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Showing most liked content since 03/25/17 in all areas

  1. 12 likes
    Arma 3 Epoch 0.5 has been released! Client Files: https://github.com/EpochModTeam/EpochCore/releases/download/0.5.0.0/Epoch_Client_0.5.0.0.zip Server Files: https://github.com/EpochModTeam/Epoch/archive/0.5.0.0740.zip File Changes: https://github.com/EpochModTeam/Epoch/pull/719/files Changelog: [New] Epoch is leaving alpha and entering beta! All Epoch Asset project sources are now available via our GitHub +LFS and under APL-SA license here: https://github.com/EpochModTeam/EpochCore [Added] Added Service Point to Rearm, Repair and Refuel. Thanks to @Ignatz-HeMan [Added] 7 new Keesha camo skins by Craig Hauer aka ComatoseBadger. [Added] 64-bit database extension support for Windows (EpochServer_x64.dll) and Linux (epochserver_x64.so) servers. Linux support is pending testing. [Added] Custom event handler and OnEachFrame hooks added. https://github.com/EpochModTeam/Epoch/tree/experimental/Sources/epoch_code/customs Thanks to @Ignatz-HeMan [Added] Crafting recipe: Mortar (Uses: 12x Rock, 2x dirty water) (Requires: Fire and workbench within 3m). Thanks to @baaljayjay for the suggestion. [Added] Customizability of units spawned by UAV alert via CfgEpochClient > uavAlertUnitSpawnTemplate. (Default: I_Soldier_EPOCH) [Added] Toxic Smoke Grenades can now be found in the world. [Added] Respawn in base feature, each player must interact with Jammer and choose "Make Spawnpoint" to enable. [Added] Selling to traders with bank debt greater than -50000(default), pays the bank debt back to below the limit instead of the player. Thanks to @Ignatz-HeMan [Changed] Epoch Message function now supports custom colors. Thanks to @SPKcoding [Changed] Epoch Event: ChangeWeather has been updated to allow for better random control of weather and defaults to bad weather. [Changed] Optimized database SET and SETEX calls in both SQF and C++. [Changed] Optimized database GETRANGE call. [Changed] Optimized NPC Trading and fixed issue if trade failed. Thanks to @Ignatz-HeMan [Changed] Great White Sharks will now spawn if the player is deep enough in the ocean. [Changed] Objects or Players that have been given "Crypto" variable can be accessed via the dynamic menu (Space Bar) for a "Take Crypto" action. [Changed] Air Drops are now triggered via Epoch Events server side every 45m at random, instead of randomly triggered client side. [Changed] To prevent issues with ownership only Group Leader can place a Jammer. jammerGLOnly = 0 in CfgEpochClient to disable. Thanks to @Ignatz-HeMan and @82ndab-Bravo17 [Fixed] Crash bug when opening base building upgrade menu since Arma 3 1.68. [Fixed] Wrong variable name in EPOCH_clientRevive.sqf. Thanks to @Ignatz-HeMan [Fixed] Sometimes getting stuck only walking. Thanks to @Ignatz-HeMan [Fixed] Repack of Energy Pack is now possible. [Removed] EpochServer extension calls 100 and 101 as they are no longer needed. [Info] Re-add missing comments in some config files. [Info] Numerous other fixes and optimizations. [Info] Requires Arma 3 1.68 or higher.
  2. 10 likes
    (skip to the end for a tl;dr if you wish) Hello, I'm Dan also known as orangesherbet- haven't been active on these forums for some time but I've been a tester and supporter of Epoch since the early days in 2012. More importantly, I've made lasting friendships with the development team and surrounding community of Epoch Mod. With the release of version 0.5, I wanted to organize an event that would bring all of us together to celebrate the time we've spent playing, testing, and developing (I'm not a dev) the mod! The event itself will take place on Chernarus, where everything started! We will have several activities for participants including a race from Kamenka debug line to NE Airfield, a melee arena, demolition derby, "Tower of Terror" built by community developer and friend SLI, stunt contest, fishing, and base building! I'll be hosting the event on my stream and Discord, but I do want to make it clear that this event is about the celebration of Epoch Mod's development and not a promotion for my stream or Discord server. I would recommend participants join my Discord server as that is where players will be welcomed to chat with each other and the admins to help us stay organized and have fun! Feel free to leave the Discord server at the conclusion of the event if you wish. We do have another Epoch Event in the near future and I will share that information with everyone once we have a date set! tl;dr ------------------------------ Event Info: Date: Saturday April 22nd, 2017 Start Time: 12pm EST / 5pm GMT (Find your time here: http://bit.ly/2pm6kXR via WorldTimeBuddy) Event will be at least 6 hours. Game Mode / Map: Epoch Mod Chernarus Server Information: Event has been completed Discord Server (for information, support): https://discordapp.com/invite/orangesherbet Free to use program- please use the text channel #event for help with anything regarding the event. Mods required for the event (all available on Steam Workshop, total file size over 14gb): Epoch Mod, CUP Units, CUP Vehicles, CUP Terrains - Maps, CUP Terrains - Core, CUP Weapons, CBA_A3, Ryan's Zombies and Demons Stream channel if you care to watch the event: https://twitch.tv/orangesherbet ------------------------------ Thanks to [VB]AWOL, SLI, Pumba, Konc, Robio, TipsyJack, somyc, Buddha187, and Philanthropy for help setting up this event and [VB]AWOL for providing the event server. Promo image made by SLI. Stay Tuned for server info Saturday morning!
