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  1. 14 points

    Epoch 1.0 Release Changelog

    Arma 3 Epoch 1.0 has been released! Client Files: http://epochmod.com/ - HTTP mirrors, Steam workshop, Play with Six, ModDB, Armaholic Server Files: https://github.com/EpochModTeam/Epoch/releases/tag/ File Changes: https://github.com/EpochModTeam/Epoch/pull/948/files Notes: https://epochmod.com/forum/topic/44467-epoch-10-release-changelog/
  2. 7 points
    === Credits: All credit belongs to all authors of used source files: DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) @Markk311, @f3cuk, @Jossy, @BangL, @nerdalertdk, @Caveman - creators of this system @JasonTM, @salival, @ebayShopper - for keeping system alive, further developing and fantastic support Special Thanks goes to: @salival for his ZSC remote msg script which we are using @totis, who brings great ideas into this script and did a great tester job! @DAmNRelentless for offering German translation ... all great guys helping make WAI better (I'm pretty sure I forgot a lot of people...). Thank you all for your great job! === Download v1.0 === Introduction: ... once upon a time, *mr. yeahBUT* and *mr. no_name* chatting: --- Q: mr. yeahBUT IWAC? OMG, what is it? A: mr. no_name Well, it's Autoclaim addon for WAI mission system. --- Q: mr. yeahBUT ...yeah, but is it usefull? What it can do? A: mr. no_name Not sure about the first question part... but it could be. If one of your server rules says somenthing like: "Player has to claim mission in sidechat and mark mission on map with name", well, this addon is just for you. It's fully automatic, which means - no more sentences like: "I forgot...", "Who is doing mission xy?", "Could you please remove your marker once mission is finished?" etc. This little addon will make all the job for you and your players. --- Q: mr. yeahBUT pffff... I have PVP server. Totally useless! A: mr. no_name Probably yes... Do you wanna hear more? --- Q: mr. yeahBUT hmmm.. not really, but I have nothing to do right now, so continue... A: mr. no_name ...OK my friend. I have certainly nothing to do either, so I will... :) What's your question? --- Q: mr. yeahBUT ok.. let's start with somenthing I can picture in my mind. Do you have any screenshot so I can see it in action? A: mr. no_name yeah, sure... --- Q: mr. yeahBUT What is that red circle around mission? A: mr. no_name This is somenthing I call it "claiming zone". You can configure it using these variables: iben_wai_ACzoneActivate = true; // Turn claiming border ON/OFF iben_wai_ACzoneMarkerColor = "ColorRed"; // Border color iben_wai_ACdistance = 1300; // Distance from mission center to claiming border --- Q: mr. yeahBUT hm.. 1300m? It's a little bit too much. Should be much shorter distance. A: mr. no_name It's completely up to you. If you want to be loved by your snipers, set it to 400m and set AI skills to max - no kidding, I experienced this setup already :)) Also remember - there is somenthing called timeout distance in WAI - you can search variable `wai_timeout_distance` in WAI config. If `wai_timeout_distance` < `iben_wai_ACdistance`, mission can dissapear in front of player's face (which doesn't mean it's a bad thing...) --- Q: mr. yeahBUT Well, it's too bad. Can you imagine what happen if two or three missions spawns close to each other? You think it's not a problem player could claim multiple missions? A: mr. no_name How should I answer this question...? Let's start with this: When you try to setup any system, you should think about it. I mean - there are variables `wai_avoid_missions` and `wai_avoid_traders` in WAI config for example. Just use bellow formulas and you should prevent mission (mission claim zones) overlapping: wai_avoid_missions = ((iben_wai_ACdistance * 2) + 500); wai_avoid_traders = (iben_wai_ACdistance + 200 + 500); // ... also see picture bellow: --- Q: mr. yeahBUT That's nice, but I've already experienced mission placement is not perfect... there is a chance player will claim two missions! A: mr. no_name In fact, it's not possible. If player is already 'claimer', he is registered and system doesn't allow him to claim multiple times (you can see it in the video at the bottom). --- Q: mr. yeahBUT Alright... what's that flag with name? I don't want to expose player name! A: mr. no_name It's up to you again. You can configure all about player marker using these variables: iben_wai_ACshowNames = true; // If false, text = "Claimed by a player [realtime status info]" iben_wai_ACmarkerType = "hd_flag"; iben_wai_ACmarkerColor = "ColorBlack"; --- Q: mr. yeahBUT ok... yeah, but it's too bad to expose player by setting marker on his position... A: mr. no_name You are not exposing his position. Marker is created in random spot within given range. You can adjust it by setting variable: iben_wai_ACmarkerRange = 400; --- Q: mr. yeahBUT cool... so why not create flag object to be visible close mission? Cool idea, huh? A: mr. no_name yeah, sure