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  1. Provides extra spawn options for Epoch 1.0.6 and DayZ 1.8.8: Choose air or ground spawn Spawns and loadouts can be restricted by humanity and UID Spawns within x meters of the player's body can be blocked Optional spawn near plot pole or group Optional spawn in back seat of a plane for HALO Loadouts can be preset or random Compatible with vanilla anticheat Config formats are backwards compatible with V2 configs Improvements over V2: Minimization was removed, files were restructured for readability and code was optimized. UID lists are now kept server side and never sent to clients. Private classes, loadouts, spawns and bases are now kept server side. The player is only sent what they have access to. Added support for dayz_onBack Added localization and stringtable for others to submit translations >> Download and Install Directions << >> Config Documentation << Credits to @Zupa again for some of the dialog styling. More may be added when I have time. Possible planned features include: True random loadout generator Purchase loadouts, spawns and halo with coins Separate weapon customization and skin selection dialogs Please post any issues on the git or here.
    15 likes
  2. 0.4 b675 released: https://github.com/EpochModTeam/Epoch/releases [Fixed] Skip saving of already killed vehicles. @Ignatz-HeMan [Fixed] Load all vehicles magazines correctly. @Ignatz-HeMan [Fixed] Typo in helper scripts (EPOCH_server_movePlayer and EPOCH_server_teleportCheck) [Fixed] Make player revive code wait for data propagation similar to player load. Should reduce chances of loading into an empty body. [Changed] Added some apex backpacks to BE filter. [Changed] bools converted to string or a number in configs. [Changed] EPOCH_fnc_returnConfigEntry(V2) now also supports 0/1 via config when default input is a bool. Note: this commit may address issue with Bad conversion: bool rpt spam. It is suggested to use the following format for storing booleans in configs: 1 = true "true"=true 0 = false "false"=false Changes Since 672:https://github.com/EpochModTeam/Epoch/pull/694/commits
    6 likes
  3. I take no credit for this mod created by @OtterNas3, I have simply made the few small changes necessary for it to work on Epoch 1.0.6 servers. See the following thread for more details: https://epochmod.com/forum/topic/5972-release-vehicle-key-changer-for-making-masterkey-v-14-updated-06152014/ UPDATE, 01072017: Added Tank class vehicles to those able to be claimed and unlocked Instructions: (1) Download the new archive from dropbox (2) Download and unpack your mission file. (a) Copy the contents of custom/VehicleKeyChanger to a custom/VehicleKeyChanger folder in your mission file. (b) Open your missions init.sqf in your editor of choice. Find the line that reads, //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; and add the following line after it: _nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; (3) Repack the mission file and upload it back to your server. (4) Download your dayz_server PBO file and unpack it. Copy the server_updateObject.sqf file in the downloaded archive to the compile folder in there. (5) Repack the dayz_server.pbo and upload it to your server. You are good to go. For config and other options see the original thread listed above.
    5 likes
  4. Here a simple Earplug Script... It is just an extract of my custom scripts and not tested for now in "stand alone". So if somebody can test it and give me some feedback would be nice! If something is wrong, I will fix it of course! https://github.com/Ignatz-HeMan/Ignatz_Client_Earplugs
    5 likes
  5. *This is based on old 1.0.5.1 manual execution events credits for @Sandbird UPDATE 01/10/2017! *Include 1.6 epoch events in download folder: FEATURES: Download: HOTFIX EVENTS http://www.mediafire.com/file/s7z9gwa49qgequ5/HOTFIXevents.rar 1-open your server_functions.sqf 2- Place folders: 3-open your init.sqf 4-Drop your publicEH.sqf ( Located in: \@DayZ_Epoch\addons\dayz_code\init\ ) into mpmissions\your instance\custom\ 5. open the custom publicEH.sqf 7- in init_adminevents.sqf (admineventsclientside folder ) add your adms id adminsList= ["76561198257****"]; //An array of adms replace with your admins ids 8- BE FILTERS tnks! @Cherdenko and @Grahame any issue with your battleye restriction add !="PVDZE_adminevents" in your publicvariable.txt
    5 likes