  3. 9 likes
    My husband and I made new roads and towns/villages for Chernarus. After lots of request of my husband to share it, so other servers can use it I finally decided to do it. My husband built about 15 Km of new roads North of the map with little village. I built 2 big towns, one called Skalkatown and Pesha. There is some pictures of it http://imgur.com/a/2ToKo Download the files here https://www.dropbox.com/sh/fl7oqiz2aputyah/AACC1Ct3sKHOsEm15f5RwMI5a?dl=0 1- Put the Map folder in your dayz_server 2- Open your server_functions.sqf and add this to the bottom of the file; And you're good to go. I hope you will enjoy it. We spent hundreds hours on that project. Make it perfect and natural like if its part of the map was not an easy thing. I have other creations that I will soon add.
  4. 8 likes
    A lil and stupid script whistle nearest players,zeds,ai. TNKS @theduke for your help! 1-Create whistle.sqf (mpmissions\your instance\custom\) 2-Download the sound here http://www.mediafire.com/file/ereu7c3fkm13xdo/whistle.ogg and drop into mpmissions\instance\custom\ 3-in description.ext 4-at bottom of your custom fn_selfactions.sqf
  5. 7 likes
    Hey few days ago i posted a new and stupid mod "whistle" ,but from here comes the idea to made a tie up players and whistle zeds to come and eat the player tied up. I ask for help of everyone here, can be nice made a new script/mod thogeters I think use the old knock out system as base to write it: BASE MODS: INSTALLING: (WORKING): (07/3/17)
  6. 7 likes
    I needed a nice deploy script that was minimal but did everything I needed it to do. So I made my own :) I need to do some optimizing with this code (change the config into arrays - other small things) but it works great :) What it does: Allows players to deploy a Bike, ATV, or a Mozzie (by default). Compatible with almost all (if not all) vehicles. Required parts can include both magazines and toolbelt items (or weapons in general if needed). Vehicles can be deployed on high buildings, bases, or bridges without issue. The server owner can: Configure what vehicles players can deploy Decide if the player will go through an animation while deploying the vehicle Decide if the player can deploy the vehicle while within someone else's plot area Decide if the player can deploy the vehicle while in combat Decide if the vehicle can be sold at traders Decide if the player can deploy the vehicle while in a vehicle Decide if the vehicle should have it's ammo removed when deployed Decide if the player can deploy the vehicle on a ladder Decide what parts each vehicle needs to be deployed Decide what the display name of the vehicle will be on all messages that appear during the process I have made the files more configurable (I normally don't have all of the config options - I put them there for other people to be easily able to configure it in whatever way they like), so there might be a bug or two I am unaware of, so please post if you find one :) Download and install instructions on my github: https://github.com/BigEgg17/Vehicle-Deployment#installation
  7. 5 likes
    !! I claim no credit for this and have no idea who thought of it first !! It's just some code added to the server_monitor.sqf to create vehicles with custom weapons. =========================== To install: Open path: dayz_server.pbo\system\server_monitor.sqf Find this block of code: Below it place this: Done! =========================== Important: (This code should be customized to fit your server - I have a militarized server) 1) These vehicles do NOT spawn with custom weapons when you buy them. 2) You must wait for the server to restart before they become armed. 3) You wont see the weapons after restart - Just get in press F and shoot! =========================== Here's a small video preview: Here's the list of vehicles included in the code: =====Armed Little Bird with - yakb + 2a70 + flarelauncher---Armed An2 with - m3p + ffarlauncher + flarelauncher---Armed tractor with - twinm134 + d30---Armed mv22 with - M197 + 80mmLauncher---Armed Bus with - GSh301---Armed pook amphib with - GSh302 + m119 + flarelauncher---Armed KORD with - M168---Armed ATV with - twinm134---Armed SUV with - m230---Armed C130J with - mlrs + m168 =========================== Happy Hunting :)
  8. 5 likes
    This is an update to the Wicked AI system that was updated for Epoch 1.0.6+ by ebayShopper https://github.com/ebayShopper/WICKED-AI Download the Overpoch Wicked AI files here: https://github.com/worldwidesorrow/Wicked-Ai-Overpoch Updates: 1. Added a variable in config.sqf to allow the AI to have coins in their wallets if ZSC is installed. ai_hasMoney = false; //If you have ZSC installed then setting this to true will place money in ai wallets. 2. Added all of the Overwatch weapons to the AI weapon spawning arrays in config.sqf. 3. Added pistols to the dynamic crate spawning. 4. Changed "ParachuteEast" to "ParachuteWest" in heli_para.sqf because of "killing a hacker" errors in the RPT. 5. Modified the way dynamic_crate.sqf spawns weapons so they are not from one array. Short Demo Video
  9. 5 likes
    Remake of Remote key for locking/unlocking vehicles (0.3) by @david. This was an idea of @S4M. *Lock/Unlock/Start Engines of vehicles using right click on his keys. //Optional Add God Mode to locked vehicles (without people inside) when vehicle is locked. by @Cherdenko INSTALL 1-Download http://www.mediafire.com/file/w578eg688catsv6/remote_key.rar and place "remote_key" folder into: yourServerRoot/mpmissions/your_instance/ 2- If ure using Extra_rc.hpp or deploy any thing mod skip it and proceed with step 3. 3-open your custom ui_selectSlot.sqf (if ure using extra_rc.hpp you will find it in (\MPMissions\DayZ_Epoch_11.Chernarus\custom\)) or (if ure using deployanything find it in (\MPMissions\DayZ_Epoch_11.Chernarus\overwrites\click_actions )) 4-Now open your description.ext to add the sounds: DONE!. OPTIONAL IF U WANT GOD MODE ON LOCKED VEHICLES. ( by @Cherdenko ) 1-open your custom compiles.sqf find:
  10. 5 likes
    Not sure who made this had it laying around in some old scripts folder figure I'd try it for 1.0.6.1 and it works great. make a file in your custom folder called noflyzone.sqf And in your mission.sqm under class sensors add Dont forget to change your class Item number and items= number Change the position[]={2037.7411,0,5270.5459}; coords to where every you would like it. Dont forget in mission.sqm when changing coords to switch the last 2 set of numbers.