it is :) You can use these variables: iben_wai_ACcreateFlagOjb = true; iben_wai_ACmarkerFlagClass = "FlagCarrierINDFOR_EP1"; // ... see the picture bellow: --- Q: mr. yeahBUT How will player know about claiming is happening? A: mr. no_name You can enable message system and let player know. Just use bellow variable and install client side files: iben_wai_ACplayerMsg = true; --- Q: mr. yeahBUT Yeah, but... still. Why should all players force to read useless msg that are not about them? Also... that's server resources waste to broadcoast so many msgs...! A: mr. no_name Actually msg is private. Only player involved is informed and can see the msg. --- Q: mr. yeahBUT Yeah... but there is couple more troubles. For example: Mission just spawn close to my position or I'm just passing by location. I don't want to be a part of mission fight, but still... I'm in zone... That's not good. A: mr. no_name You can use bellow variable and set it to some reasonable value in seconds. That gives passing by players enough time to decide to stay or leave claiming area. iben_wai_ACsafeClaimDelay = 60; --- Q: mr. yeahBUT Too many troubles... what about players in bases? A: mr. no_name Just make your decision if you want to allow players fight missions from base or not. You can use following variables. This way you can force autoclaim system to ignore these players. iben_wai_ACplotRestriction = true; iben_wai_ACplotRange = 30; // If 'iben_wai_ACplotRestriction' is true, what distance from plotpole is not allowed? --- Q: mr. yeahBUT Hm, but what if player claimed the mission and dies, loses connection etc. What then, ha...? A: mr. no_name As you can see at the above picture, there is marker with player name (or anonymous name) and so called `realtime status`. If player is alive and fighting inside claiming zone, status is `Active`. If player is gone - timeout is fired. That means, system will wait given time for claimer return. If timeout runs off, mission is free for claiming. You can set some reasonable time for timeout in seconds: iben_wai_ACtimeout = 300; --- Q: mr. yeahBUT What about my admins? I don't want them to claim missions just because they are helping inside zone... A: mr. no_name Yeah, got it. You can exclude your admins from system: iben_wai_ACexcludeAdmins = true; iben_wai_ACadmins = ["0","0"]; // List your admins UID's --- Q: mr. yeahBUT Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions! A: mr. no_name Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them: iben_wai_ACexcludedTypes = ["patrol"]; --- Q: mr. yeahBUT Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions: I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first? What about other players? And what about player or better players in vehicle? You will not be able to sort them out and it's gonna be chaos! A: mr. no_name Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`. This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance. It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo. But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results); **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism, so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list and next player in list takes his place - there are no `dead souls in list`). --- Q: mr. yeahBUT OK... here we go. So another loop for WAI. It's already server performace killer as it is...! A: mr. no_name Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops - and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met. According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized. BTW: you can add some debug logs to loop critical points and see the result. --- Q: mr. yeahBUT ...yeah, but I can imagine how installation is gonna be difficult... A: mr. no_name Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files. --- Q: mr. yeahBUT That's all you can say about installation??? Are you serious?? A: mr. no_name No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init). If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false. iben_wai_ACuseAddon = true; // :: WARNING > If you don't know what I mean by "merge files" at this momment, // :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files. --- Q: mr. yeahBUT Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye... A: mr. no_name :( ... I know... bye... --- The end. === Showcase: === IWAC - private server msgs, map markers, status, respawn: === === IWAC - multiple claiming protection, exclude plotpole area option: === === That's all I've got... enjoy, have fun... Cheers... ===
  3. 7 points
    Having been able to follow along with the Devs private Discord I have been able to get an idea of just how much time and effort has been put into this latest release, especially in the last few weeks leading up to the release. And they are still at it, tweaking settings and so on with the feedback that has come since the release. So, as the title says THANK YOU for all your hard work.
  4. 7 points