  6. Hi, With Axe Cops permission I am releasing my updated version of his amazing Service Points script. This includes support for original briefcases, gems (from epoch 1.0.6) and coins. (original github url: https://github.com/vos/dayz/tree/master/service_point) (original install/discussion url: https://epochmod.com/forum/topic/3935-release-vehicle-service-point-refuel-repair-rearm-script/) **** *REQUIRES DAYZ EPOCH 1.0.6* **** Major Changes: This version adds support for both single currency and gems (from the epoch 1.0.6 update) as well as the original epoch briefcase currency system. Instead of pricing things like the original way, prices are now done on a "worth" similar to how coins are done. The price value of items are below. If you are using coins, I would recommend using the _currencyModifier variable since coins typically are 10x the value of briefcase based currency (1 brief == 100,000 coins) (You can either set this _currencyModifier variable to 1 then set the proper value or use the modifier, the modifier is mainly for dual currency servers) 1 silver = 1 worth 1 10oz silver = 10 worth 1 gold = 100 worth 1 10oz gold = 1,000 worth 1 briefcase = 10,000 worth Please see dayz_code\configVariables.sqf for the value of gems (DZE_GemWorthArray) and their relevant worth if they are enabled. Example config settings for _refuel_costs, _repair_costs and _rearm_costs: All 3 sections can either be made free, disabled or a specifc price with the following examples: ["Air","free"] will make the vehicle config class of "Air" free for the specific action. ["Air","disabled"] will make the vehicle config class of "Air" disabled for the specific action. ["Air",2000] will make the vehicle config class of "Air" have a worth of 2000 for the specific action. ["Armored_SUV_PMC",2000] will make the specific vehicle have a worth of 2000 for the specific action. ["Armored_SUV_PMC","free"] will make the specific vehicle be free for the specific action. ["Armored_SUV_PMC","disabled"] will make the specific vehicle be disabled for the specific action. Valid vehicle config classes as an example: "Air", "AllVehicles", "All", "APC", "Bicycle", "Car", "Helicopter", "Land", "Motorcycle", "Plane", "Ship", "Tank" Visit my Github page to download and read the README.MD : https://github.com/oiad/service_points
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  7. UPDATED 1/10/17 This event was written in the easiest way I found so you can edit/config and rewrite. *Spawn a lil mission about an army camp. *You can decide what you gonna spawn. All, just soldiers, addons,artillery,crates,markers. all is customizable. *You can choose if the event ends with a massive artillery attack or not. *read each variable to know how to configure better this event create armycamp.sqf (drop into \@DayZ_Epoch_Server\addons\dayz_server\modules) 2-init.sqf EpochUseEvents = true; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule. EpochEvents = [["any","any","any","any",2,"armycamp"],["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; PLUS! This is optional: Allow players to use the artillery spawned to launch a mortar attack in any place of the map: done.
    4 likes
  8. Last time we deal with this bitching. I told you to take it to their website. This is not the place. Next will be a ban. Have a Happy New Year!
    4 likes
  9. WAI has a variable to allow AI to drop skins: ai_add_skin = false; // adds unit skin to inventory on death Zabns Takeclothes script works great for me. Since he's no longer around (Last seen 2014) I've updated his TakeClothes script and put it on my github with changes required for 1.0.6 including the install instructions. https://github.com/oiad/TakeClothes
    4 likes
  10. If you dont want to use: http://opendayz.net/threads/release-essv2-enhanced-spawn-selection-v2.21547/ As you want a random spawn location for player who join your server just like me. One thing to notice is that i didn't test this without anti-hack. ( I've used infistar on server side with a reason. PM me if you want to know that reason and why i did it in this specific way. ) Without Antihack on server side* NOT TESTED, NEED RESPONSE IF WORKS OR SOLUTION! : First add this in init: execVM "Custom\loadout.sqf"; Above: dayz_paraSpawn = false; // Halo spawn DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones in Custom\loadout.sqf: //change loadout on spawn, // added by: Stijngun12 github: https://github.com/stijngun12 // default array = [ //"ItemBandage", //"ItemBandage", //"17Rnd_9x19_glock17", //"17Rnd_9x19_glock17", //"ItemMorphine", private ["_isHero","_humanity","_isBandit"]; _humanity = player getVariable["humanity",0]; // This is where my own server failed because of my anti-hack _isBandit = _humanity < -5000; _isHero = _humanity > 5000; if (_isHero) then { //hero diag_log format["LOADOUT: Hero"]; DefaultMagazines = ["ItemMap","HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"]; DefaultWeapons = ["Makarov_DZ","ItemFlashlight"]; DefaultBackpack = "DZ_Patrol_Pack_EP1"; DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"]; }; if (_isBandit) then { //bndit diag_log format["LOADOUT: Bandit"]; DefaultMagazines = ["ItemMap","HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"]; DefaultWeapons = ["Makarov_DZ","ItemFlashlight"]; DefaultBackpack = "DZ_Patrol_Pack_EP1"; DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"]; }; With Antihack on server side* TESTED, WORKS! : Go to /z/addons/dayz_server/compile/server_playerLogin.sqf And add: "_primcharvar", "_humanity" // Line 1 in code. to private[]; after doing so. Add this: //Do Connection Attempt // humanity _doLoop = 0; while {_doLoop < 5} do { _key = format["CHILD:102:%1:",_charID]; _primcharvar = _key call server_hiveReadWrite; if (count _primcharvar > 0) then { if ((_primcharvar select 