  11. 4 likes
    Dont Know if there is a communal Bans.txt so I thought I would start one and share what I have so far, Need to keep these hackers out of our servers.. This is all I have so far but its a start... a4bea4d7dbbb76f645e85b8774735555 -1 Hacking bases 2c99db4a1c3d97a2fed6c80cfc4b6143 -1 Hacking bases 304d1cc2182db4925a97edaec5ef7a1c -1 Hacking bases
  12. 4 likes
    DP Build Everything Arma Series of Addons Core / Expansions / JBAD with EPOCH Compatibility and a custom Vector Build system Steam Core: https://steamcommunity.com/sharedfiles/filedetails/?id=892365572 Steam Expansions: http://steamcommunity.com/sharedfiles/filedetails/?id=883811083 Steam JBAD: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=897730436 Original Release Thread and Support: http://epochmod.site.nfoservers.com/donkeypunch/index.php?topic=711.0 This addon supports all Arma 3 gamemodes but has been getting upgrades to support multiple mods. 2300+ Arma 3 Assets including all DLCs and Expansions (Hence Build EVERYTHING Arma) Epoch custom interaction system will also work with the next DPBEA Update. Epoch support files will also be included in mod for changes to EPOCH functions and config. A vector building system has been created specifically for EPOCH and built into the DPBEA addon. It uses the same custom key setup that EPOCH has provided on the ESCAPE menu and adds the Vector Tilt key setup. Once tested I will pull it out of DPBEA and release the Vector Building system in Server Addons section for those that would like to use it with or without DPBEA
  13. 4 likes
    Thank you all who helped with the event and participated! I will let you guys and gals know when we hold the next one
  14. 4 likes
    the only way to add this to your server is by having people download the mod also. so if you have epoch and overwatch. players would need to download epoch, overwatch and this "new or custom" mod of yours to join... I've done it, i made a custom mod pack that is 4.5gb. I found ALL KINDS of arma addons and create one big pack. I whitelisted the server and called it the special server.. Took me a year to build this... https://youtu.be/a42D9bwBkks but well worth it
  15. 4 likes
    an update of Pay for heal. by @oSoDirty his post: Install: 1-Create pray.sqf (mpmissions\instance_11.chernarus\churches\) in a custom fn_selfactions,sqf find: Now open ...\@DayZ_Epoch_Server\addons\dayz_server\traders\chernarus11.sqf add only lines in blue: DONE!. OPTIONAL: IF U WANNA ADD A TRADER MENU TO THIS PRIEST
  16. 4 likes
    @hellraver great! this is awesome to start to play with the code a lil if u dont mine. nothing is tested ok? but maybe in churches.sqf you can use the epoch trader objects structure churches.sqf now you can use some actions into the churches. for example in a custom fn_selfactions.sqf at bottom add: pray.sqf (mpmissions\instance_11-chernarus\churches\ ) this is just an idea mate, nothing is tested.