    experimental now or wait?

    I have three running 1.0 atm, but even if you wait you should be prepared. Lots of changes. There is a reason that this release is not 0.55 or 0.6 - it is such a great update. Features, functionality, fixes! Great job by all the crew of Epoch devs Lord @vbawol and his crew of @He-Man, @DirtySanchez, @raymix, @Helion4 among others and I know that there is even more coming in 1.1, they just did not want to make you wait longer for this Epoch goodness! Seriously! PS: Yep, been out drinking tonight... but I am prepared for 1.0, ARE YOU?
  5. 6 points

    Nice shout out to Epoch by Bohemia

    BI's latest SITREP has a great shout out for Epoch 1.0, nice job: https://dev.arma3.com/post/sitrep-00204
  6. 5 points
    I could not agree more. I have played a few hours and really enjoyed all the additions and tweaks.
  7. 5 points

    BDTZ's POI's

    ** 26 October 2017 ** I've completed the POI. If you have any suggestions feel free to let me know! You can get this from here: https://github.com/BetterDeadThanZed/EpochAddons Just put the .pbo file in your @epochhive/addons folder. If you already have a pbo with server addons, you can place the gorka_military.sqf file in the proper place and load it in your existing fn_init.sqf. Since I'm getting back into Epoch, I thought I'd make some POI's for Chernarus Redux. I've begun to design one now and will work on it as I have time. When I feel it's at a place that I like it, I'll release it. The first POI is a militarized Gorka. I'll let the pictures speak for themselves.
  8. 5 points
    Edit:external Link to the image: https://ibb.co/jYB9fm Edit: this is not for testing this on my server this is for testing on your servers, as im running none currently. So like a 2 days ago i remembered something i wanted to do for a long time. A Server Launcher. But not to make Macca any Competion. it should be a private launcher for 1 Server/1 communuty at a time only. A launcher which you just had to download set your files and click on play to play. So i sat down the last two days and gave my best. And now i think its time to present it to the Epoch Community where maybe one or two persons are willing to let me test and and develop not under lab, but realistic conditions. (@juandayz you know more people than me,so maybe you know a person that would be willing to test this) The picture uploaded with this post is how the launcher currently looka like. That all can be individually changed(including the bg picture). If you have any suggestions, questions, critics,whatever comment below. and if you're interested in testing alsl comment here or just write me a private message. With luv from Moskow(or Germany) Cher
  9. 4 points
    So, Stuff I"m working on for the next update includes: Full support for static AI which can be spawned on land with spawning triggered by player proximity and an optional respawn time. Surface marine patrols. AI divers and SDV patrols. Random selection of spawn locations along the coast. Release date slated for early 2018. We will be running beta's for some of these features on our server. Contact me if you are interested in testing.
  10. 4 points

    [Experimental]Events Overhaul

    Events Overhaul Plant Spawner had a nice loop to monitor the event and perform a decay color change and deletion of marker when done(decay/looted) So after wanting this for all events to cycle properly(in comes the Event Monitor within the Server_Monitor.fsm) This system was a nice start to form what you will read about coming up. [ADDED] More detailed configs for each event. [ADDED] HeightenedPvP config entry for master setting [ADDED] Event Monitor to handle each event on the map [ADDED] Multiple objects supported by monitor -ground loot as isNull checks(for plants) -container_epoch with is container_epoch and is lid open or EPOCH_Loot true(for shipwrecks) -cargo_epoch with is cargo_epoch and is door open or EPOCH_Loot true(for containers) -anything damaged to 1(earthquakes mineral deposits and satellites) [ADDED] Check for players before removal of any marker and contents(objects) [ADDED] HeightenedPVP color changes when player is near or loot is compromised [ADDED] Extra Objects array to handle deleting all objects spawned for an event or mission(for Carnivals) [ADDED] Counters for each event +1 on spawn and -1 upon delete **Plant Spawner for example** debugPlantSpawner = 0; showPlantMarkers = 1; maxPlantSpawns = 5; distFromOtherPlants = 2500; plantDecayTime = 1200; //Half this time results in decayMarkerColor marker plantDecayMarkerColor = "ColorBrown"; plantCompromisedColor = "ColorRed"; availablePlants[] = {"Goldenseal_EPOCH", "Goldenseal_EPOCH", "Goldenseal_EPOCH", "Poppy_EPOCH", "Pumpkin_EPOCH"}; Description: Debug activates error messages, an end of event recap array and a red mildot marker for loot object(s). Showing markers will turn on the Map MarkerSet for clients as well as decay color changes. -if using the new HeightenedPlayerVsPlayer = 1 then Compromised Color changes upon player near(150m) and loot comprimised. Max spawns is pretty self explanatory but will max out upon this number and until one is looted or decayed NO more will spawn. Distance from others is the distance to other Plant events Decay * TimeMultiplier applied Decay marker color will change the color of the event marker set after decay/2 is reached Compromised color will change the active surround of the marker to highlight player near or looted Available objects this will/can change depending on the event, this array is used for a select random, which is why you see 3 goldenseal New Events Settings // Settings for Events, Missions, etc spawnDistanceFromPlayers = 500; spawnDistanceFromJammers = 1000; spawnDistanceFromTraders = 2000; HeightenedPlayerVsPlayer = 1; // 0 = OFF [ADDED] New function for testing positions (Protection Zones/Players Near/Jammers/Other Same Type Events) - Easily change for needed checks Usage: _goodPos = [_position, _traderCheck, _jammerCheck , _playerCheck , _others, _distFromOthers] call EPOCH_server_isNearChecks; Description: Checks the position provided against distances configured for Traders, Jammers and Players. _position - position on map _traderCheck - BOOL - check _position distance near ProtectionZone_Invisible_F _jammerCheck - BOOL - check _position distance near PlotPole_EPOCH _playerCheck - BOOL - check _position distance near other Players _others - ARRAY - positions to check with _distFromOthers _distFromOthers - NUMBER - How far away from _others array in meters This was pushed to experimental this evening here: https://github.com/EpochModTeam/Epoch/compare/de1e15374b39...8fb45fc35c6e
  11. 4 points

