spawned as loot and whether they have anything inside them,
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whether mines are spawned (better not have these if you have vehicle patrols),
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whether players get to keep the AI patrol vehicles,
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whether smoke is present to indicate the location of the mission,
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whether players are penalized for running over AI or killing them with certain vehicle guns,
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whether map markers are centered over the mission or not
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