  17. 4 likes
    It's kicking you for _box (which is stupid) I would either remove line #9 from scripts.txt: 5 "_box" !="{show_loot_infiSTAR = !show_loot_infiSTAR;};\n};\nif(isNil \"show_boxes_infiSTAR\")then{show_boxes_infiSTAR = false;};\nfnc_BoxS = {\n" Or add the exception to it: 5 "_box" !="{show_loot_infiSTAR = !show_loot_infiSTAR;};\n};\nif(isNil \"show_boxes_infiSTAR\")then{show_boxes_infiSTAR = false;};\nfnc_BoxS = {\n" !="private [\"_count\",\"_kills\",\"_5\",\"_4\",\"_3\",\"_2\",\"_1\",\"_b\",\"_idc_arr\",\"_extra_kills\",\"_tally_kills\",\"_full_box_count\",\"_partial_box_tally\",\"_add_kills\"];" I haven't tested this but it should work okay @infiSTAR @infiSTAR.de
  18. 4 likes
    Ok so yes i've been trying to get the locked vehicles in god mode with gear and over the map... So i was trying way too hard to try to accomplish this lol Simply remove the check for plot pole, done lol if (locked _unit && (count(crew _unit)) == 0) exitWith {}; I've tested this, and it works great even with gear (one weapon and one magazine) I was so overthinking it trying to use zupas old script haha Thx @BigEgg
  19. 3 likes
    CREATE DEFINER=`root`@`localhost` EVENT `deletedead` ON SCHEDULE EVERY 1 DAY STARTS '2014-04-21 18:32:07' ON COMPLETION NOT PRESERVE ENABLE COMMENT '' DO delete FROM `character_data` USING character_data, character_data AS tmpcharacter_data WHERE NOT character_data.CharacterID=tmpcharacter_data.CharacterID AND character_data.CharacterID<tmpcharacter_data.CharacterID AND (character_data.PlayerUID=tmpcharacter_data.PlayerUID) That leaves one character there so ppl dont lose theyr humanity incase you're interested :)
  20. 3 likes
    The very old safezone script by infistar... i was using it in 1.0.5.1 and made some changes to use in 1.6. Instructions: 1. Copy paste the code of below into a file called 16_safezone.sqf - save the file. 2. Paste this 16_safezone.sqf into mpmissioms\instance_11.chernarus\custom\ 3. Open your init.sqf 4. At the very bottom of the file add this line: [] execVM "custom\16_safezone.sqf"; 5. Save the init.sqf and restart your server. 6-WARNING!!! if ure using some kind of mod that allow vehicles with GodMode out of safezones.. then you will need in 16_safezone.sqf change the path for veh_handleDam.sqf by the path that youre using your custom veh_handleDam.sqf this line: fnc_veh_handleDam = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\veh_handleDam.sqf'; 16_safezone.sqf
  21. 3 likes
    Alright so here is the virtual garage. ALL CREDITS go to the original authors. GZA David for the Virtual Garage script Torndeco for the EXT Database All i did was change a few variables to update it for 1.0.6.1 DOWNLOAD https://www.dropbox.com/s/ymwq3tm7dfhwjzy/Virtual Garage 1061.zip?dl=0 I use the script a little different than intended. The only difference, i use vehicle and air traders to access the virtual garage, intended for use with garages, but requires gem crafting... The original instructions are in the download in case someone wants to do it that way so on with the instructions.. Tools Required Notepad ++ PBO Tool SQL tool such as HeidiSQL First we start with the mission folder. copy the scripts folder from the downloads into your mission folder. 1. Open your init.sqf look for dayz_randomMaxFuelAmount add this bellow DZE_garagist = ["Profiteer4","Worker3","RU_Profiteer4","Hooker1","Worker2"]; save and close 2. Open your description.ext add this at the bottom #include "scripts\garage\common.hpp" #include "scripts\garage\vehicle_garage.hpp" save and close 4. Open your fn_selfactions.sqf look for //Player Deaths add this above //Garage if((_typeOfCursorTarget in DZE_garagist) && (player distance _cursorTarget < 5)) then { if (s_garage_dialog2 < 0) then { s_garage_dialog2 = player addAction ["Vehicle Garage", "scripts\garage\vehicle_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; if (s_garage_dialog < 0) then { s_garage_dialog = player addAction ["Store Vehicle in Garage", "scripts\garage\vehicle_store_list.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; }; still in the fn_selfactions.sqf look for player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; player removeAction s_player_manageDoor; s_player_manageDoor = -1; add this bellow player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; save and close. 5. Open your variables.sqf look for dayz_resetSelfActions = { add this before the closing bracket }; s_garage_dialog = -1; s_garage_dialog2 = -1; save and close 6. Open your compiles.sqf look for fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; add this above player_getVehicle = compile preprocessFileLineNumbers "scripts\garage\getvehicle.sqf"; player_storeVehicle = compile preprocessFileLineNumbers "scripts\garage\player_storeVehicle.sqf"; vehicle_info = compile preprocessFileLineNumbers "scripts\garage\vehicle_info.sqf"; Still in the compiles, add this at the bottom SC_fnc_removeCoins= { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; if(_amount > 0)then{ if (_wealth < _amount) then { _result = false; } else { _newwealth = _wealth - _amount; _player setVariable[Z_MoneyVariable,_newwealth, true]; _player setVariable ["moneychanged",1,true]; _result = true; call player_forceSave; }; }else{ _result = true; }; _result }; SC_fnc_addCoins = { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; _player setVariable[Z_MoneyVariable,_wealth + _amount, true]; call