    Epoch 1.0 Release Changelog

    I am proud to present to you Arma 3 Epoch Mod version 1.0. This update represents the cumulative volunteer effort over 4 years by me and more than a dozen people and this latest update would not possible without help from these great developers: @He-Man, @DirtySanchez, @Raymix, @orangesherbet , @pumba and @Helion4. An extra thanks go to our donors and GSP sponsors for your ongoing support. Full Changelogs: https://github.com/EpochModTeam/Epoch/blob/release/changelog.md Release Notes: Added Favorites bar - Players can pin (almost) any item to the bar by dragging items from inventory to equip/un-equip (Weapons, attachments, headgear, etc.) or consume (eat, drink, build etc) using keyboard mapping without having gear open. Use ESC menu to change the mappings. Server admins, see client_init.sqf for config. Advanced Vehicle Repair System - Repairing your vehicle just got more realistic. Patch a leaky fuel tank with Duct Tape. If you blow a tire you now need to find a Spare. Engine too damaged? you'll need to grab an engine block to repair it. Repair Items: Duct Tape - Used to repair fuel tanks. Fuel Tank - Replacement fuel tank. Spare Tire - Repairs a blown out tire. Engine Parts - Repair parts for Engines. Engine Block - Replacement engine block. Glass - Fixes broken window glass. Rotors - Repairs helicopter rotors. Vehicles Armed Mosquito: helicopter variant that comes with 3 Grenades. Vehicle Upgrade System - Upgrade your ride by using one of the new vehicle upgrade documents found in the world. Vehicle Ammo Reloading from Inventory and Vehicle Ammo. Vector Base Building - Build in any direction or angle you want. (uses Arrow keys by default and with SHIFT / ALT you can control the steps). Base Building: Quarter and Half wood floors. Concrete floor. Cinder wall with a window. Cinder wall with a metal door and window shutter. Barbed Wire. Concrete and Metal Towers. A-frame and Domed Tents. Burn Barrel Wooden Light Pole Small (forest and desert) Camo Nets Large (forest and desert) Camo Nets Camp Fire Field Toilet Scaffolding Sink (water source), Single and Double Portable Lights Lifeguard Tower Sun Shade Fuel Pump Small Sandbag Bunker Short Sandbag Wall Long Sandbag Wall Bar Gate Water Pump Crafting Canvas Smelting Tools Female outfits 84 new outfits based on 20 top designs and 4 new pairs of jeans. Halloween masks Witch Skull Ghostface Plague Hockey Medical items: Adrenaline Shot Caffeine Pills Orlistat Pills Vitamins Antibiotic Atropine (Radiation Toxicity) Nanite Pills, Cream, and Shot (Radiation Toxicity) Iodide Pills (Radiation Toxicity) Food items: 100 Krypto Candy Bar RedKing Burger BluKing Burger Gyro Wrap Ice Cream Cereal Powdered Milk Box o Rice Farming System: Craftable farm garden plot, Just place seeds and watch it grow. Seeds for growing: Goldenseal, Hemp, Poppy, Pumpkin, Sunflower. Karma System: Will affect your ability to perform certain missions and purchase some items in the future. Karma changes for deaths, suicides, PvP, trader kills, revives, trading sales and purchases. Radiation System Out of bounds radiation Digital Geiger counter Satellite crash event Dynamic Debris Vehicle wrecks that can be broken down to scrap metal using the sledgehammer. Trash and other debris on the roadways that can be "Examined" for loot. Epoch Events 3.0: Support for external pbo based events. see epoch_server_vip_event or epoch_server_debris_event for examples. VIP Event: Reveals the map location of a random player that possesses a specific item (default: ItemBriefcaseGold100oz) every X (default: 15) minutes. Epoch Dev Libs: See https://github.com/EpochModTeam/Epoch/tree/experimental/Tools/DevFrameWork for more info. Dynamic Simulation is now fully enabled. See "CfgDynamicSimulation" for configs. Misc Items: Seed-based dynamic "underground" bunker concept using VR map. Barrel Bomb: large craft-able explosive that can be placed and detonated. Brown Briefcase: that contains 100oz Silver. Bio Hazard bag "Zombie Parts Bag". Custom map markers and icons. Option to drink with your hands from water sources found in the world with an added chance for toxicity. Md5 hash function, See usage example with EPOCH_fnc_server_hiveMD5 SQF function. Map support for Malden 2035. Map support for Chernarus Redux. Changed Crafting recipes can now have item requirements and Crafting metal bars now require Smelting Tools. Karma now persists death and was moved to community stats. Optimized player saving and loading. CBA extended event handler and zeus curator support for Epoch Vehicles. Base PlotPole ESP added to Epoch Admin Panel. Helper arrow to indicate the door-opening direction for Base Building. Made ServicePoint more configurable. Base Building: Elements can be detached to walk around the Element before saving. Replaced 0/90/180/270° direction build mode with "Rotate 90°". Max building height now will be checked directly at building element placement. Separated Hunger and Thirst loss values. Hunger and Thirst loss rates are now affected by server time Multiplier. Gas Station Auto-Refuel is now disabled on all maps by default. Note that this update requires extension (epochserver.dll/so) updates server side. Fixed Player stats variables are now obfuscated, and hitpoints tracked via the server. Bad conversion: bool RPT spam caused by incorrect usage of configClasses. Snapping issues with base building. Sounds not working due to changes to 3dSay command in recent A3 updates. Spawning at base above Water was not working correctly. One step is higher on stairs, can't run up while crouched. L85 Elcan optic issues. Zombie falsely triggers Mission success. Base Building 90° and 270° Snap was broken. Sometimes snapped Base Building elements rotated back on save. BE kicks since 1.76.
  12. 4 points
    Its actually in sitrep 205 https://dev.arma3.com/post/sitrep-00205 Good job!
  13. 4 points

