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  1. 14 points

    Epoch 1.2 Release Changelog

    After some weeks without sun and without healthy food, we come to the next state... EPOCH-Mod 1.2! We have spent a lot of time to fix / add and change a lot for you in this release. Hopefully we have not added more bugs than new features, so you get to experience our work without issues. For the full changelog, visit: https://github.com/EpochModTeam/Epoch/blob/release/changelog.md Client-Files: - Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/421839251 - several hosters (check the downloads section on https://epochmod.com/) Server-Files: - Github: https://github.com/EpochModTeam/Epoch/archive/release.zip Added Radiation Suits to Loot, Pricing and Itemsort @He-Man Reworked Trader Menu @He-Man Secondary Weapon can now be sold directly from hand Attachments from sold weapons from hand will be put back into your Inventory Weapons in hand are now marked in menu as "in Hand" Solar Charger for EnergyPacks - Put an EnergyPack into the Charger and wait... @Helion4, @He-Man 4 Hoverboard Vehicles: @Helion4 "hoverboard_epoch_1" "hoverboard_epoch_bttf" "hoverboard_epoch_a3" "hoverboard_epoch_cargo" Mountainbike "MBK_01_EPOCH" @Helion4 Helicopter UH1H "uh1h_Epoch" @Helion4 BaseCam + BaseCam Terminal @Helion4, @He-Man Build Cams at your Base and watch them through the Terminal Wooden Stairs with lockable Bars on the top (upgradeable from Wooden Stairs) @Helion4 Wood and Metal Garage Doors as upgradeable Baseparts @Helion4, @He-Man 1/3 Plywood wall directly craftable @Helion4, @He-Man You can now wash yourself with a soap in your inventory at water sources (reduce Soiled) @Helion4, @He-Man 2 new masks (Thor Helmet "thor_mask_epoch" and Iron Man Mask "iron_mask_epoch") @Helion4 Fixed Mine Rocks / Chop Wood was only possible with Swords after 1.1.0 update. @He-Man Alive Toxic Sapper was not toxic @He-Man Binocular with "B" was not working, if you are using R3F or AdvSlingLoad @He-Man Models for Radiation Suits @Helion4 Hopefully less login issues on BaseSpawn @He-Man Kick by using Jet ejector seats @He-Man Wrong calculated Bullets in Traders @He-Man Locked Vehicles were unlocked after upgrade @He-Man Everybody was able to open Hatch on Windows / Doors on foreign Bases @He-Man Ban for "RscMenuTeam" commandmenu @He-Man Adjusted some SnapPoints for Basebuilding to be more accurate @He-Man Advanced Vehicle Repair was broken after last Arma Update (Tank DLC) @He-Man Added missing ItemWaterPurificationTablets to pricing @G-Dog MultiGun was not working on very large Vehicles (VTOL) @He-Man GoldenSeal will no longer disappear when fully grown in a Garden @He-Man Items in Subcontainers (Items in BackPacks in Containers) were not saved @He-Man Drunk effects were not working correctly @He-Man Model / Graphics fix for Cinder Floors @Helion4 Snapped Walls on Stairs sometimes were not fixed correctly @Helion4 Quadbike handling was a bit too slippery @Helion4 Changed Reworked Vehicle Load / Save commands for more precise Vehicle Spawn @He-Man Made Temp-Vehicles tradable (will not be stored in Trader after selling them) @He-Man Wood / Cinder Walls can now snap to each other @He-Man Energy from windsources / solarsources is now calculated by wind / overcast @He-Man Ammo of crafted Mags are calculated by the left ammo of used Mags (example: EnergyPacks) @He-Man Consumed EnergyPacks give only energy calculated by left ammo in the Pack @He-Man Vehicle pricing adjustments "import tariffs" @vbawol Some now Icons for Dynamenu @Forelle Vierkant
  2. 11 points