player_forceSave; _player setVariable ["moneychanged",1,true]; _newwealth = _player getVariable[Z_MoneyVariable,0]; if (_newwealth >= _wealth) then { _result = true; }; _result }; vehicle_gear_count = { private["_counter"]; _counter = 0; { _counter = _counter + _x; } count _this; _counter }; save and close 7A. Open your publicEH.sqf If you don't have a custom publicEH.sqf already, go to step 7B look for if (dayz_groupSystem) then { "PVDZ_Server_UpdateGroup" addPublicVariableEventHandler {(_this select 1) spawn server_updateGroup}; }; add this bellow "PVDZE_queryGarageVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_queryGarageVehicle}; "PVDZE_spawnVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_spawnVehicle}; "PVDZE_storeVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_storeVehicle}; 7B. Only do this step if you DON'T have a custom publicEH.sqf Open your init.sqf again look for call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; replace it with this call compile preprocessFileLineNumbers "scripts\garage\publicEH.sqf"; Thats it for the mission file Now for the server Copy the garage folder from the download, into the compiles folder in your dayz_server folder 1. Open your server_functions.sqf look for this spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf"; add this bellow "extDB" callExtension "9:DATABASE:Database2"; "extDB" callExtension format["9:ADD:DB_RAW_V2:%1",1]; "extDB" callExtension "9:LOCK"; server_queryGarageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_queryGarageVehicle.sqf"; server_spawnVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_spawnVehicle.sqf"; server_storeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_storeVehicle.sqf"; fn_asyncCall = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\fn_async.sqf"; Save and close Thats it for the server PBO BattlEye Add to publicvariable.txt: !="PVDZE_queryGarageVehicle" !="PVDZE_storeVehicle" !="PVDZE_spawnVehicle" Infistar Infistar: Add to _ALLOWED_Dialogs: 2800,3800 Now for the database Using heidi (or your favorite sql tool) Open SQL.txt and copy everything in there and run a query on your database. This will create a database called extdb Copy the @extdb folder to the root of your server. In your server launch BAT. add @extdb; before @dayz_epoch_server Open the @extdb folder, edit the extdb-conf.ini and change the username and password to suit your needs. (you might need to give all permissions for that user for the new database in heidi) All done. Log in and go visit your vehicle traders! Cheers Enjoy! EDIT: updated the instructions for the fix of ANY/gear and it not taking coins. Please refer to step 6 EDIT 22/03/2017 : Added a fix for client RPT error (Step 5) Also changed the variable for the currency
  22. 3 likes
    "I did not make this not sure who did" Thanks to @Bricktop for sharing his reminding me I needed to share it this way. Here is another way to add extra weapons to vehicles or add weapons to vehicles that have no weapons. Vehicles have weapons as soon as they are bought from trader and thanks to @BigEgg garage now save these extra weapons. First you wanna make a file called VehicleAmmo.sqf Add that file to 2 folders SERVER side, your system and compile folders. Example Only VehicleAmmo.sqf: *** All VehicleAmmo.sqf files must be exactly the same in each folder. *** In your system folder find the file sever_monitor.sqf Look for and and under _object setFuel _fuel; Add #include "VehicleAmmo.sqf"; Now go to your compile folder and find server_publishVehicle2.sqf under add #include "VehicleAmmo.sqf"; Last still in compile folder find spawn_vehicles.sqf under add #include "VehicleAmmo.sqf"; ****If you have VR Garage**** Go to you garage folder SERVER side and add your VehicleAmmo.sqf file to that folder. Open your server_spawnVehicle.sqf and under add #include "VehicleAmmo.sqf"; Here is a link I use for vehicle names and weapon/ammo id. https://community.bistudio.com/wiki/ArmA_2:_Weapons
  23. 3 likes
    Basically all i did was go through the variables and classnames of items that have changed from 1051 to 1061. Its been tested and works. Follow the original thread for install instructions. Download the updated pack. This is my personal pack also, i've added fuel pumps and static m2s as part of the craftable items. ALL CREDIT GOES TO THE ORIGINAL AUTHORS Raymix and Hogscraper https://www.dropbox.com/s/838fp6f4wxe530i/Buildables.zip?dl=0 UPDATE 04/17/2017 Fix for Plot 4 Life users - Friends cannot build even if added to plot. Thx to @SryImAnooB
  24. 3 likes
    Updated version of this script: In server_playerSync.sqf Find this block of code: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.1/SQF/dayz_server/compile/server_playerSync.sqf#L140-L147 Replace with: if (_this select 4) then { //combat logged _medical set [1, true]; //set unconcious to true _medical set [10, 150]; //combat timeout //_character setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious //_character setVariable ["unconsciousTime",150,true]; // Set knock out timer to 2 minutes 30 seconds //_character setVariable ["USEC_injured",true]; // Set status to bleeding //_character setVariable ["USEC_BloodQty",3000]; // Set blood to 3000 //Begin anti combat log _weapons = _playerGear select 0; _weapons_backpack = _playerBackp select 1; _current_magazine = currentMagazine _playerObj; _magazines_backpack = _playerBackp