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  2. [WIP] Scrapper [UPDATED]

    Update: generation of parts is based on damage to existing parts and dependent on parts available. This function is in progress and nearly complete
  3. Today
  4. And for those wondering why we like lootspawner so much, a lot of it is about tailoring loot for the type of building, something that is problematic with vanilla Epoch loot containers. For example, on my Origins server (just a name, it's an Epoch server not using the Origins mod), these are the building types (note that on this server I reversed the checking of types of loot so that the magazines category's percentage is first to reduce further the number of weapons spawned): spawnClassChance_list = [ [0, 15, 3, 15, 10, 5, -1], // Residential (village) [1, 15, 3, 15, 10, 5, -1], // Residential (urban) [2, 15, 5, 10, 5, 5, -1], // Hi-Value Military [3, 15, 5, 10, 5, 5, -1], // Lo-Value Military [4, 15, 3, 10, 5, 5, -1], // Light Industrial [5, 15, 3, 10, 5, 5, -1], // Heavy Industrial [6, 15, 3, 10, 5, 5, -1], // Commercial [7, 25, 3, 40, 10, 5, -1], // Medical [8, 10, 3, 20, 5, 5, -1], // Vehicle Repair [9, 15, 5, 15, 10, 5, -1], // Hanger [10, 15, 3, 15, 10, 5, -1], // Tourism [11, 15, 5, 15, 10, 5, -1], // Hunting [12, 15, 5, 15, 10, 5, -1], // Farming [13, 15, 3, 15, 10, 5, -1], // Construction [14, 15, 3, 15, 10, 5, -1], // Fire Station [15, 15, 5, 15, 10, 5, -1], // Police Station [16, 15, 3, 15, 10, 5, -1], // Maritime [17, 15, 5, 15, 10, 5, -1] // Airport ]; So, get with the program and deploy it today
  5. https://pastebin.com/n8KKZkfY Mine from Panthera spawnClassChance_list = [ [0, 3, 12, 23, 4, 5], // civil [1, 6, 10, 18, 3, 6], // military [2, 2, 6, 18, 1, 5], // industrial [3, -1, 12, -1, -1, -1] // research ];
  6. Override exploit?

    Just to be sure, why is Battleye kick him? PublicVariable Restriction #0 23.09.2017 17:22:27: nyali (80.6.195.217:2304) 7668abed93765eb1cb538986cd66e6c3 - #0 "MISSION_CHECK" = "#line 1 "mpmissions\__CUR_MP.Panthera2\scripts\weed\cough.ogg" Is it the mission file override exploit?
  7. Script Restriction #47

    Thanks! I got it up and going yesterday, but I thought this was supposed to have zombies? Sorry new to Epoch. Also, there's like maybe 1 loot item per town, there's like nothing, no vehicles or anything. Are there more mods to load up/install? Thanks!
  8. Script Restriction #47

    Hey Pouncer, Good to hear. The client side mods there are @Cups_Terrains_core, @Cups_Terrains_Maps and @Epoch. So load those 3 when starting arma 3 up and give it another test. Fingers-crossed for ya @Pouncer012
  9. DLC Expansion weapons and Gear