0) != "ERROR") then { _doLoop = 9; }; }; _doLoop = _doLoop + 1; }; _humanity = _primcharvar select 5; after: //Process request _newPlayer = _primary select 1; _isNew = count _primary < 10; //_result select 1; _charID = _primary select 2; // NEW CODE HERE! find: PVCDZ_plr_Login add this under that. /* Humanity */ Humanity = _humanity; (owner _playerObj) publicVariableClient "Humanity"; Go to: Init.sqf Add: execVM "Custom\loadout.sqf"; above: dayz_paraSpawn = false; // Halo spawn DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones in Custom\loadout.sqf //change loadout on spawn, // added by: Stijngun12 github: https://github.com/stijngun12 // default array = [ //"ItemBandage", //"ItemBandage", //"17Rnd_9x19_glock17", //"17Rnd_9x19_glock17", //"ItemMorphine", private ["_isHero","_humanity","_isBandit"]; waitUntil {uiSleep 1; !isNil ("PVCDZ_plr_Login")}; waitUntil {uiSleep 1; !isNil ("Humanity")}; _humanity = Humanity; diag_log format["CHARGEDLIGHT1: humanity: %1",_humanity]; _isBandit = _humanity < -5000; _isHero = _humanity > 5000; if (_isHero) then { //hero diag_log format["LOADOUT: Hero"]; DefaultMagazines = ["ItemMap","HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"]; DefaultWeapons = ["Makarov_DZ","ItemFlashlight"]; DefaultBackpack = "DZ_Patrol_Pack_EP1"; DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"]; }; if (_isBandit) then { //bandit diag_log format["LOADOUT: Bandit"]; DefaultMagazines = ["ItemMap","HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"]; DefaultWeapons = ["Makarov_DZ","ItemFlashlight"]; DefaultBackpack = "DZ_Patrol_Pack_EP1"; DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"]; };
    3 likes
  11. Well credits for @FragZ, @oldmatechoc and ZeroKool Remake for epoch 1.6 1-Download and place drugs folder into mpmissions\instance_11.chernarus\ DOWNLOAD HERE: http://www.mediafire.com/file/5c2z39x2sf5za7t/smoke-hemp.rar You will need choose if u gonna execute it with a extra_rc.hpp system or deployanything mod. I gonna explain it with extra_rc.hpp 2-IF U ALREADY HAVE A extra_rc.hpp skip this step. If not. follow this guide. 3-Open your extra_rc.hpp.. and paste lines in blue: 4-Now you will need launch the event to get fiber plant to harvest. So place de weedfarm.sqf (located in download folder) into dayz_server.pbo\modules\ 5--Open your init.sqf enable your events EpochUseEvents = true; and below add only lines in blue
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  12. well heres the first fix for the events i dont have rpt errors,, but letme know if someone have HOTFIX EVENTS http://www.mediafire.com/file/s7z9gwa49qgequ5/HOTFIXevents.rar @WagnerMello @[email protected]@[email protected]@[email protected]@[email protected]@[email protected]
    3 likes
  13. If a player is killed within a defined range from a trader there will be a chat message notifying everyone so they can be punished. Step 1: Make a copy of player_death.sqf in your mission file and change the path in your compiles.sqf Step 2: Define your trader areas by making an array with the trader position, range, and trader name DZE_tradersarray = [ // [[position],range,"tradername"], // [[position],range,"tradername"] -- Don't forget the last one doesn't have a , at the end! ]; Example: Put this in your init.sqf somewhere at the top or put it inside your configVariables.sqf Step 3: Open your custom player_death.sqf and find Then add this below The whole block should look like Note: This is compatible with 1.0.5.1 Comment if you have any problems!
    3 likes
  14. updated to v0.89 Hello everybody! After a bigger break of developing this script, I can proudly present my new update with many new features and fixes. Long story short: Check the main post for the new stuff! ;) And like everytime: Keep me informed about anything what is probaply going wrong. Have fun and enjoy it! cheers
    3 likes
  15. [Trying not to be a dick here] What? are you serious, you take the time and effort to comment on his English? I mean i understand it, actually i understand his more than your edit of his 'English'
    3 likes
  16. Another small update, the server .pbo remains unchanged, but the HiveExt.dll has a fix for maintenance not cleaning up certain objects properly. You will need to update your HiveExt.ini as well (the included example configs are updated in the 1.0.6C 7Zip file), as it has a new variable discussed in the gitHub commit: https://github.com/EpochModTeam/DayZ-Epoch/commit/fc9b01e91cf4d8b6a62843df9758ca9f93af4283
    3 likes
  17. Thanks @salival. I forgot that variable wasn't defined in the 1.0.6. release files. Updated: Fixed undefined variable for HALO spawn Fixed private loadouts can be random again Fixed login for non-cherno maps Muted sound during selection Private loadouts and spawns can be level 0 now Fixed undefined var from player_spawn_2 Fixed infoText showing twice on relog
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  18. See my fix above that I submitted to github to stop that problem of spawning on the ground. When scripts error out they can usually make other scripts or parts of that script break till fixed.