select 2; _magazinesRemove = _magazines; if ((typeName (_magazinesRemove select 0)) == "ARRAY") then { if ((count _magazinesRemove > 1) && {((typeName (_magazinesRemove select 1)) == "STRING") && {((_magazinesRemove select 1) != "")}}) then { _weapons set [(count _weapons), (_magazinesRemove select 1)]; }; _magazinesRemove = _magazines select 0; }; _loot_box = "USBasicAmmunitionBox" createVehicle [0,0,0]; clearMagazineCargoGlobal _loot_box; clearWeaponCargoGlobal _loot_box; { _loot_box addWeaponCargoGlobal [_x,1]; } forEach _weapons; _magazinesRemove set [(count _magazinesRemove),_current_magazine]; { _loot_box addMagazineCargoGlobal [_x,1]; } forEach _magazinesRemove; if (typeOf _backpack != "") then { if ((typename _weapons_backpack) == "ARRAY") then { { _loot_box addWeaponCargoGlobal [_x,((_weapons_backpack select 1) select _forEachIndex)]; } forEach (_weapons_backpack select 0); }; if ((typename _magazines_backpack) == "ARRAY") then { { _loot_box addMagazineCargoGlobal [_x,((_magazines_backpack select 1) select _forEachIndex)]; } forEach (_magazines_backpack select 0); }; _loot_box addBackpackCargoGlobal[(typeOf _backpack),1]; }; _playerBackp = ["",[[],[]],[[],[]]]; _playerGear = [[],[]]; _currentAnim = ""; _currentWpn = ""; //End anti combat log }; Above this line: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.1/SQF/dayz_server/compile/server_playerSync.sqf#L178 place this code: if (!isNil "_loot_box") then { //anti combat-log _loot_box setPos _charPos; }; YOU MUST ADD "_loot_box" TO YOUR PRIVATE ARRAY AT THE TOP OF THE FILE!
  25. 3 likes
    well for other peoples, the clark issue was a bad call of his custom veh_handleDam.sqf ( he was calling it into !isDedicated section of compiles.sqf and must be called out of here.) and the safezone.sqf also was called into !isDedicated section of init.sqf. must be in the very very bottom.
  26. 3 likes
    juandayz pm me asking for my teamview and with in minutes he fix the problem i was having loads of respect for going out of his way to help a newbie like me... thanks again
  27. 3 likes
    Put the "EPOCH_Soldier" in your "CfgEpochUAVSupport > Unittypes" and put your custom soldiers in "CfgEpochSoldier > Unittypes". For example: This should spawn "CUP_I_PMC_Soldier_AT" next to standard Epoch Soldiers in one Group. To spawn Sapper / cultist Ryan Zombies, put them into CfgEpochUAVSupport! Available Classnames are: Not all make sense, of course... See also this files: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/compile/EPOCH_supportCopter.sqf https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/compile/EPOCH_unitSpawn.sqf
  28. 3 likes
    in 16safezone.sqf find this line fnc_veh_handleDam = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\veh_handleDam.sqf'; and chenge the path , using the custom location , same as youre using with @BigEgg ´s veh_handleDam.sqf fnc_veh_handleDam = compile preprocessFileLineNumbers "FILE\PATH\HERE\veh_handleDam.sqf";
  29. 3 likes
    So post it with the changes you made to update it for 1061?
  30. 3 likes
    veh_handleDam.sqf is also being called in your safezone script im guessing, this has been addressed in some other god mode vehicle thereads. I think you need to edit the path for that one also. as for the heli turning off i think it does this until you get in it the first time because of ownership of vehicle.
  31. 3 likes
    While there may be some extra features built in to 1.0.6.1 that restrict building, I needed more options. What this does: Allows server owners to limit the amount of plot poles a single player can own. Allows server owners to define a maximum build height. Allows server owners to restrict entire zones of the map (for example - no building within 1,000 meters of Balota). Allows server owners to restrict building near certain buildings, and allows them to define the distance and name of each building they are restricting. Step 1: In your init.sqf find: // EPOCH CONFIG VARIABLES END // Directly under it, add: LimitPlotPoles = true; // Limit the amount of plot poles a player can own? if (LimitPlotPoles) then { PlotPoleLimit = 1; // Amount of plot poles each individual player is allowed to own }; LimitBuildHeight = true; // Limit the maximum height a player can build at if (LimitBuildHeight) then { MaxBuildHeight = 30; // Maximum build height in meters }; // Restrict building near specific buildings BlacklistedBuildings = [ // ["What text will say", "Class name of building you want to block", Distance around that building to block (radius in meters)] ["Fire Station", "Land_a_stationhouse", 250] ]; // Restrict building near map areas RestrictedBuildingZones = [ // ["What text will say", [Choords of place to block], Distance around that area to block (radius in meters)] ["Balota Airfield", [5158.72, 2518.75, 0], 600] ]; Step 2: In your custom compiles.sqf add (NOTE: CHANGE THE FILE PATH TO FIT YOUR NEEDS): dze_buildChecks = compile preprocessFileLineNumbers "FILE\PATH\HERE\dze_buildChecks.sqf"; into the if (isDedicated) code block. Example: if (isDedicated) then { dze_buildChecks = compile preprocessFileLineNumbers "FILE\PATH\HERE\dze_buildChecks.sqf"; }; Step 3: Create an SQF file, in the path you have designated above, and name it dze_buildChecks.sqf. Step 4: Paste the following code into dze_buildChecks.sqf and save the file. Done! Be sure to configure the settings in your init.sqf to your liking.
