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  4. We are still alive. Update 1.73 got released a few days ago. https://github.com/AirwavesMan/Over9000-Panthera/blob/Server-Version-1.73/Changelog 1.73.txt

    Zombies and demons

    any way to change the timer on how they spawn to a different function? instead of "if player is alive > 30 minutes or more" can i have some help changing it to if the player is IN COMBAT MODE? to use combat mode as the trigger to spawn a pestering zombie close by that player?
  6. Replace your player_deploy.sqf with this version: https://github.com/oiad/modPack/blob/master/DayZ_Epoch_11.Chernarus/scripts/deployAnything/player_deploy.sqf The Heli Pad add in your DB and is permanent.
  7. is it possible to do this with player id ? rather then humanity?
  8. Hi, Im new to DayZ and was going to make a server for me and my friend to play on, but I dont have the time to sit around and really attempt to configure out how to make overwatch work with epoch and install all the custom server sided addons like traders, currencys, safezones etc and was wondering if anyone would be so generous to lend a hand or have a complete server file which I could just FTP install? PS: Also if anyone would recommend me a server host that would be great Thank you :D
  9. How could i make a script for admins that uses there ID .so only admins can use it ?
  10. Sorry for this but is there any way to make a trader that can only be used by id ? like admins can only use it ?
  11. Earlier
  12. i did the things in the guide and im still getting the error.
  13. Anybody got a working version of these files ?
  14. I have given up on A3 Exile and Epoch (this is MY opinion do get mad if you don't like it), in the A3 beginning I loved the Epoch mod with the drones that came out of nowhere and spotted you and teleported to you a few guys heavily armed and set to insane skill level most likely would kill you. Then you'd spawn again in one of the 4 or 3 map locations that were near to where you died and run like hell Pink Floyd style to get back to your body. You had a tendency to recruit a friend to help and maybe you'd kill the AI solders or maybe you and your friend would end up running like hell again. Then you'd finally win!, and kill the AI solders using tactics and they had some really good gear for the reward was pretty good however, night would fall upon Altis and then a very spooky thing came out that looked like a grim reaper from ghost hell! It would lock you down if it saw you and you had very little chance to get away usually if you heard or saw it in the distance best way of dealing with it was RUN! Sometime it was so damn dark you'd almost run into a guy with no head that would explode I believe he'd come at you screaming. The thing is I stopped playing A3 Epoch because it felt like Arma 3 with a mod Altis was kind of a bad map for it the stage felt forced because everything was clean and new the comparison to the Arma 2 DayZ Epoch mod was everything was already old it felt old the bad things there were buildings most of them you could get into them as they were props Arma 2 was getting a bit clunky feeling. Some people went to DayZ Origin because there was and were major map and modifications that really made that mod stand alone but unfortunately it did stand alone they did not try to bridge to the Arma 3 because of porting size issues they were always going to remake the game but it is still sitting now for I think 2 years. Arma 3 Exile mod the person that did it kinda plugged it as a Wile E, Coyote setting booby traps in road to get a thing called "RESPECT" to purchase stuff at the trader, I loved the parachuting down after you die and respawning they added zombies later and the zombies went through an evolution of changes and bugs, I think the Bambi thing lead to PUBG. But, I think the map is what did it in for me again being able to loot buildings that are mostly all enterable is the staple or that type of game but the map always has the Army Arma 3 fell. As for the mod I didn't over all care for it it felt as though it was thrown together in a hurry and just Arma 3 parts called and mashed like taking a can of bean (DZ Staple) and putting a new label on it like Peaches. The Epoch mod It felt like quality brand time and thought were put into it and of course it started when A3 wasn't even finished yet so a load of expertise was noticed by me. I have to mention Breaking Point mod! Using Arma 3's engine or something. That was really going somewhere 4-6 characters to choose from and they had different skill trees or sets I loved they made and used mostly there own or remade maps and, the character models were premium and made by them I think top notch they put a lot of time in to them. But where is it now? Not sure but if games don't have a never ending purpose they will end. I did a fast Gargle on the googler and they are still there with what it looks like some amazing screen shots the last info post was June or 2019 but the site is 2020 and kept up. I may check that out for myself. Arma 2 Dayz Epoch mod? There are still a few servers in that realm I checked them out over a year ago and lots of good engine changes have been made to A2 I get endless frames and the mod runs very smooth and works well but all my friends that saw me playing were on to the new stuff and it still is that old Charnarus map with most no enterable buildings pretty plan but really good game play performance. DayZ SA I bought it the day it came out 4 years ago Alpha, bad head ache for trying it out for I'd try it every other month and not much changed hardly, the words lower left always flashed "I'M feeling hungry" even after you ate so I left it for a longer period about end 2018 they made significant additions to the map building and building and building to loot! And food under trees mushrooms in the forests I don't think they had animals in we played the experimental version to see what was coming and it looked good but that was fairy play and didn't count. They finally released it and people are slowly trickling back major frames and performance boosts I get 90 and in the 100s for frames that map?, most of the places I went in A2 I didn't even recognize they went above and close to beyond on the maps ~claps. Now people are allowed to mod and configure their own servers and mods are indeed coming along but people coming back the trickle is still kinda slow people may have an understandable bad taste in their mouths. There is no AI models other than zombies so that's not mod-able yet but I came back here when I heard it might be coming on the next release of DayZ SA. They still need o get the vehicles ironed out they tend to shove you in the map or they become stealth aircraft or kamikaze fun! The map has a good feel to it and there is potential there and I hope it's coming in the form of an Epoch Evolution Mod DayZ SAEEM, has a good ring to it huh? P.S. I forgot one last the DayZ SA cars could easily turn into Epoch Moseys' I also forgot to mention, there is big game hunting in DayZ and it's part of the game.