    3 likes
  19. I submitted a pull request to @ebaydayzto fix this. https://github.com/ebayShopper/ESSV3/pull/1/commits/7885e5e8ff9b567532759a9b14102564bb4387c1
    3 likes
  20. Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking). AKA: ZSC RELEASE 1: INDEPENDENT RELEASE ( No converting script yet to convert old SC money to this version). REQUEST: If someone is good with MYSQL can he complete the qyuery on the bottom of this post? ^^ limited time here ^^. What is it? This script replaces gold,silver,tin,copper,briefcases by 1 virtual currency with a configurable name. You can buy,sell, give, receive, take (from dead bodies) and STORE this money like it was a normal inventory item. ( It will work with a different dialog then your gear dialog.) No more smelting gold into silver or anything related to that. Everything is in one currency ( For example "ZupasticiumCoins"). Features. Store Money in storage objects and vehicles ( max money in 1 storage depends on the size). No global access to your money. Anyone can take the money out ( for vault/lockbox it must be open of course). Trade with this currency for cars/items. Give money to other players. NO inventory issues with gold! Whats the difference with your other single currency scripts? You can use the default hive! No global bank! Back to normal epoch danger to lose cash! Cleaned up code Very low changes to default saving system. (DB friendly) NO database changes needed. NO ATMs, Safezones, atms in trader whatsoever... Store money in vehicles. Technical data: Storage money is saved in the gear section of the object in the Database Player Money is added to gear section of the player in the Database ( Again thanks to maca for pointing this out for me). Extra This build will have all of the fixes on errors out there ( Build on peterbeers all in on packages with the bugfixes). Reworked the transfering money between players to be sure trade goes to the right object/player. Store money in vehicles Credits Maca - Original private single currency. Peterbeer - for putting all fixes together in 1 pack. Soul - Hives modifications and code changes for it. ( not applied on this script, jsut credited for hard work). Rocu - Great help on forums and fixes. DraftKid - Testing and screenshots Please report bugs so I can solve them! The config located IN ZSC/gold/ZSCconfig.sqf /* Single Currency 3.0 uses storages to store money which can be accessed by anyone if open of course (safe,lockbox). Each storage has his own money, so no global access. */ // Name of your currency CurrencyName = "Coins"; // Objects that can hold money. Vehicles are added automaticly. Size of money capacity is depended on ammount of magazines the object can hold. ZSC_MoneyStorage = ["VaultStorage","LockboxStorage","StorageShed_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","GunRack_DZ","WoodCrate_DZ","TentStorage","TentStorageDomed","TentStorageDomed2"]; // Multiplier how much money an object can hold. This number X ammount of magazines it can hold. ( so URAL -> 500 items * 1000 = 5 MIL cash). ZSC_MaxMoneyInStorageMultiplier = 1000; // (True = No Animation / False = Animation) InstantTrading = false; // If TRUE: overwrite yours player_switchmodel with mine. | IF False: Change content yourself @ step D ZSC_Overwrite_SwitchModel = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_SelfActions = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_UnLockVault = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_LockVault = true; /* IF YOU USE different mods like P4L it's recommended to do changes yourself or it wont work */ There are pbo's provided for cherno 11. Or follow the installation instructions https://github.com/EpochSC/SingleCurrencyStorage Installation instructions. ( TRIED TO KEEP IT NOOB FRIENDLY ^^) If u are going to use the full pbo?! The missions.sqm is build for OVERPOCH. Delete the overwatch addons if you are just using it for Epoch. MISSION PBO A ) In your init.sqf: A 1) You must have /*ZSC*/ DZE_ConfigTrader = true; /*ZSC*/ in the top section ( for example right above "EpochEvents"); Place if you do not have it yet. ZSC requires Config traders, It will also help your server reduce lag! A 2) PLACE /*ZSC*/ call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf"; /*ZSC*/ ABOVE progressLoadingScreen 0.5; A 3) PLACE execVM "ZSC\compiles\playerHud.sqf"; RIGHT UNDER _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; A 4 ) Change call compile preprocessFileLineNumbers "server_traders.sqf"; to call compile preprocessFileLineNumbers "server_traders_cherno_11.sqf"; ON THE BOTTOM OF THIS TOPIC THERE WILL BE AN EXPLANATION FOR OTHER MAPS / INSTANCES. A 5 ) MAKE SURE _serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf"; this line is custom and doesnt have dayz_code in it. It should point at dayz_server or if u use another script to where ever that places it. B ) In your description.ext B 1) Place #include "ZSC\config\cfgServerTrader.hpp" on the complete top. B 2 ) Add if you do not have a RscTitles yet! class RscTitles { #include "ZSC\config\ZSChud.hpp" }; at the bottom. IF U ALREADY HAVE IT just add #include "ZSC\config\ZSChud.hpp" behind whatever is in there. B 3 ) JUST ADD AT THE COMPLETE BOTTOM #include "ZSC\config\ZSCdefines.hpp" #include "ZSC\config\ZSCdialogs.hpp" B 4 ) If you come from another currency, u can remove the shit that was extra added in that one :). C ) COPY FILES C 1 ) Place the ZSC folder in your mission pbo ( take it out of the github's missions pbo). C 2 ) Place server_traders_cherno_11.sqf in your missions pbo. ( If other map/instance check bottom of the topic.). D ) fn_selfactions ( IF you use my overwrite, u do not have to to this step. D 1 )PLACE if(_typeOfCursorTarget in ZSC_MoneyStorage && (player distance _cursorTarget < 5)) then { if (s_bank_dialog < 0) then { s_bank_dialog = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog; s_bank_dialog = -1; }; // cars if( _isVehicle && !_isMan &&_isAlive && !_isMan && !locked _cursorTarget && !