    I assume that you are using Halvhjearne's HSBlackMarket trader script here? If so, you will need to add any missing items to that script's price lists in <mission>/trader/HSPricing.hpp and also to Epoch's price list in <mission>/epoch_config/Configs/CfgPricing.hpp. The structure of these files is pretty self-explanatory, class DogCarcass_EPOCH {price = 3;}; with each line starting with the word "class" then the class name and the price and an optional additional tax (on top of the global server tax set in the server side EpochConfig.hpp, for example, class CUP_srifle_AS50 {price = 1000; tax = .9;}; In the line above, the AS50 will sell for the price of 1000 crypto, but to buy it you have to pay 1.9x the price plus the 10% server tax, making the cost of buying twice that of selling. Now in order to add items to this price list you will need to know their classnames. You can either search this forum for those classnames (there are several threads which pretty much cover all the DLC and other mods content) or go directly to various sources, such as Bohemia's CfgWeapons listing or, as another example, CUP's CfgWeapons wiki page though it should be noted that oftentimes these pages are not necessarily up to date and then you have to go to the source (an exercise left for the reader). To add stuff to Epoch's AH spawn menu is sort of easy and sort of not. For example, for weapons, magazines and backpacks the items just have to be listed in CfgPricing.hpp. Unfortunately for uniforms, attachments, headgear and vests the listed items are hardcoded into a server side file called server_securityfunctions.sqf and would have to be manually added there in the epoch_server.pbo (and then maintained with each new release). Hope that helps.
  10. wai static

    Hi, Im using wai missions on my server but i wanna set some statics. I see that wai support static missions. Can someone points me with an example or maybe a ready static mission which i coukld edit to my needs? Tnx
  11. Battleye Fitlers

    I keep getting kicked off for script restriction 7 [2017-09-23 | 22:42:57] Player #0 Arkane (772d8a2e528fb2dcbd26bcf4b682f15e) has been kicked by BattlEye: Script Restriction #7 I then went to scripts.txt and changed the 7th line from 5 to 1 and still get kicked. 1 "BIS_MPF_dummygroup" !="BIS_MPF_dummygroup = createGroup sideLogic;" !"BIS_MPF_logic = BIS_MPF_dummygroup createUnit" But in the scripts. log it says this, 15.09.2017 15:35:10: Arkane (60.226.131.119:2304) 772d8a2e528fb2dcbd26bcf4b682f15e - #7 "_meat_EP1",[15596.5,16377.3,2.28882e-005],317.175], ["MAP_Camo_Box",[15580.7,16377.8,7.62939e-006],272.311], ["MAP_GuerillaCache" 15.09.2017 15:38:53: Arkane (60.226.131.119:2304) 772d8a2e528fb2dcbd26bcf4b682f15e - #7 "_meat_EP1",[15596.5,16377.3,2.28882e-005],317.175], ["MAP_Camo_Box",[15580.7,16377.8,7.62939e-006],272.311], ["MAP_GuerillaCache" 23.09.2017 22:19:09: Arkane (1.128.97.94:17139) 772d8a2e528fb2dcbd26bcf4b682f15e - #7 "_meat_EP1",[15596.5,16377.3,2.28882e-005],317.175], ["MAP_Camo_Box",[15580.7,16377.8,7.62939e-006],272.311], ["MAP_GuerillaCache" 23.09.2017 22:23:11: Arkane (1.128.97.94:17139) 772d8a2e528fb2dcbd26bcf4b682f15e - #7 "_meat_EP1",[15596.5,16377.3,2.28882e-005],317.175], ["MAP_Camo_Box",[15580.7,16377.8,7.62939e-006],272.311], ["MAP_GuerillaCache" Help?
  12. Since we are sharing, here's mine for Chernarus and all it's flavours (vanilla, OCP, DS Houses, Plus and Redux): I use the following building types: [0, 8, 15, 20, 15, -1], // civil [1, 15, 25, 25, 20, -1], // military [2, 10, 18, 25, 20, -1], // industrial [3, 15, 25, 30, -1, -1], // research [4, 0, 0, 25, -1, -1], // hospital [5, 10, 18, 25, -1, -1], // construction [6, 12, 18, 20, -1, -1], // airport [7, 10, 15, 25, -1, -1] // commercial
  13. LSlootBuildings.sqf altis, Chernarus and Isla Abramia maps btw i use second_coming version ie: spawnClassChance_list = [ [0, 31, 28, 38, 28, -1], // civil [1, 31, 28, 42, 28, -1], // military [2, 12, 19, 16, 10, -1], // industrial [3, 22, 22, 32, 11, -1], // research [4, 10, 19, 17, 12, -1], // medical [5, -1, 50, 50, -1, -1], // food [6, 15, 15, 22, 10, -1] // hangars ];
  14. just what i tried to work out. nice!
  15. Also note that the code I use for random magazines, spawns one mag with a variable number of rounds left. I feel personally that that is more realistic but there should probably be a variable where you can specify whether you want that or a random number of mags (and be able to specify the maximum number of mags if so)
  16. yes that would be great, keep all the updates and fixes in the one place cause Cameltoe fix for ammo took Lotta searching
  17. I guess I should make a github repository for the new version and link it here so folks can further improve it?
  18. LOL, true. I had added that functionality to my version after posting on the forum: if(_lootType == 1) exitWith { _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"]; _selecteditem = (floor(random(count((lootWeapon_list select _lootClass) select 1)))); _loot = (((lootWeapon_list select _lootClass) select 1) select _selecteditem); _lootholder addWeaponCargoGlobal [_loot, 1]; // Add a magazine with a random number of rounds in items _mags = getArray (configFile >> "CfgWeapons" >> _loot >> "magazines"); if !(_mags isEqualTo []) then { _magazineSize = getNumber (configFile >> "CfgMagazines" >> (_mags select 0) >> "count"); _lootholder addMagazineAmmoCargo[_mags select 0, 1, ceil(random(_magazineSize))]; }; _lootholder setdir (random 360); _lootholder setPosATL _spwnPos; }; I took the code from Epoch's loot generator, which is why it was not posted, but it includes a check that magazines returns an array with elements defined...
  19. Next Update

