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Showing content with the highest reputation since 08/29/20 in all areas

  1. 3 points
    TheVampire

    Vehicle keys

    I actually worked on putting vehicle keys back awhile ago and sent a merge request with only a few issues to work out, but it was put off due to feature creep. I need to update it and try to push it again. Here's an example video. https://www.youtube.com/watch?v=L7yC_zNwbZY
  2. 3 points
    He-Man

    A3 Epoch v1.3.3.1 Update

    Arma 3 Epoch 1.3.3.1 has been released! This is a Server-Side update only - The Client files are still the same! Server Files: https://github.com/EpochModTeam/Epoch Gamemode File Changes: https://github.com/EpochModTeam/Epoch/pull/1017/files Full Changelog: https://github.com/EpochModTeam/Epoch/blob/release/changelog.md Client Files (not changed): http://steamcommunity.com/sharedfiles/filedetails/?id=421839251 http://www.moddb.com/mods/epoch/downloads/epoch http://www.armaholic.com/page.php?id=27245 (Optional) Server Files are available here: https://steamcommunity.com/sharedfiles/filedetails/?id=1642000412 Note: this is meant for updates only as there is no DB folder and all configs appended with "-example". The first-time install would need this -example part removed from the file name and the DB folder from Server Files on GitHub. Other than that it should just override and update the server pbo's and mission files and dll's . Added Clear message that the server is not fully loaded when Players login to early Optional Black Market Traders Build in RyanZ Zombiespawner (when RyanZ is enabled on the Server) Trader Filter for useable items on currently equipped weapons Fixed On farming wracks / cinder, sometimes the more far away object was looted instead of the nearest Purchased Boats from Traders sometimes spawned damaged In some cases, purchased Vehicles spawned on top of already existing vehicles -> crashed Changed Server Owners Added missing predefined variable "Epoch_BaseSpawnSkips" (no issues, just a rpt error) Krypto Limit from 250000 to 1000000 to prevent unwanted bans Some loot positions were not in correct syntax Black Market Traders can be configured within CfgBlackMarket.hpp (within the mission file) RyanZ Zombiespawner can be configured within epoch_server_RyanZ_Spawner.pbo (server side) To disable this spawner, you can remove this pbo from your Server
  3. 1 point
    Originally concieved by Blckeagls and supported here with permission Completely rewritten to remove bugs and add functionallity. Current Version: Version 7.02 Current Build: 220 Description. Built-in support for Epoch or Exile. Updated: Built in Headless client support. New: includes tools to export missions from A3EDEN Editor - minimal editing/scripting required to generate new missions once the design is completed in the editr. A complete static and dynamic mission system rolled into one. New: Many new Missions (Thanks to Thomas_TKO) CHANGES: New: Option to hide bushes and trees that happen to be under the location in which an enterable building is spawned blck_hideRocksAndPlants = true; // When true, any rocks, trees or bushes under enterable buildings will be 'hidden' New: Added support for simple objects. Note that these can be exported by the editor tool now. New: Option to drop crates on a parachute at mission spawn which adds some randomness to where crates end up. blck_spawnCratesTiming = "atMissionSpawnAir"; New: You can now add money to crates at static missions by defining the following parameter in your .sqf for the mission. _crateMoney = 10000; // this can be a value or a range such as [1000,10000]; a random amount of money from 0 to the maximum defined will be added. New: Added some basic error checking and logging for incorrect entries for some key settings. New: 3DEN Editor plugin exports missions as .sqf formated text ready to paste into a file. See the instructions in the @blckeagls_3DEN folder of this download for more information. Fixed: Don and Hostage missions could not be completed Fixed: Missions tended to spawn all at once Fixed: vehicles are spawned at a safe spot which should reduce unintended explosions Fixed: Missions sometimes spawned on steep hillsides. Fixed: Vehicles sometimes blew up on spawn. Fixed: Money was not added to crates at dynamic missions Changed: Timers for spawning missions adjusted a bit to space out spawn/timeouts a bit more. Changed: The system has been upgreaded to a state-based system, meaning only one script (GMS_fnc_mainThread)is running once all missions are initialized. Changed: a lot of debugging was removed. Changed: List of missions for dynamic Underwater missions was moved to \Missions\GMS_missionLIsts.sqf To download go to: https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC For installation see: https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/INSTALLATION.txt For a complete changelog see: https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/changeLog.sqf Changes/Fixes/Additions Credits: Epoch Mod developer team, and in particular AWOL whose code has provided many lessons in scripting. blckeagls - Original developer of mission system 2.0.2 Narines - bug fixes and improvements. Bill (DBD Clan) example compositions. cyncrwler for help with troubleshooting and testing Brian Soanes for helpful changes and performance tweaks. Grahame for many rounds of testing, feedback and suggestions regarding features. zxbutchxz for extensive testing of AI behavior. MGTDB for the fix for an issue with interacting with captives/targets on Exile servers. * Additional Credits include authors of other missions systems and scripts who's work influenced this release: Halve and He-Man. Face (A3EAI) KiloSwiss (SEM) Hogscrapper (HC missions for A3) the Vampire (DZMS and VEMF) The FUCHS (EMS) lazylink (early A2 Epoch mission system) Matt11 (Wicked AI) Updates: License This Mission System is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License. http://creativecommons.org/licenses/by-nc-sa/4.0/
  4. 1 point
  5. 1 point
    icomrade

    Kick all players prior to restart

    You should be able to use your BEC scheduler.xml file to do this. Here's an example using maxping to kick all players, you should warn them beforehand that they will be kicked to prevent confusion. I haven't tested this example, but it should work, be sure to edit the start time and job id. Edit: Just tested and this works, it takes about 10 seconds for the maxping to update and kick players, but it works. Also, don't forget to issue the lock command to prevent players from rejoining before restart. <job id="9"> <start>035800</start> <runtime>000000</runtime> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>maxping 0</cmd> <cmdtype>0</cmdtype> </job>
  6. 1 point
    vbawol

    Kick all players prior to restart

    This is an existing feature of Epoch actually just for this reason and can be enabled here: https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/epochconfig.hpp#L1 Change forceRestart line from false -> true. Provided you have the correct BE IP, Port and password set here: https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/EpochServer.ini#L5-L7 it will lock the server, send messages about the restart and finally kick everyone before issuing the #shutdown command. You will also need a service manager that will restart your server when it crashes or when the #shutdown command is used. I use http://www.firedaemon.com/ for my dev servers and even have it set to auto update from Epoch Experimental steam workshop every time before they restart. this also allows running the log rotator script: https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/Tools/log-rotator.cmd Also @Shawn did you mean to post this in the A2 or A3 section?
  7. 1 point
    axeman

    Kick all players prior to restart

    Depending on how you hold your variables :) https://community.bistudio.com/wiki/serverCommand
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