(_cursorTarget isKindOf "Bicycle") && (player distance _cursorTarget < 5)) then { if (s_bank_dialog2 < 0) then { s_bank_dialog2 = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog2; s_bank_dialog2 = -1; }; AFTER } else { {player removeAction _x} count s_player_combi;s_player_combi = []; s_player_unlockvault = -1; }; D 2 ) if (_isMan and _isAlive and !_isZombie and !_isAnimal and !(_traderType in serverTraders)) then { if (s_givemoney_dialog < 0) then { s_givemoney_dialog = player addAction [format["Give Money to %1", (name _cursorTarget)], "ZSC\actions\give_player_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; }; ABOVE if(_typeOfCursorTarget in dayz_fuelpumparray) then { D 3 ) CHANGE if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; INTO if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [("<t color=""#FF0000"">"+("Check Wallet") + "</t>"), "ZSC\actions\check_wallet.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; D 4 ) ADD player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; player removeAction s_bank_dialog; s_bank_dialog = -1; player removeAction s_bank_dialog2; s_bank_dialog2 = -1; BEHIND player removeAction s_player_towing; s_player_towing = -1; player removeAction s_player_fuelauto; s_player_fuelauto = -1; player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; D 5 ) TO remove the client side errors u getting add in your VARIABLES.SQF s_givemoney_dialog = -1; s_bank_dialog = -1; s_bank_dialog2 = -1; TO dayz_resetSelfActions = { E ) player_switchModel.sqf again, if u overwriten with mine in first step, u can skip. E 1 ) add _cashMoney = player getVariable["cashMoney",0]; behind _weapons = weapons player; _countMags = call player_countMagazines; _magazines = _countMags select 0; E 2 ) Add player setVariable ["cashMoney",_cashMoney,true]; on the BOTTOM E 3 ) CHANGE //Create New Character _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; _newUnit setPosATL _position; _newUnit setDir _dir; into _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; [_newUnit] joinSilent createGroup WEST; _newUnit setPosATL _position; _newUnit setDir _dir; _newUnit setVariable ["cashMoney",_cashMoney,true]; F) You can use my unclockVault in ZSCinit, If u got a custom one, do the following changes: F1) place _objMoney = _obj getVariable["bankMoney",0]; behind _dir = direction _obj; _pos = _obj getVariable["OEMPos",(getposATL _obj)]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; F 2) place _holder setVariable ["bankMoney", _objMoney, true]; behind _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; E) in LockVault.sqf if u got a custom one, otherwise use mine and set true in config: E1 ) place) _objMoney = _obj getVariable["bankMoney",0]; behind _ownerID = _obj getVariable["CharacterID","0"]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; E2 ) place _holder setVariable ["bankMoney", _objMoney, true]; behind _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; SERVER PBO A ) REPLACE your "compiles/server_tradeObject.sqf" With my one ( not other script uses that anyways). B ) IN compiles/server_updateObject.sqf Change _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; into _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object /*ZSC*/ , _object getVariable["bankMoney",0] /*ZSC*/ ]; C ) In your server_monitor.sqf ( NOTE: the " _intentory' variable can be called "_inventory" at your files, so change my code to that, if it's the case). Add /*ZSC*/ if( count (_intentory) > 3)then{ _object setVariable ["bankMoney", _intentory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; /*ZSC*/ ABOVE if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0),true]; _object setVariable ["MagazineCargo", (_intentory select 1),true]; _object setVariable ["BackpackCargo", (_intentory select 2),true]; } else { D) in compiles/server_playerSync.sqf Change _playerGear = [weapons _character,_magazines]; into _playerGear = [weapons _character,_magazines, _character getVariable["cashMoney",0]]; NOTE: in the gold init i use a custom gearSet.sqf If u would have a custom one, it's defined in the ZSCinit.sqf. Only differnecy will be the top where it checks for the money in your gear sections. FAQ! I use a different instance/map to play one! What do i do? The only things that difference between maps where u need to worrie about is the server_traders.sqf. I included them for 4 maps, if your map is NOT in there u will have to change your original one. FAIR SIMPLE: 1) Take your original server_traders 2) Open one of mine 3) Copy my categories with the correct numbes to your traders. You can choose also which traders sells what then ^^. 4) Share your file to me so i can put it in the list Does it work with Overpoch(ins). Simple: Yes, Everything with epoch as base. Overwatch items or included in traders, remove the categories if you do not use them. Can i convert from the older system? You will have to revert your database to the default structure and maybe transfer money. Banks added to the players cash is the best solution. How do i see my money and bank? 1 - Bank will not be visible cus their is none. You store money in storages like other items ( but in a different dialog). So the money can be accessed by anyone that has access to that storage. 2- Money is visisble with a money icon on the right side of the screen. Feel free to add it to other places aswell. This will return your money: player getVariable["cashMoney",0]; Can I use it with database traders? No, this build is made for config traders. No support (Yet). Screenshots I probably will code this inthe default epoch code and send a merge request to Epoch Devs with an option to do DZE_SingleCurrency = true/false; And if they accept it , it might be in 1.6 ^^
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  21. You need to apply the fix for bodies as per this pull request: https://github.com/ebayShopper/WICKED-AI/commit/a8d1e07b4006c1b2228e51ed1dd9a2229a130ab8 specifically the bodyName setVariable: https://github.com/ebayShopper/WICKED-AI/blob/a8d1e07b4006c1b2228e51ed1dd9a2229a130ab8/WAI/compile/on_kill.sqf#L27 Also, this would have been the better place to ask since it's not a problem with Epoch:
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  22. You are correct profile namespace is what you should use, Here is an example from my 1.0.6 server Now, to change the variables i use the F6 key which is +100 viewdistance and F5 key which is -100 viewdistance. and F7/F8 for volume... Example: Now to use this function you can simple do "-100 call mgg_changevd;" or "100 call mgg_changevd;" Hope this helps, for more info on profileNamespace check out the BIS WIKI: https://community.bistudio.com/wiki/profileNamespace
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  23. If you guys looking for alot of fun. Teamspeak 3 server: 185.24.169.161 iDP|Epoch|Chernarus|Static Missions|Alot more(1.0.6/131129) Server Features Change View distance (Binocular/Rangefinder/NVG) Custom Building Custom Spawn Point Custom Traders Debloy Bike/Motorbike/Mozzie Door management Locate vehicle by right click on the map Plot4Life Plot management Roaming Ai missions Static Ai Missions Tow and Lift Walking Zombies Weed farm and lot more.. If you are having any trouble with arma feel free to contact the staff on the teamspeak. The staff team will be available most of the time. Cheers.
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  24. might want to use this to harvest. Naughty Dupers/Exploiters
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  25. How about nukes, destroying bases randomly every 7 days? Seriously, there should be more global events in Epoch. Earthquakes seem to be boring, since the loot they give are crap. But always catch me by surprise and I jump in seat :D I have more ideas, just today all are out of my head. Will edit post.
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  26. We were all new once :) The execVM for infistar has to be at the top of server_functions, or it wont work. The 3 infistar files have to be in the init folder within the dayz_server pbo
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  27. any idea when 1.0.6.1 with alot of the fixes in it will be released?
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  28. It's infistar. You need to rename all calls for logic to rabbit in ah.sqf. No kidding.
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  29. Thats a good question. Maybe I will insert the Epoch group system with a later update, but for now it works like this: First of all, the option for using the access check is optional. If enabled it works like this: You drive into a SZ and no other player is sitting in your vehicle, then you are the "only" owner of that vehicle. Now you have the option to use the access menu to grant access for the players you want (they have to be in the same safezone ofcourse and outside of any vehicle). If you did this, they have the same access to the vehicle as for yourself (depends on if you use the check for restriced driver check. if you enabled this check, only you will be able to drive the vehicle but noone else). If you drive into a SZ with some players sitting in your vehicle then they have the access automatically and there is no need to add them via the access menu, but you still are able to remove them. If you do that, they will get ejected from your vehicle. :) I found it is a good way to control something. Let´s see how its working for you. Tested it many, many times and couldnt find any issues. There will come 1 or 2 updates more at minimum and perhaps I will implement the Epoch group system check as an option. cheers
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  30. Brody, Worth noting, deploy anything has a dependency called Click Actions. It has this built in and doesn't use 10 files to make it work (all your setdistance.sqf files)
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  32. @Brody Not to sound like a dick... but man.. I think you need to re-evaluate if running a server is for you or not. Instructions may not be explained to the Copy/paste groups, but It does require some knowledge in the field, or at least... some form of common sense... Just saying, man. I only say this because I've seen your other posts with similar issues.
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  33. In server_updateObjects.sqf Find this: _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage]; Replace with this: if (_objectID == "0") then { _key = format["CHILD:306:%1:%2:%3:",_objectUID,_array,_damage]; } else { _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage]; };
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  34. We need to set the GarageFriends variable when it is spawned in by the server. This is what I would do: In server_monitor.sqf - use @juandayz's fix: Find: if( (count _inventory > 0) && !_isPlot && !_doorLocked) then { Replace with: if( (count _inventory > 0) && !_isPlot && !_doorLocked && (_type != "Garbage_container") ) then { Then find (approx. line 237): if (DZE_permanentPlot && _isPlot) then { _object setVariable ["plotfriends", _inventory, true]; }; if (DZE_doorManagement && _doorLocked) then { _object setVariable ["doorfriends", _inventory, true]; }; Replace that with this: if (DZE_permanentPlot && _isPlot) then { _object setVariable ["plotfriends", _inventory, true]; }; if (DZE_doorManagement && _doorLocked) then { _object setVariable ["doorfriends", _inventory, true]; }; if (_type == "Garbage_container") then { _object setVariable ["GarageFriends", _inventory, true]; };
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  35. These two work fine but id prefer the ore to despawn when the event times out but no luck. create new document called weed.sqf Save it in dayz_server\modules Do the same again gems.sqf Save it in dayz_server\modules Open your mission init.sqf add to EpochEvents = [ Note: If you dont already use weed farms . ["ItemKnife","Harvest Weed","execVM 'custom\weed\hemp.sqf';","true"], Create a new folder called weed, inside create a new document called hemp.sqf (dupe fixes included) Can also see the other method I use without right click Credit.