    how do i fix this

    Remove the ] after ["caribou"
  14. 4 points

    BDTZ's POI's

    Some updated screenshots of the east end of Gorka (opposite from the above screenshots)
  15. 4 points

    [Release]Custom infiSTAR tools

    These are not admin tools, they are hacks obtained from a public hack menu and added as "admin tools."
  16. 3 points

    Sarge AI

    Description Disclaimer: This is the initial release for Epoch. This addon is not meant to be mod specific but some issues may arise. Please also note that I am not the original author of Sarge AI but I have been supporting it since version 1.5 in Arma 2. This is an AI system that is intended to simulate real players roaming the map, scavenging, looting and engaging in combat. Unlike other AI systems Sarge AI designates two factions as friendly and only one faction as hostile. This approach provides a simulated pvp/pve environment that changes depending on how players react to the AI. If a player fires and hits a friendly unit the entire group will become hostile and return fire. AI groups will perceive a player that has fired and hit one of it's members as hostile until the group is dead or the player is dead. AI are configured to treat any player with a specific amount of respect one of two ways. If the player has respect below the threshold they will be considered hostile and treated as an enemy by all AI. If the player has respect above the threshold they will be considered friendly only by the friendly factions of AI. If a player shoots or kills any AI the player's respect will be changed in one of two ways. If the AI target is from a friendly faction the player will lose respect for each shot and kill. If the AI target is from a hostile faction the player will be rewarded respect for each shot and kill. There are three (3) factions of AI within this feature: The Survivors Fighting for survival as most of us are; These AI do not wish to start unnecessary conflict as they intend on living as much as any player. These AI will assume every player is friendly unless they are given reason to think otherwise. They often wear toned down military apparel and civilian clothing and should be easy to spot as to not frighten unaware players. The Military As the dominant force in a wasteland of fugitives and other life threatening obstacles the military takes no chance when it comes to combat. Dressed in high level military apparel and the weapons to back it up these NPCs will roam about the area they spawn in and neutralize any threat they encounter. Don't be a threat ;) The Bandits With no apparent loyalty to anyone but the small group of others they travel with these NPCs will roam the map surviving any way they are able to. These AI will steal any loot they encounter and attempt to kill any player they encounter. Outfitted with respectable weapons and head wraps to protect their identities from the authorities these AI make for a formidable enemy. AI can be static or dynamic based on a grid overlay. AI can be bound to the block they spawned in or allowed to freely roam (experimental). AI vehicles are static and are being worked into a dynamic option. Vehicles will patrol within a marker and will not leave the marker unless in combat. Known Issues All AI are hostile. This is not intended and I am still working out how best to configure what determines if a player should be considered hostile or not. Download Sarge AI
  17. 3 points
    This is a new version of a safezone script and an a.i/a.i vehicle remover. To be used in conjunction with the 1061 safezone script. So say your safe zone is being bombarded with roaming a.i and you are tired of going to safe zones to delete them this will do it automatically when you go within 350 meters of an roaming a.i while in a safezone. The distance is customizable. The new safezone script allows you to receive god mode for 20 secs after you leave the safe zone IF you have stayed in the safezone long enough. This will avoid players from touching the safe zone and taking off for a way to avoid combat from other players. All credits go to @juandayz for this. Uploaded with his permission. 1- into mpmission\your instance\scripts\ create a new folder called "safezone" 2-into this folder create this sqf: safezone_ai_remover.sqf 3-open your init.sqf 4-Now if ure using DZAI: 5-If ure using DZMS then do the same: 6-If you are using some kind of other script that spawns enemy ai vehicles then add the same variable.. for example:
  18. 3 points