  32. 3 likes
    Ok so the script seems to be running just fine. all credits go to @Logi coz he created this script. Original thread: /* if you have any problems post them below and ill try to offer support. also as it seems changes to infistar are not necassary */ create a new file called "locate_vehicle.sqf" paste this in it or this for the masterkey thx to @theduke now you have to execute it through either extra_rc.hpp: or clickactions:
  33. 3 likes
    Epoch has a built in global require plot check: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/dze_buildChecks.sqf#L8 Then it has a per item require plot check: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/dze_buildChecks.sqf#L12 Which gets evaluated here: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/dze_buildChecks.sqf#L66 So you could just do if (_className in ["VaultStorageLocked","LockboxStorageLocked"]) then {_requirePlot = 1;}; After this code block: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/dze_buildChecks.sqf#L15 to force a plot pole being needed for safes/lockboxes.
  34. 3 likes
    @Hooty try this lines in red i´ll keep playing imperial glory.
  35. 3 likes
    Old script the @Donnovan that together with @juandayz we got it working on 1.0.6.1 All my compliment to @Donnovan and @juandayz. 1. in your init.sqf, you look for the line where the compiles.sqf is called and under this you paste this 2. create lock_god.sqf 3. Open server_monitor.sql and look for this line Done! Another option thanks @Cherdenko 1-you will need a custom compiles.sqf 2-in the custom compiles.sqf find: fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf"; change the line by: fnc_veh_handleDam = compile preprocessFileLineNumbers "custom\veh_handleDam.sqf"; 3.create this new sqf and paste in mpmissions\your_instance\custom\ veh_handleDam.sqf
  36. 3 likes
    i guess the errors become from the "sleep" command , S4M is working now to fix it. the way that scripts its executed not allow the sleep command.
  37. 3 likes
    Some more changes incoming. I know that you guys and gals like having contact with the devs in Discord. But a lot of information is already available to you on the forums. And it seems like nobody likes to search these forums. VBAwol put a lot of time and effert into these forums. So I will be restricting things on Discord. You have to let these people do what they do. The forums at epochmod.com is where you should come first for your questions. And use the search, more then likely your question has already been answered. https://epochmod.com/forum/search/ Most questions are about third-party mods. The discord is for just Epoch and Epoch only. If you feel this is unfair then you can send me an email at [email protected] or my ICQ account.
  38. 3 likes
    another thing , we forgot restrict the disconection from server if player are tied up. we can set this player in combat to not allow this action _body setVariable ["startcombattimer", 0, true];
  39. 3 likes
    @oldmatechoc @Hooty @Cherdenko this must be work the exit syntax from user menu is diferent
  40. 3 likes
    On stable branch now: 0.5 b749: [Added] 200 player support to all mission files, thanks to increased group limits in Arma 1.68! [Added] Experimental support for Mad ArmA Mod: https://forums.bistudio.com/forums/topic/200295-mad-arma-mad-max-inspired-mod/ [Changed] Spawn in base now use player position instead of jammers (reset spawnpoint to use). @Ignatz-HeMan [Changed] Force "Take Crypto" option on dead bodies. @Ignatz-HeMan [Changed ] Added optional Classnames for Service Point Pos. @Ignatz-HeMan [Changed ] Some Cleanups and Script optimization to the service point scripts. @Ignatz-HeMan [Fixed] Toxic Smoke Grenade not making you Toxic thanks to @Ignatz-HeMan [Info] Install script for Mad Arma mod via Steam workshop in the tools/install folder.
  41. 3 likes
    Updated: Fixed: Dynamic missions were broken, also if in Config activated Added: Some Options to Bandit Device (sem\missionsStatic\bDevice.sqf) Alarm x minutes after mission start, if AI's not killed Big explosions with damaged Buildings and Earthquake within x meter from Device Fixed: A small bug in loot script
  42. 3 likes
    Full Dynamic Simulation compatibility [INFO] more servers are compatible with Dynamic Simulation now [ADDED] Checks for server DynamicSimulationSystemEnabled. [CHANGED] If new Dynamic Simulation is on, replacement buildings will be given Dynamic Simulation for performance [ADDED] Check for OCP_sNr_OFF variable. To turn off the search N replace feature of OCP use this code in your init or initServer OCP_sNr_OFF = true; [KEY CHANGE] With the addition of this new Arma 3 feature to OCP, future support requests need to be filtered for this change. Each version has its own separate key now. OCP.bikey and OCPwJBAD.bikey respectively. ENJOY! NOW UPLOADED
  43. 3 likes
    Thanks for the heads up will get this fixed, I am sure we will be replacing the word Alpha for a while.
