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I haven't updated the EFC mission series in over two years at this point, I did want to finish the three semi-completed raid locations at some point but tbh I have no timeline. Please feel free to modify, update and re-release the mission at your leisure, a simple credit is always appreciated
I actually forgot, you do need it but it works like this:
1. Open mission in 3den editor
2. Edit the startingCash value you want to change (also check what rank the player is, I cant remember)
3. Change resetSavedmoney = true;
4. Play the mission in the editor to reset the money. Check it worked with the trader.
5. End mission and then change resetSavedMoney = false;
6. Export the mission to Multiplayer
Now you should have the money reset to $5000 and it will save progress every time you quit that mission normally.
/* SYSTEMS */
resetSavedMoney = false;
Maybe this one?
("resetSavedMoney - BOOL - Useful for mission rotation, if it's set to true old saved money will be reset to startCash/startBank values whenever the server is restarted or mission changes"). Do you know where is it? Or it must be written in one trigger in your mission?
Ah sorry that's a recurring bug. Everytime I played my own save, it would port the money onto other mission saves. You can edit starting cash value from EFT_Cherno2035.Chernarus_2035\HG\Config\HG_Config.h and editing the startCash/startBank values for 'PRIVATE' ranked players.
I have added a few items from YuE (3.0?), but there are so many variants in YuE and SPR that I can't be bothered to add them all. I will create a tutorial on how to add items/weapons from any mods on the main mod page for future reference.
@Logic
Agreed, an in-game slider to regulate AI numbers would be ideal, except I have no idea how to implement such a mechanic, especially considering this uses a rather dated version of EOS for AI spawning. If you're still interested, I can explain how to modify AI spawns in the mission files so you can do edit it to your liking.
Thansk for the info. I've finally fixed the error with the 5rd/8rd shotgun shells, and you can obviously use the non-ace variant of the Ktry weapon pack, but unfortunately it seems only the ace version has received more content & updates. As for the Dual-Issues, there are actually loads of mags and attachments that seems to go missing, but I can't get LSSW to work properly either :(
@witchking
I'd love to do that in the future, but for now I don't have any reliable way of modifying AI numbers for individual clients without changing it for the whole scenario. Is the issue that you're getting killed too often or that the AI is slowing your CPU?
@Microsoft Word
Sorry, I don't know what addons could be triggering that issue. It seems to be linked to the map itself, so I'd recommend un-subbing and re-downloading Chernarus 2035 to see if that fixes anything.
I tried installing everything you suggested, it hasn't fixed the shotgun issue. Also saw in the "Ace" version that there was someone with the same problem.
Also Ktry's mod comes like yours in a Ace and no ace version. Since you said that this is no ace mod I suggest you use this link instead.
Other than that greatwork on this mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=2006239894&searchtext=
Even though they are listed, they are unusable.
~ there a mod I'm missing other than the ones listed as "required items"
Glad you're enjoying it ;) The extraction point(s) get marked on your map once you're in a raid, so you'll need a map and some navigation skills to find the extractions for the the first time
Unfortunately it is very difficult to apply to new maps. You must place all walls, props and boxes yourself, copy/paste the [x,y,z] coordinates for every individual box/trigger/marker to their scripts, then add spawn zones, safehouse and traders before you can play normally.