    [Improved] Statusbar Epoch-build(1070)

    I decided to collaborate a couple of different statusbars. All credits goes to: Creampie - Osef - All The Others! Screenshot Download: Github Installation: Drag the map status_bar into your mission.pbo. Init.sqf: add the lines in your existing init.sqf file, or drag init.sqf into your mission.pbo: // Status Bar [] execVM "status_bar\fn_statusBar.sqf"; Description.ext: open up your existing description.ext and add the lines on the bottom: class RscTitles { #include "status_bar\dialog\statusBar.hpp" }; BE Problems? Post your kicks. It is possible to add additional status information, for example: Energy status display, But keep in mind the background space is limited, Note: Toxicity will expand to 4/5 extra digits. Did i forget any other Author? please send me a message i will update the post asap. -Greetings
  19. 3 points

    Epoch 1.0 Release Changelog

    Arma 3 Epoch gamemode 1.0 build 1077 has been released! ### Added - Make temp Vehicles Lockable + Lock hints. - FuelTank to Loot / Crafting / Pricing. - Missing itemPipe to loot tables. ### Fixed - Rpt error for community stats. - CameraView Check moved to master loop. ### Changed - Make use of traderUniforms config for AI trader classes. - Adjust the order of marker sets. Server Files: https://github.com/EpochModTeam/Epoch/releases/tag/ File Changes: https://github.com/EpochModTeam/Epoch/pull/956/files
  20. 3 points

    A big thank you to the Devs

    +1000!!! CfgPricing overhaul, updates to the admin menu(!!!), new crafting that I haven't even looked at yet. I was skeptical that this release warranted a 0.5 -> 1.0 version number lift, but there's a LOT of stuff in 1.0! This is the new juice that Epoch really needed!
  21. 3 points

    Adding loot from the RHS

    Those Items need to have a price. You need to have an entry in CfgLootTable.h and in CfgPricing.hpp too
  22. 3 points

    BDTZ's POI's

    I've updated the Github. The POI's will now contain multiple map supports. I am also adding a POI for Altis, a military base located on a peninsula near Melanera Bay. Just follow the directions in the first post and if you have Chernarus Redux, the POI's for that will show up. If you are running Altis, the POI's for that will show up. Now for the Altis POI screenshots:
  23. 3 points

    Sarge AI

    Nice! Welcome Dango & thanks for bringing this over, I have many fond memories of this AI system from Dayz Epoch.
  24. 3 points

    Skalisty Island Treasure Hunting

    This is a Treasure hunting event on Skalisty Island. This script spawns crates somewhere on the island. The mission for players is to find them. You can configure the number and reward of crates. This script also spawns some boats, graves and ore veins. No AI Included. GitHub link: https://github.com/Schalldampfer/SIPTH
  25. 3 points

    BDTZ's POI's

    Some screenshots of what I've done today:
  26. 3 points

    BDTZ's POI's

    Then what? You copy and paste that code and what do you do with it? Is this more to your liking? Also, Moderators: I can only upload 167kb of images apparently. I guess in my 4k+ posts I've used up my allowed space?
  27. 2 points

    [WIP/RELEASE] Bank Robbery V3.

    I would love to see this up and running!
  28. 2 points

    [WIP/RELEASE] Bank Robbery V3.