  44. 3 likes
    The goal of this Docker image is to automate the install and setup of a Linux based Arma 3 server with the latest stable version of Epoch. First, install docker: https://www.docker.com/. Next, Start by pulling the docker image: docker pull epochmodteam/arma3epochserver https://hub.docker.com/r/epochmodteam/arma3epochserver/ Then start the server: docker run --rm -e [email protected]' -e STEAM_PASSWORD='YourPassW0rd' --privileged -p 2302-2306:2302-2306/udp -it epochmodteam/arma3epochserver Note: the --rm here removes the server when stopped Change the STEAM_USERNAME and STEAM_PASSWORD before running, as you must login to be able to download Arma 3 server files and workshop mods. You can alternatively add a "credentials" file to the location you are running the command from and instead of specifying -e [email protected]' -e STEAM_PASSWORD='YourPassW0rd' via command line use: --env-file credentials [email protected] STEAM_PASSWORD=YourPassW0rd If you want to persist data add the -v C:\Docker\data:/data option below and change the folder "C:\Docker\data" to a location you want to store the redis database. (Note: You will need to setup the Shared Drive in Docker > Settings.) docker run --rm -e --env-file credentials --privileged -v C:\Docker\data:/data -p 2302-230:2302-2306/udp -it epochmodteam/arma3epochserver Also, Epoch Experimental can be installed using: epochmodteam/arma3epochserver:experimental
  45. 3 likes
    @thedukeI have fixed this issue here: https://github.com/EpochModTeam/DayZ-Epoch/commit/d7a3b307531f226289f5031063efac90c63e1ff4
  46. 3 likes
    In your init.sqf, paste the following code: vehsRemoveThermal = []; In your server_monitor.sqf find: [_object,"damage"] call server_updateObject; Below it add: { if (_object isKindOf _x) then { _object disableTIEquipment true; }; } forEach vehsRemoveThermal; In dayz_server\compile\server_publishVehicle2.sqf, find: clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; Below it add: { if (_object isKindOf _x) then { _object disableTIEquipment true; }; } forEach vehsRemoveThermal; Done - any vehicle you enter into vehsRemoveThermal will not have thermal. Example: vehsRemoveThermal = ["HMMWV_m998_crows_M2_DES_EP1"];
  47. 3 likes
    Based on the original SEM-Script, I made a lot of changes and uploaded it. I hope it is okay for @KiloSwiss. I have left his signature in this files and only added my "updated" signature to them. Added a wait until Epoch Server is completely running Supports now E3DEN + M3-Editor position exports Marker and notifications no longer needs client side codes Added Bandit Camp #4 Complete rewritten loot script (scripts\fn_crateLoot.sqf) Other smaller fixes / changes (don't remember all) There are no Client side changes needed anymore. You only need the Serverside pbo. https://github.com/Ignatz-HeMan/SEM
  48. 3 likes
    Nobody notices my commits :'( This feature was added in 1.0.5 https://github.com/EpochModTeam/DayZ-Epoch/blob/b609dcf5190293d6cd6bfe741b968889749042fe/Documents/CHANGE LOG 1.0.5.txt#L9
  49. 3 likes
    @Bricktop @Hooty @Cherdenko its not tested but with this,,, players should be allowed to spawns events for everyone Asking for missions on the quest trader. 1-Create "traderevents" folder into \@DayZ_Epoch_Server\addons\dayz_server\ A-now into this new folder create this sqf called "server_traderevents.sqf" B-Now into the traderevents folder create a new subfolder called "missions". and into this new "missions" folder create this sqf called mission1.sqf C- open your server_functions.sqf D-Repack your dayz_server.pbo 2-Into serverRoot/mpmissions\instance_11.chernarus\ create this new folder called "client_traderevents" Now into this new folder create this 3 sqfs. init_traderevents.sqf execute_traderevents.sqf bountys.sqf 3- A-in init.sqf B-Drop your publicEH.sqf ( Located in: \@DayZ_Epoch\addons\dayz_code\init\ ) into mpmissions\your instance\custom\ open the custom publicEH.sqf 4-Open your custom fn_selfactions.sqf A- B- 5-BE FILTERS !="PVDZE_traderevents" in your publicvariable.txt 6-At least we need add our trader entity. So open your chernarus11.sqf located in: \@DayZ_Epoch_Server\addons\dayz_server\traders\ add below of firts trader line add: ["RU_SchoolTeacher", [6293.7876, 7837.8843, 3.0517578e-005],0],
  50. 3 likes
    Hey there guys, first of all, this is not my mod/addon whatever. All credits go to SnarkIndustries who made the previous version for Epoch 1.0.5.1 of DZAI. Here is his github: https://github.com/SnarkIndustries/DZAI Sadly, he is no longer active and also his donation link is suspended, so I can just give some credits. Special thanks at this point goes to @salival who updated the variables and adjusted some changes to get this working with new Epoch. I just reworked the structure of the repo and fixed all the install instructions and also some mixed up paths. What is DZAI? DZAI is designed to be a simple, configurable, easy-to-install AI package. This AI package is designed to work out of the box with any supported DayZ mod/map. It's basically there for AI-based patrols. Download and installation is provided on my and salivals github. The Client installation is normally not required but recommended to gain better sync between server and client. https://github.com/DAmNRelentless/DZAI https://github.com/oiad/DZAI So have fun with it. If there are any questions, ask here on epochmod-forum. Greetz Relentless :)