  15. IM not sure if there is a section on how to install taviana but i go to join my server and it bring up the missing keys for taviana and it says i need to install the the keys or delete the files that are on the error message. i looked on goolge to see if i could find a fix but no luck. so any help is appreciated. sorry if there is already some thing on this.
  16. I mostly just meant that I wasn't sure if this was the best way to give instructions/spot to share this as I haven't done anything here before and that I wasn't sure if there are better "practices" for achieving what I did. (Basically just asking for feedback.)
  17. Why not? It is the best way to get feedback from others! In case bugs came up, we can try to fix them together! Unfortunately I had not the time for now to test it, but I will do as soon as possible! Nice to see new guys publishing their work!!
  18. A few random tidbits about adding inventory to a shop you can do something like // Shop Inventory ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _weaponsArray = [] call compileFinal preprocessfilelinenumbers "TraderCFG\weapons.sqf"; // Shop Inventory ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// in place of the // Shop Inventory ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _cargoArray = [ ... ]; // Shop Inventory ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// and then do _weaponArray = [ // array in format: "class", price, amount "arifle_Katiba_F",100,true, "arifle_Katiba_C_F",100,true, "arifle_Mk20_F",100,true ]; _weaponArray in the weapons.sqf targeted by the above code. (Useful for having every single arma 3 gun which is like 190 lines, not in the main file.) Just be careful about how inventory a shop has, as they can make it loading very slow, think about spreading mods/categories of items out across separate "shops".
  19. I spent some time getting Virtual Arsenal Shop System (VASS) working in epoch recently and figured I'd share that (though may not be the best way to do this, as it's my first time really making anything for arma or epoch). Full credit to: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System EDIT: I created a fork on github with basically all of the below changes, so you only need to merge description.ext, init.sqf and CfgFunctions.hpp. (Instructions for doing so are at the top of the readme in the repo.) https://github.com/Alsekwolf/VASS-Virtual-Arsenal-Shop-System Step 0: get the "VASS" folder from that Github and place it at the root of your mission file. Step 1: Add to description.ext #include "VASS\gui\cfgGUI.hpp" Step 2: Add to CfgFunctions (Default for epoch would be in mission file \epoch_config\Configs\CfgFunctions.hpp) class TER { class VASS { file = "VASS\fnc"; class shop { preInit = 1; }; class getItemValues {}; class VASShandler {}; class addShopCargo {}; class addShop {}; class resetTimer {}; }; }; Step 3: Now you are going to need an object in SQF code at wherever you want the shop to be accessed, something like private _objects = []; private _objectIDs = []; private _item1 = objNull; _item1 = createVehicle ["Land_CashDesk_F",[11843.6,13031.7,0.0419998],[],0,"CAN_COLLIDE"]; _this = _item1; _objects pushback _this; _objectIDs pushback 1; _this setPosWorld [11843.6,13031.7,6.992]; _this setVectorDirAndUp [[-0.956641,0.29127,0.00066811],[0.000698392,0,1]]; trader123 = _this; _this setVehicleVarName "trader123"; publicVariable "trader123"; but you won't want to use that, it does need a name Variable though, like "trader123" shown there (the rest of the code will assume you use trader123, or change it in any occurrences). Step 4: Create a SQF somewhere in the mission file, mine will be TraderCFG\Trader.sqf and add this code to it // Client Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (hasInterface) then { _shop = [trader123,"Shop test"] call TER_fnc_addShop; }; // Client Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Shop Inventory ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _cargoArray = [ // array in format: "class", price, amount "arifle_MSBS65_F",100,true, "arifle_AK12_F",100,5, "arifle_AKM_F",50,5, "arifle_MX_F",75,5, "hgun_P07_F",20,5, "optic_DMS",10,5, "optic_ACO_grn",5,5, "B_AssaultPack_mcamo",25,5, "U_B_Wetsuit",25,true, "U_B_HeliPilotCoveralls",10,true, "U_B_CombatUniform_mcam",15,5, "30Rnd_762x39_Mag_F",5,true, "30Rnd_65x39_caseless_mag",13,true ]; // Shop Inventory //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Server Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if(isServer) then { // Objects ///////////////////////////////////////////////////////////// private _objects = []; private _objectIDs = []; private _item1 = objNull; _item1 = createVehicle ["Land_CashDesk_F",[11843.6,13031.7,0.0419998],[],0,"CAN_COLLIDE"]; _this = _item1; _objects pushback _this; _objectIDs pushback 1; _this setPosWorld [11843.6,13031.7,6.992]; _this setVectorDirAndUp [[-0.956641,0.29127,0.00066811],[0.000698392,0,1]]; trader123 = _this; _this setVehicleVarName "trader123"; publicVariable "trader123"; // Objects ///////////////////////////////////////////////////////////// // Add Shop Inventory ///////////////////////////////////////////////// [trader123, _cargoArray, 2] call TER_fnc_addShopCargo; // Add Shop Inventory ///////////////////////////////////////////////// }; // Server Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Replace all the code inside "// Objects //" with the object code you got in step 3, and make the any occurrences of "trader123" match what you name yours. Step 5: you'll need to add that file to run in your init.sqf, something like call compile preprocessFileLineNumbers "TraderCFG\Trader.sqf"; Step 6: navigate to "VASS/fnc/fn_VASShandler.sqf" and in change "getMoney" to be like case "getMoney":{ /* Description: VASS wants to know how much money the unit has Parameter(s): 0: OBJECT - Unit whose money is requested Has to return: NUMBER - Unit's money */ params ["_unit"]; _Crypto = EPOCH_playerCrypto; _Crypto; }; Step 7: you'll need 2 files, name doesn't really matter but mine are "TraderSetMoney_init.sqf" and "TraderSetMoney.sqf" in TraderSetMoney_init or whatever you name it, put if(isServer)then{ Alsekwolf_server_TraderSetMoney = compileFinal preprocessFileLineNumbers "TraderSetMoney.sqf"; "Alsekwolf_TakeGive" addPublicVariableEventHandler {(_this select 1) call Alsekwolf_server_TraderSetMoney}; }; (Change the TraderSetMoney.sqf name to whatever you make that file, or add if its in a folder and not root mission file) Step 8: put the following code in "TraderSetMoney.sqf" or whatever you name it _this call EPOCH_server_effectCrypto; Step 9: put the following code in your init.sqf and make it match your naming [] ExecVM "TraderSetMoney_init.sqf"; Step 10: in "VASS/fnc/fn_VASShandler.sqf" change "setMoney" to match case "setMoney":{ /* Description: VASS changes the amount of money the player has Parameter(s): 1: OBJECT - Unit whose money will be changed 0: NUMBER - Amount of money changed (can be positive or negative) Has to return: Nothing */ params ["_unit", "_change"]; Alsekwolf_TakeGive = [player,_change]; publicVariableServer "Alsekwolf_TakeGive"; }; That should be everything, I'm really sorry if I missed anything, it's been about 2 weeks of trying different things to get this working. Also sorry for the bad writing of instructions, not great at that.
  20. btw i really love this one... just that it makes chernarus bit different
  21. after long period XD i was trying to make the growing different for the weed fields... i knew i was trying to create or change something and it was not working as i wanted and the only way to make it work was in that file... And hoped there was a easy way to overwrite it like we do with: call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";
  22. yes, and yes... been in transit, going to setup laptop again. going to try setting up the database (again) the hard way. Mostly because I enjoy the suffering. I also have another computer to compare against.
  23. Want the DayZ SA broken windows effect for Livonia or maps that use its buildings (like CUP's Chernarus 2020 map) then run this script on your server on restart? { _house = _x; _hitPoints = "isClass _x" configClasses (configFile >> "CfgVehicles" >> (typeOf _house) >> "HitPoints"); { _hitpointname = (configName _x); if ("Glass" in _hitpointname) then { _house setHitPointDamage [_hitPointName, 1]; }; } forEach _hitPoints; } foreach ((getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition") ) nearObjects ["House", worldSize]);
  24. I tried having "setViewDistance" in "init.sqf" in my mission *.pbo, then in "server_functions.sqf" in my server *.pbo - none of that helped. But now I set view distance in both these files at the same time, and it worked.
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