    First of all, I'm sorry for not updating this project. I've been very busy. Secondly, I'd like to know if there is still interest in this script. If there is, I'll redo the whole script and make it much more advanced. Please let me know.
  29. 2 points

    Planting gardens

    grows fine for me
  30. 2 points

    Just a Heads Up "Hackers"

    Also place your BE folder outside of your ArmA 2 or A2 OA directory, I keep mine in C:\RandomFolder\ and point becfg, servercfg, bedirectory startup flags to that
  31. 2 points

    Planting gardens

    Thanks !
  32. 2 points

    Arma 2 Overpoch - Need Help.

    You're obviously German and your English isn't that good. That's why I'll answer you in both languages because it's usually forbidden to write other languages here on the forum. English: If you installed Overwatch correctly you should have an additional key in your keys folder, the @dayz_overwatch folder and additional start parameters. The problem is that you are using an external server hoster. Most of them support to modify the parameters but some don't (which I can't really understand). So you have to make sure that you also start overwatch with this parameter. Epoch should be in there by default so either it looks like: @DayZ_Epoch;@Epoch_Server or it's just an empty line. Whatever you have, you have to add the dayz_overwatch addon and it has to be the first addon loading so it looks like: @DayZ_Overwatch;@DayZ_Epoch;@Epoch_Server; German: Wenn du Overwatch richtig installiert hast, solltest du einen zusätzlichen Key in deinem Key-Ordner vorfinden, einen @dayz_overwatch-Ordner haben und spezielle Start-Optionen. Das Problem ist, dass du einen externen Server-Hoster benutzt. Die Meisten von denen unterstützen das Modifizieren dieser Parameter aber manche eben nicht (was ich nicht wirklich verstehen kann). Also solltest du sicher gehen, dass du Overwatch in diesen Parametern mitstartest. Epoch sollte eigentlich standardmäßig drin stehen, sodass es folgendermaßen aussieht: @DayZ_Epoch;@Epoch_Server Oder es ist nur eine leere Zeile. Was auch immer du hast, du musst Dayz_Overwatch hinzufügen und es muss das erste Addon sein, was geladen wird, also sollte es so hier aussehen: @DayZ_Overwatch;@DayZ_Epoch;@Epoch_Server;
  33. 2 points

    How radioactivity works now in 1.0.0?

    Rads should be decreasing over time by design, just haven't got around to implement it yet. edit: implemented now We discussed having a proper buff/debuff system, not hard to do and it's required for nanite pills/cream, just need to find some time to do it, hopefully around xmas. Having a stressful job taking all my energy sucks, but it puts beer in my belly.
  34. 2 points
    Hi guys, Here's the updated version with the dialog menu which works with multiple vehicles per key, works quite well, I also added @ViktorReznov's suggestion with a toggle for the lights on/off. I will work on getting the script working with localizations this weekend. I tested this quite a bit, but please give it a test and see how it works and report any bugs. Dialog update: https://github.com/oiad/remoteVehicle/commit/364582917489b51694e431c2014c52e4a789fe4d forgotten battleye filter: https://github.com/oiad/remoteVehicle/commit/9cb398237dbeba59a654fb23965aa2c35f777b7e
  35. 2 points

    Help with reddis

    Sorry to hear you are having such troubles, and that it's been 3 weeks. If you join the discord and ask for help, there will be someone around to help you. I will say though, the server should still start and you should be able to connect and play - even if redis isnt connecting to the server (it's happened to me several times).....on server restart however you will notice that nothing has been saved, not your characters data nor vehicle spawns etc. That being said, also please make sure that you are running the most up to date server & client files and that you have followed the installation, which as you mention, is somewhat similar to exile. Before the 1.0 release there were some occasional black screen errors preventing log in, but they have since been resolved so it's worth checking you have up to date files as the 1.0 release was around approx 3-4 weeks ago so you may have some old files still in there, its gotta be worth checking. Also, if you have installed any non default scripts or addons its worth checking those to make sure they are still compatible with 1.0, and have been installed correctly. Server files can be gotten from here : https://github.com/EpochModTeam/Epoch Also check your server is running the latest client files which you can get from Steam https://steamcommunity.com/sharedfiles/filedetails/?id=421839251 Link for Discord : https://discord.gg/0k4ynDDCsnMzkxk7 I have also just noticed you posted in another thread that was having a similar problem as you, did you see his edit and solution, and have you checked your server for the same? EDIT: Array in admin menu was not correct enclosed. now I got it running.
  36. 2 points
    icomrade linux epoch

    the language the linux DB extension is written in is not Python, it's PERL. if your friend is willing to update the extension then he should fork this repo and submit a pull request when finished https://github.com/denisio/Dayz-Epoch-Linux-Server Here are the hive changes required for https://github.com/vbawol/DayZhiveEpoch/pull/13 you will need to be able to interpolate the changes between both DB extensions and make applicable changes. The DB itself contains some changes as well, requires a new procedure be added, 1.0.6 required new you should compare the linux extension .SQL file (outdated) and the MySQL files here: https://github.com/EpochModTeam/DayZ-Epoch/tree/master/Server Files/SQL
  37. 2 points
  38. 2 points

