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Showing content with the highest reputation since 07/21/18 in all areas

  1. 4 points
    A Man

    [Release] Over9000 Gambling Script

    Hey guys, this is the release of my Over9000 Gambling Script. If you like to add this feature to your server you can do it now with that offical release. Go to github and download the files: Over9000 Gambling Script Installation: 1. Put the scripts folder from github into your missionfile root folder where your init.sqf is located. 2. Open your fn_selfactions.sqf and search for: //Towing with tow truck Add this code lines above: 3. In fn_selfactions search for this codeblock: And add behind: 4. Open your variables.sqf and search for: s_player_manageDoor = -1; And add behind: 5. Open your description.ext and search for class CfgSounds Add inside class CfgSounds If you have not a class CfgSounds add: If you get on server start the error class CfgSounds is alreday defined, search your files for class CfgSounds. 6. Go to https://github.com/oiad/communityLocalizations and add the whole stringtable to the root folder of your missionfile where your init.sqf is. Usage: Define here in the fn_selfactions the trader or the building where you get the gambling dialog. _isGamble = _cursorTarget isKindOf "Hooker4"; If you have Cards you get a try gambling try. You can gamble for 1000, 2000 and 3000 Coins and get the price 1x, 2x and 3x. The script is not optimized but it works out of the box and can be used with overpoch.
  2. 3 points

    [Release] No zombies in base

    The script is likely failing because you cannot take a distance from a classname. I have written up a quick script for this below, please try it out and let me know how it works :) private ["_noAI", "_noZeds"]; _noAI = true; // Remove AI within plot radius (true = enabled, false = disabled). _noZeds = true; // Remove zombies within plot radius (true = enabled, false = disabled). while {69 == 69} do { private "_plots"; _plots = player nearEntities ["Plastic_Pole_EP1_DZ", DZE_PlotPole select 0]; if (count _plots > 0) then { private "_plot"; _plot = _plots select 0; if (_noZeds) then { {deleteVehicle _x} count (_plot nearEntities ["zZombie_Base", DZE_PlotPole select 0]); }; if (_noAI) then { { if (!isPlayer _x && {_x distance _plot <= (DZE_PlotPole select 0)}) then {_x setDamage 1}; } count allUnits; }; }; uiSleep 5; }; Just name it whatever you would like, then call it from the !isDedicated section of the init.sqf, down at the bottom: if (!isDedicated) then { // CODE FROM INIT HERE execVM "FILENAMEHERE.sqf"; };
  3. 2 points
    Pushed a small update that tightens up code for the assests (hostage or leader who is to be captured)
  4. 2 points
  5. 2 points
    A Man

    [Release] Over9000 Gambling Script

    @BigEgg Yep you are right. Now everyone can have fun with the gamling not only the admins that have stolen and paid for it. @Relentless You are right. It is done.
  6. 1 point
    I got certain configs updated in the EpochCore client files allowing a few extra nice features to be deployed in A3/Epoch, and I'll start off by posting the information to set up portable generators to allow fuel pumps to be used for refueling vehicles if auto-refueling is turned off on your server. Installation Instructions (1) Add the portable generator "kit" to your loot tables and trader price lists. The class name is KitGenerator (2) Add the files in this downloadable archive to a folder in your mission called, for example, sounds: https://www.dropbox.com/s/75gq2rezy1tcbe2/generator_sounds.zip?dl=0 The license file is required! It is a Creative Commons Attribution Only license for the sound file. (3) Add the following lines to your mission file's custom description.ext (replacing the path for the generator1.ogg sound with the location in which you put it): // Portable Generator Sounds class CfgSFX { class Generator { sounds[] = {"Generator"}; name = "Generator"; Generator[] = {"sounds\generator1.ogg","db+10",1,200,1,0,0,0}; Empty[] = {"",0,0,0,0,0,0,0}; }; }; class CfgVehicles // NOTE: CfgVehicles definitions are only permitted in description.ext for sound sources. It cannot be used for CfgVehicles customizations { class PortableGenerator { sound = "Generator"; }; }; (4) Create a file in the folder of your mission file where you store your own scripts, e.g. custom called PortableGenerator.sqf and paste the following code into it: (5) Add the following lines to your mission's init.sqf (replacing the path with whatever you used in step (4)): if(hasInterface) then{ PortableGenerator = compileFinal preprocessFileLineNumbers "custom\PortableGenerator.sqf"; }; (6) Add the following to epoch_config/Configs/CfgItemInteractions.hpp: class KitGenerator : Item_Build_base { buildClass = "Generator_EPOCH"; }; (7) Add the following to epoch_config/Configs/CfgBaseBuilding.hpp: class Generator_EPOCH : Default { removeParts[] = {{"KitGenerator",1}}; GhostPreview = "Generator_Ghost_EPOCH"; staticClass = "Generator_EPOCH"; simulClass = "Generator_SIM_EPOCH"; limitNearby = 2; bypassJammer = 1; }; class Generator_SIM_EPOCH : Generator_EPOCH { removeParts[] = {}; }; class Generator_Ghost_EPOCH : Generator_SIM_EPOCH {}; (8) Add the following code to epoch_config/Configs/CfgActionMenu/cfgActionMenu_target.hpp: // Portable Generators class generator_refill { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && !(dyna_cursorTarget getVariable [""GeneratorFueled"",false]) && !(dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 2] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\vehicle_refuel.paa"; tooltip = "Refuel generator"; }; class generator_start { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && (dyna_cursorTarget getVariable [""GeneratorFueled"",false]) && !(dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 1] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\Replace_Engine.paa"; tooltip = "Start generator"; }; class generator_stop { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && (dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 0] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\Remove_Engine.paa"; tooltip = "Stop generator"; }; RePBO your mission file and upload it to the server. That should be it.
  7. 1 point