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  36. Updated the HiveExt.dll, updated the server package, re-download to get the new .DLL http://epochmod.com/a2dayzepoch.php The server PBO has not changed. See https://github.com/EpochModTeam/DayZ-Epoch/commit/fc9b01e91cf4d8b6a62843df9758ca9f93af4283 for more info regarding the new maintenance variable in HiveExt.ini
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  37. Hi and welcome. In epochconfig.hpp: lootMultiplier = 0.5; // 1 = max loot bias. This controls how much loot can payout per Epoch loot container. and CfgBuildingLootPos.hpp: lootBias = 40; limit = 3; https://epochmod.com/forum/topic/42314-how-to-change-loot-spawn-rate/#comment-278131
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  38. @Th3-Hunter333 i use it to craft the garage and test the scroll. craftgarage.sqf now if u wanna save the garge in the data base: your custom variables.sqf add the object here: DayZ_SafeObjects = ["Garbage_container","the others default objects".........]; in server_monitor.sqf find: if( (count _inventory > 0) && !_isPlot && !_doorLocked) then { replace with: if( (count _inventory > 0) && !_isPlot && !_doorLocked && {_type != "Garbage_container"} ) then { Now you need define how you wanna execute craftgarage.sqf by scroll menu or using deployanything or extra_rc.hpp.
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  39. Replace that code block with this instead: if (_tmpbuilt isKindOf "Garbage_container") then { _tmpbuilt setVariable ["ownerPUID",dayz_playerUID,true]; PVDZ_obj_Publish = [call fnc_perm_deployable_id,_tmpbuilt,[_dir,_position,dayz_playerUID],(_index call getDeployableClass)]; publicVariableServer "PVDZ_obj_Publish"; } else { PVDZ_obj_Publish = [call fnc_perm_deployable_id,_tmpbuilt,[_dir,_position],(_index call getDeployableClass)]; publicVariableServer "PVDZ_obj_Publish"; }; Place another container and tell me what it does.
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  40. Whoops - my bad. Use this: private ["_garageowner","_garagefriends","_garageallowed","_friend"]; _garageowner = _cursorTarget getVariable ["ownerPUID","0"]; _friend = _cursorTarget getVariable ["GarageFriends",[]]; _garagefriends = []; { _garagefriends set [count _garagefriends,(_x select 0)]; } count _friend; _garageallowed = [_garageowner] + _garagefriends; if ((_typeOfCursorTarget in DZE_Garage) && (speed player <= 1)) then { if (s_player_garage < 0) then { if ((getPlayerUID player) in _garageallowed) then { s_player_garage = player addAction ["<t color='#FFAA00'>Garage Menu</t>", "custom\Garage\player_virtualgarage.sqf", _cursorTarget, 2, false]; } else { s_player_garage = player addAction ["<t color='#FF0000'>Garage Locked</t>", "",_cursorTarget, 2, true, true, "", ""]; }; }; } else { player removeAction s_player_garage; s_player_garage = -1; };
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  41. Put this: DZE_GemWorthArray = []; Somewhere under the line: #include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line in your init.sqf That will remove the return of gems.
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  42. I cannot replicate that on my server, it works fine for me. I have tried on an AI unit and my dead player body *EDIT* @Brian SoanesI was missing an }; in the install instructions, I have updated the README.md Cheers for the headsup.
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  43. This allow players to deploy a xmas tree in plot area. also allow to add lights,presents,and xmas star. and play a sound. Use it by night to see a better lights effects. based on @oldmatechoc idea to rewrite xmas tree. video: Install. download from here:http://www.mediafire.com/file/qi02un2ji91ndgk/xmas.rar 1-place xmas folder into mpmissions\your instance\custom\ 2-you will need a extra_rc.hpp follow this guide to get a extra_rc.hpp 3-in your extra_Rc.hpp 4-Description.ext 5- your custom fn_selfactions.sqf 6-In custom variables.sqf 7-now go to your server_monitor.sqf if u suffer any kind of issue with infi or battleye, see @looter809 filters: merry xmas for all!
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  44. All the code you need is already in the mod. I will be uploading v6.50 in which this feature has been enabled once I do a stress test tonight. At one point the mission system was hanging because the max number of allowable groups had been spawned. I just want to be sure this issue was resolved before releasing this update.