    Default AH

    yep it does work with your instructions above thx and soz was just use to just pressing f5 once then depress scroll wheel on the object.
  39. 2 points

    Epoch 1.0 Release Changelog

    Arma 3 Epoch gamemode 1.0 build 1074 has been released! ### Added - Missing Prices / Itemsorts + Objectinteracts configs. - Note about a possible crash point on server startup if Redis is not running. - Hint for Building to move / remove / upgrade. - Config variable radiationEffectsThreshold to control what level PP effects are seen, (default 10%). ### Fixed - Fix for radiation post process effects when under 10% irradiated. - Fix inherits for metal and cinder floor. - Forced restart is now working properly again. - Fav Bar now returns "Not enough Space" message if there isn't enough space to store current accessory. - Fix for Horizontal Barrel Bomb BE kick. ### Changed - Random attributes now use 2 decimal places instead of rounding. - Shipwrecks now use safe pos for shipwreck loot containers positions. Server Files: https://github.com/EpochModTeam/Epoch/releases/tag/ File Changes: https://github.com/EpochModTeam/Epoch/pull/954/files
  40. 2 points

    How radioactivity works now in 1.0.0?

    Hi Hux yep, it's either in event2.sqf or event5.sqf can't remember, not on PC right now, it's a simple IF statement on local var, don't have a way to disable globally atm.
  41. 2 points

    [Release] Virtual Garage for

    Hi guys, Pushed a commit today that many people have wanted since the start, it's a good starting place to get it dialed in to work better. At the moment it's tied to a plot pole but this can be expanded on in the future (with ideas from you guys) Basically how it works, if vg_tiedToPole = true then the script will use the PUID of the person who placed the pole for getting/storing vehicles instead of the players UID as it did when released. If no plot pole is found or vg_tiedToPole = false, it will default back to the players UID I've tested this but there could be issues, please test and let me know how it goes for you/your players. https://github.com/oiad/virtualGarage/commit/d9ad17ef2e5d02bfb82e0921b58cc0a7db4fdd2e
  42. 2 points

    Fav bar issue

    With that option set it does indeed drop it on the floor, but gives no warning that it has done so. Pull request added with fix suggestion for both situations.
  43. 2 points

    How radioactivity works now in 1.0.0?

    Some food also effect radiation
  44. 2 points
    I also recommend GTX. Their Steam Workshop downloader is da bomb! Their support staff is a bit snooty and condescending, but other that that they are good.
  45. 2 points
    Brian Soanes

    Let's see your basic.cfg!

    I run this basic.cfg on KoTH with 80 players, Exile with 60 players and Epoch with 60 players language="English"; adapter=-1; 3D_Performance=1.000000; Resolution_W=800; Resolution_H=600; Resolution_Bpp=32; MinBandwidth=15728640; MaxBandwidth=1073741824; MaxMsgSend=256; MaxSizeGuaranteed=512; MaxSizeNonguaranteed=256; MinErrorToSend=0.005; MinErrorToSendNear=0.04; MaxCustomFileSize=0;
  46. 2 points

    how do i fix this

    You have the wrong style bracket after ["V3S_Refuel_TK_GUE_EP1_DZ",_Ratio2] An array closes with ]; Change ["V3S_Refuel_TK_GUE_EP1_DZ",_Ratio2] }; To ["V3S_Refuel_TK_GUE_EP1_DZ",_Ratio2] ];
  47. 2 points
    Just pushed something to GitHub, there was an extra semi-colon in GMS_fnc_mainThread.sqf Just below [] call blck_fnc_spawnPendingMissions;
  48. 2 points
    lol and i through it was something I did.... thx again @Ghostrider-DbD-
  49. 2 points

    Sarge AI

    So far I can confirm that bandit kills are no longer reducing Karma so that is a huge step in the right direction. Thanks for pointing this out @Grahame
  50. 2 points

    EpochZ: Bandit Country

    Server moved to the new GTX data centre: IP: Port: 2302