    thanks :)
  20. add overwatch to an epoch server

    Hi, This forum is state of the art, it has this nifty function called "Search" typing what you want to search for, let's see... "Overwatch" led me these 2 results easily:
  21. Next Update

    https://github.com/EpochModTeam/DayZ-Epoch/blob/master/CHANGE LOG 1.0.6.2.txt
  22. @Grahame wow yet another top shelf solution thx thou weapons spawn with no ammo // what i use if(_lootType == 1) exitWith { _lootholder = createVehicle ["WeaponHolderSimulated", _tmpPos, [], 0, "CAN_COLLIDE"]; _selecteditem = (floor(random(count((lootWeapon_list select _lootClass) select 1)))); _loot = (((lootWeapon_list select _lootClass) select 1) select _selecteditem); _lootholder addWeaponCargoGlobal [_loot, 1]; //Function to add the right magazine for a weapon. added 12 feb 17 line 84 to 87 thx Cameltoe _ammo = [] + getArray (configFile >> "cfgWeapons" >> _loot >> "magazines"); _lootholder addMagazineCargoGlobal [(_ammo select 0),(round(random 4))]; //max 4 magazines per weapon //end custom function _lootholder setdir (random 360); _lootholder setPosATL _spwnPos; }; // what you put up if(_lootType == 1) exitWith { _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"]; _selecteditem = (floor(random(count((lootWeapon_list select _lootClass) select 1)))); _loot = (((lootWeapon_list select _lootClass) select 1) select _selecteditem); _lootholder addWeaponCargoGlobal [_loot, 1]; _lootholder setdir (random 360); _lootholder setPosATL _spwnPos; }; hope it helps
  23. Next Update

    may i ask whats adding to the new epoch plz
  24. add overwatch to an epoch server

    how do you add overwatch to an epoch server or it can't be done any one give me pointers
  25. Yesterday
  26. I haven't done anything about the server settings. I haven't seen too many crash sites, so guess it was just a bug or something.
  27. EpochZ: Bandit Country

    EpochZ: Bandit Country has now been updated to use the new Chernarus Redux mod with (as far as they have got so far) a really good post-apocalyptic feel. The ground loot spawner has been modified to spawn loot in the new open buildings that mod provides (as well as the ones previously opened by OCP/DS Houses), including the new open hospital!
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