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  1. Past hour
  2. Very good server. Admins are active. You can make easy money. High fps. Building bases is easy, server has vectors, snap pro. So join
  3. The instructions are outdated, but it should work. What is the behavior of the script in 1.0.6?
  4. Today
  5. ok thanks for the quick answer :) then i stay like it is^^
  6. This is not possible, because the Vehicles have no database "slot". To sell a Vehicle it must have a slot (means it must be in the Database). There are two ways to handle it: 1. Give the Vehicle a pseudo slot while spawning (e.g. 5000), but then the Vehicle will be written into the DB automatically after a bit of using. But if you don't have a slot limit over 5000, it will never be reloaded after a restart. 2. The Trader Script must be changed, so that also Vehicles without a slot can be sold. But both are not really Epoch-like. The Idea in Epoch is, that there are xxx Vehicles that only can change the Owner, but no bypassed Vehicles.
  7. hello All :) i use A3EAI on my server and all works like it should. but as soon as i get into a vehicle of the AI Patrol it despawns, is there a way to change that so the players can sell the vehicles? dont find anything in the config files but maybe anybody know the answer :) Just thining anything should be possible or not?^^
  8. Does anyone have spawn way point for Casca Vehicles Convoy namaskl map Thanks jingles
  9. Thanks Choc!
  10. I'm not sure, but I believe Arma don't remember the last Player Name of dead bodys. So it is needed to set the variable "bodyName" first on the Body. You can do this Clientside on login, with a eventhandler "killed" or Serverside on login / killed. The best way to do this is serverside, or you have to add a BE-Filter for the Setvariable. I would do this in the moment of a kill in the "EPOCH_server_deadPlayer". This function already include the Playername.
  11. Hello Epoch, it's been a while, how are you my old friend ?

  12. I found this arma2 script for marking dead bodies on the map, but it doesn't work on arma3, anyone want to try to update it so it does?
  13. Ok never mind it was bug, devs have fixed it . Fix will be release in next epoch version.
  14. https://github.com/mudzereli/DayZEpochDeployableBike/tree/dev
  15. arma serie on discount get almost everything for just $15 https://www.humblebundle.com/arma-bundle I hope its okay that i post this here, if not feel free to delete it. have nice days.
  16. Does the newest version of deploy anything also work in or is there an archived version I need?
  17. [[5769.0625,10774.036,0],50,true], //Building Supplies [[8885.2803,10757.11,0],50,true], //WholesalerNorth [[5563.6011,10343.263,0],50,true], //Medical Supplies [[4702.8198,8925.3613,0],50,true], //High End Weapons and Ammo [[3604.1626,8026.2251,0],50,true], //Hero Supplies [[7317.5527,8023.3457,0],50,true], //Vehicle Trader [[4305.3672,4779.2388,0],50,true], //Trader Camp [[2186.3921,5766.6338,0],50,true], //WholesalerSouth [[5032.3784,8234.9111,0],50,true], //Minor Weapons and Ammo [[7720.813,5847.5083,0],50,true], //Boat Vendor [[6283.353,9380.7344,0],50,true] //Aircraft Trader
  18. Pve or pvp, doesn't matter. Just want to play with people.
  19. anyone have anti combat log script for 1.0.6?
  20. If you are looking for a PVP server go to https://epochmod.com/forum/forum/18-a2-community-servers/ there are plenty listed. If you want to play on PVE server filter for ZNL on DZLauncher and check out our Chernarus Napf or Panthera servers. Chernarus has a pretty good population and people that will team up. Our ts is ts.znlgaming.com
  21. That's what I was thinking. I guess the syntax of the explanation was getting me confused. Thank you all for your help.
  22. when making changes to epoch files, you need to copy them over to the mission folder, and make sure the appropriate file is being called. In the case, yes you are correct, the compiles.sqf is called in the from the init.sqf. If you end up altering the dayz_code.pbo, every client would need to download the change you made... thats why you put the changes in the mission folder.
  23. I *thought* i had tried it that way and got an error but now that I did it and it worked... I have to wonder about the late night editing. Thanks Sp4rkY
  24. Excellent, but I am a little confused. For zupa's version do I make changes to the file in the Dayz_code pbo and then copy the compiles.sqf to my mission folder (custom\walkers\compiles.sqf ) and point to that file in the init.sqf code? Or do I just copy the compiles.sqf file into the missions folder and only change that code, keeping the original in the dayz_code pbo, and of course changing the path in the init file like this. from this: progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; to this: progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "custom\walkers\compiles.sqf"; I think I have the jist of it, but not sure if I'm supposed to change it in the dayz_code pbo.
  25. Never mind, I figured it out.
  26. Just looking to play with some peeps. This is my second day playing, and I'm already familiar with the mechanics etc. I've joined like a mil servers, but no one wants to team up etc =( I have TS3 and Discord as well.
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