    I just literally found this then my man, I'm gonna try it and i'll let you know. Thank you so much for your help!
  8. 1 point


    it's throwing the error like "Server_PublishObj error: Wrong parameter format". (and it's not helping us so much) I found a hint for fix:
  9. 1 point
    A Man

    plot pole bug

  10. 1 point
    Just add it to the medical category. The classname is ItemKiloHemp
  11. 1 point
    that would be great. I know VEMF uses building posns, or think it does. i'll fiddle with the statics and see how it goes. I was thinking that one could includw an optional structure in the define for the group and have the spawn script place the structure then locate units within it.
  12. 1 point

    DZAI not spawning coins

    Thanks very much it WORKS:) great
  13. 1 point

    DZAI not spawning coins

    DZAI has no such function in default. (it's not maintained for some years) add this in right place (I added it in 53rd line of dayz_server\DZAI\compile\ai_setup_loadout.sqf )
  14. 1 point

    [Release] Over9000 Gambling Script

    Thanks Dude!!!
  15. 1 point

    [RELEASE] Epoch Supply Drop Events

    There is a download link on step 10 in the install instructions. It's the community one.
  16. 1 point

    Deploy bike from Dyna menu

    thanks for replying, (1) I'll try it, I found some scripts doing that, so I'll imitate them. (2) thanks for noticing, I'll check the init function and copy some codes in it. (3) thanks, I'll try it. I have removed the vehicle from spawning and trader list (I think it's good to change Deploy_vehicle array to include playerUID instead of vehicles and check puid to prevent duplicates) --P.S.-- I'll use GitHub for further updates, to log what was changed
  17. 1 point

    [Release] Over9000 Gambling Script

    Sucks that you had to release this because everyone was stealing it. Good work
  18. 1 point
    Yes, each AI runs its own brain, and I guess each group. As Grahame pointed out, also remember that at the present time, Arma 3 limits you to 288 groups per side, and Arma 2 to 144 groups per side. for Arma 3, unless you run something insane you should never reach the 288 group cap. You will know if you did because createGroup will start returning grpNull. I used to put checks in blckealgs to test for that condition but removed them since the increase in the cap on groups per side. Note also that you can manage the server resources dedicated to groups or AI by either poling each group for nearby players and disabling simulation when no players are near or by using dynamic simulation manager build into Arma 3. Also note that the simulation managers do show some delay in activating Ai so build in a safety factor when doing this.
  19. 1 point

    ZSC for Epoch 1.0.6+ (And OverWatch 0.25)

    You can't. That's why you're using the coins mod..
  20. 1 point
    Some time ago I started a youtube channel doing DayZ Epoch tutorials. Surprisingly, my DayZ Epoch server install video has amassed over 2500 views (and people say this game is dead). Here are some updated videos for There are other videos on my channel that are still relevant. How to Install a DayZ Epoch Server Things you will need to download: PBO Manager MySQL Community Server 5.7.22 HeidiSQL Notepad++ Notepad++ SQF Highlighter (optional, but highly recommended) 7-Zip How to Upgrade Your DayZ Epoch Server to an Overpoch Server Things you will need to download: Overwatch Server Key Overwatch mission.sqm (to copy and paste from) My Overpoch Loot Tables My Non-ZSC Overpoch Trader Files Midget Porn (Just kidding) How to Install Epoch Admin Tools Do not install these with infistar. How to Install Wicked AI for DayZ Epoch and Overpoch How to install infistar admin tools/antihack and infistar's free BRC rcon tool Fix for the unfortunate error in infistar v1448 How to make Battleye filter exceptions for Infistar and other mods Downloads Eraser1's scripts.txt Exception Generator Ebay's Guide to Battleye Filters How to Install Ebay's Testkit Download Battleye Filter Tutorial using Ebay's Testkit and infistar's BRC rcon tool Server Install: Troubleshooting "session lost" and "wait for host" type issues. How to install BattlEye Extended Controls for automatic restarts I am planning on doing more of these when I get time.
  21. 1 point
    All other stuff seemed to be working fine without that addition aswell.. Thanks to all of you again for that very easy editable addon.. :)
  22. 1 point
    @Tarabas well done, thou i did something similar awhile back leading to the same issue I use the ryan's modules to ensure i can enforce the settings i have set in epochz, I have tested without the modules and the settings work fine back at time can be weird....but that's arma/epoch lol just need to nut out the issue, 9/10 it was what i did lol
  23. 1 point
    Thank you @natoed that's the plan now.. I will report back when I found what is bugging... Edit: Embarassing... I readded from your mission.sqm: Now with doubleclick the sound is playing and av works fine..
  24. 1 point
    Best server out there, quick action and one of a kind server owner. ;)
  25. 1 point
    Hey guys I'm thinking about making a admin base at devils castle. I have the zombies disabled in that area and bandit spawns disabled but vehicles do spawn there quite regularly. Is there any way to edit the dynamic vehicle spawn to not spawn in that area? Thanks, Delta