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  45. Played Dayz ever since dayz started, i've played server after server, some good and some bad.. This server is however one of the good ones, admin is friendly and is online most of the time to help out with problems you're having. got given a starter pack when i got on the server to help me get going which is nice because on a new server it's not always easy to get that initial start that makes you wanna stay. Players on the server are also pretty helpful too. If you're a new player wanting to get started or a Dayz veteran, you'll have a lot of fun here! :)
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  46. Based on this Status Bar, I made a complete rewrite. (without a difference between PlayerBar / AdminBar, because it is not needed for us). - Completely removed external config file - Only 1 File for all - Config section on the top of the Script-File - Blinking Icons, if in a dangerous value - Easy changeable Status Bar Content - Toggleable between 3 Statusbar sizes (right shift key / configurable) - 0-No Status Bar - 1 Full Status Bar - 2 Half Status Bar - 3 Small Status Bar I made it only for our Server. But I want to share it now, if someone also want it. Download: https://github.com/Ignatz-HeMan/Ignatz_Statusbar
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  47. This is a Guide to install the most common mods. (Without Plot4life...but with persisten plot after player die using plotmanagement and a very usefull script to add you as owner the plot automatically). This is NOT a support for any mod just a guide that i use to install all this mods in a fresh server.. thers some "fixes" for mods when his steps become a lil confuse. And if u respect the order to install each mods can be most easy and quick. Mods to install: Follow this guide to get a epoch fresh server. INSTALLING: few tips before start: 1-Single Currency 3.0. 2-Before proceed... we need make some changes: 3-Now is time to make some customs files (fn_selfactions.sqf/compiles.sqf/variables.sqf). 4-Making the calls for this 3 new files: (fn_selfactions.sqf/compiles.sqf/variables.sqf). 5-We already have SingleCurrency installed.. its time to Install Advanced Trading: 6-ADMIN TOOLS (skip if u gonna use infistar or other adm mod). TIME TO TEST ALL THIS NEW MODS: go with traders, try to buy and sell using advanced trading menu, test money storage , restart your server and see if the money still are into the storages. 7-INSTALL SNAP-PRO: 8-PLOT MANAGEMENT: 9-Time to make some configs: This is for prevent players stuck on loading screen: 10-INSTALL deploy anything 2.8.1 11-INSTALL GROUP MANAGEMENT. 12:INSTALL ESSV2 (Spawn slection) 13-INSTALL TOW & LIFT. 14-INSTALL :REARM - REFUEL -REPAIR 15-MAKE A SAFEZONE.sqf 16-MAKE YOUR DEBUG MONITOR. (toogle with scroll menu) SKIP IF U ALREADY HAVE ANOTHER 17-AUTORESTART FILES: 18-Restrict Buildings Near Defined Areas ( i forgot this great complement..remember this when BiggEgg give the "like" sory! ). 19-OPTIONAL ADD YOU AUTOMATICALLY AS OWNER WHEN YOU PUT THE PLOT. 20-INSTALL DART (KICK/BAN/MSG Players). **IMPORTANT** IF URE INFISTAR USER AND BOUGHT VEHICLES NOT SPAWNING YOU CAN TRY THIS FIX by @zachtucker18 shared by @sercanatici Others Servers Packages: (already installed). Tnks to: and hope you make all of this work :) OPTIONAL: Here you got some others greats mods that you can use and try to install using the originals guides.
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  48. Hey Dev team .. I was thinking ... could you make it possible to pay base maint fees with alternative sources.. like tin, copper, silver, gold and or jewels
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  49. something got changed/broken due to A3 updates I think, the only workaround is to put ammo in the loot list, scroll a couple post up. Its hit and miss as to weapons and ammo that spawn, keeps it interesting thou. also if running A3EAI try second_comings AI @ crashsites. the code in the spoiler get inserted between _posOfCrash = [_spawnCenter,_min,_max,_mindist,_water,20,_shoremode] call BIS_fnc_findSafePos; // find a random loc insert here //Infantry spawns using the A3EAI thx second_coming _helicopters = ["Land_UWreck_MV22_F","Land_Wreck_Hunter_F","Land_Wreck_Plane_Transport_01_F","Land_Wreck_Offroad_F","Land_Wreck_BRDM2_F"]; //Add Heli classnames here hope this helps.
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  50. I've been playing since Aug 2012, I just got into hosting a couple months ago, started with a hosted gtx overpoch server, learned where everything was, then made/modded and started hosting my own overpoch server from the san at my work - Now I've moved to epoch 1.0.6 and am in the process of getting all the mods I want working - I run a pvp server but I keep missions running, I find I get a balance of heroes and bandits, pretty even. There's no shortage of players who prefer arma2/mods over arma3 so there's still life in epoch for sure - and now that 1.0.6 has dropped I think we're about to see a new renaissance of players and mod creators like we haven't seen in the last couple years. There's still a lot that can be done with the game and mod, as the word gets out that there's a new epoch version after two years - it's going to bring tons of players back to check out the new build - Lots of players log in and mention it's been "years" or "months" and they just had an itch to play - gonna see a lot more of that soon. Oh and hackers and dupers will always be around if there's a way to do it, not as many as we saw in 2013/2014, but bored kids find ways - so far they're having trouble with 1.0.6, where on 1.0.5.1 I'd have about 3-5 hackers a week, Now zero, so I'm enjoying that while it lasts before someone starts making tools for 1.0.6. So TLDR - if you have the means to keep a server up - if you host it, they will come.
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