    [RELEASE] WAI 2.2.5

    Wicked AI 2.2.5 This release is for DayZ Epoch/Overpoch >>>Download<<< Due to reports of poor performance on high population servers. I have rewritten this mod so it runs more efficiently. Most of the work is code optimization and bug fixes, but I did add some new features. Review of changes Each mission only spawns one thread with one loop unless it has a para-drop, then it spawns two. The patrol missions also spawn two threads for now. The mission files no longer suspend, waiting for the mission to complete to spawn the crate loot and remove the mission data. The minefield feature no longer spawns an individual thread for each mine. It uses a player check radius. Players in vehicles receive a bold red warning when they are 200 meters from the edge of a mine field. Optional mission vehicle entry messages. Improved mission clean up. All mission objects and data are deleted including unclaimed vehicles and AI unit groups. The AI monitor loop has been replaced by a modified version of the server scheduled function sched_corpses. AI vehicles no longer spawn their own vehicle monitoring threads. It is all handled in the mission thread in a queue. The invisible static gun glitch has been fixed. The static spawns have a dedicated monitoring loop much like the mission system. One loop manages all vehicles and deletes AI unit groups. Where possible, I moved commonly used code blocks to compiled functions. I made a few new missions - hero outpost, bandit outpost, and farmer. Captured MV-22, medical camp, and weapon cache missions have been reworked for improved aesthetics and/or functionality. Rewritten auto claim feature that is fully integrated. Boat patrols - examples in the static mission files. Redundant and\or unnecessary code has been removed from some of the files. I cleaned up and standardized the formatting in the mission files and elsewhere. Helicopters for AI drops and patrols start at a random distance of 3k to 4k away from the mission instead of way down by debug island. Added a new check for mission locations. As they are used, positions get added to an array and checked in find_position.sqf, so missions will not spawn in the same spot twice. Optional indestructible mission vehicles. The AI and mission clean up times and spawn schedule in config.sqf have been converted to minutes for easier reading. Fixed an issue with the spawn time delays in the mission init file. Adjusted the distance the vehicles spawn from the crate so there is no trouble with accessing gear when near a locked vehicle. You can disable static gun placements, vehicle patrols, and paratrooper drops on missions with variables in config.sqf AI numbers have been standardized on all missions. You can adjust the numbers. Easy = 5-10, Medium = 10-15, Hard = 15-20, Extreme = 20-25. I removed the cache units feature because it spawns a thread with a monitoring loop for each unit group and it only works on ground troops. I moved the Dynamic Text mission announcements up the screen and made the text a little smaller so it is not so overwhelming. Added a second dynamic text option for the minefield warnings. Fixed the "auto-repair" glitch on mission vehicles. This also fixes the inability to repair mission vehicles due to the hitpoint variables not being set. Notes The AK_74 and RPK_74 variants have been disabled in config.sqf until the patch because the 45rnd 5.45mm magazine was removed in the A2 OA 1.64 corepatch and they post errors to the logs. The format of the missions has changed, so if you have your own custom missions they will have to be adjusted. I have updated the mission example file and created a new mission example file for a single spawn point mission. They are heavy on comments to help server owners create their own missions. I have left extensive comments throughout the updated files if you want to understand more about how the updated code and functions work. Since this is a major coding overhaul, this release will not be merged into the main github repository until all potential bugs, errors, and incompatibilities have been corrected. Please report errors, discrepancies, and general weirdness in this topic. Also, most of the files have been altered, so please use this version as a base and merge your custom files into it, paying attention to the changes. Optional Mission Vehicle Entry Messages If you turn this option on players will get a message that says either "You have claimed this vehicle! It is now saved to the database." or "WARNING: This vehicle will be deleted at restart!" depending on if you have vehicle hive saving turned on or not. This feature can be toggled with this variable: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L101 Indestructible Mission Vehicles This option will disable the damage handlers on mission vehicles until a player enters them. It can be toggled on and off with this variable: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L99 Avoid Same Spot This option will prevent a mission spawning in the same spot twice by adding the position to an array. The find position function will check that a new position will not be selected that is within 200 meters of one that was previously used. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L80 Enable/Disable Static Gun Placements, Vehicle Patrols, and Paradrops I added this feature for scalability and because someone asked for it. These are the variables to set true or false. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L115-L117 Auto-Claim The original author of the auto-claim feature is no longer a part of this community. I wrote my own version of it which is fully integrated. I never really used this mod myself in the past, so please let me know if I need to add features that were there previously. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L222-L229 Boat Patrols There is really no difference between a boat patrol and a land vehicle patrol other than the classname of the vehicle the fact that they spawn offshore. I have placed examples in the static mission files and I left my Skalisty Island test boat patrols commented in the chernarus.sqf file. To activate them, enable the static_per_world feature in config.sqf and remove the comments from this section: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L114-L147 When creating boat patrols you should make sure that the distance you place them offshore is at least the distance of the radius used for waypoints, otherwise the waypoints will be on land and the AI might not handle the boat correctly. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L140 Mission Cleanup All mission data and mission objects will be removed from the map after mission completion or mission timeout, including the ai unit groups and unclaimed mission vehicles. You can remove the crates from cleanup if you want them to remain on the map for looting by toggling this variable to false: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L94 If a player is within 75 meters of the crate, it will not be deleted as it is assumed that it is still being looted. To "claim" a mission vehicle, a player simply has to get into it and it will not be deleted. Invisible Static Gun Glitch Credit to salival for discovering that this was a JIP issue and the fix is to have the AI get out and back into the static gun at regular intervals. During testing, I could not even see this happening unless I added a sleep, so players shouldn't notice. Static Spawn Manager Instead of having each static spawned group and vehicle spawn its own monitoring thread, the data is added to a multi-dimensional array and monitored in one loop. The monitor is spawned from the static init.sqf file and will shut down when all null AI groups have been removed from the array. The Overwatch configs have been moved to its own file in the configs folder. The file is not loaded unless the Overwatch mod is detected. According to KillZone Kid and other Arma super nerds, when selecting random things from arrays, it is faster to use a statement like this: selection = array select (floor (random (count array))); instead of calling BIS_fnc_selectRandom. I replaced several instances in files where it is called repeatedly like dynamic crate and group spawning. This might save a millisecond or two :). That is all of the updates I can think of right now. If I can remember more, I will add them. Thanks to @MerlijnD and @LadyVal for testing my initial files. Credit to @salivalfor the invisible static gun glitch fix. Credit to @ibenfor the original IWAC.
  3. 8 points

    Epoch 1.2 Release Changelog

  4. 5 points
    I have been updating the tables of vehicles, cargo and such for our servers and thought I would share what i've done for those who might like to add or update this script for their servers. I take no credit for this script, which was originally written by igi-pl https://forums.bohemia.net/forums/topic/163358-igiload-script-logistical-support/ and reworked for Epoch here a while ago. DOWNLOAD https://github.com/Ghostrider-DbD-/IgiLoad/tree/master
  5. 4 points
    Hi guys, Quite a few admins asked me to release my Change Code script so here it is, It comes with BattlEye filters, too. This will allow players to set the code on placement/upgrade of doors, lockboxes and safes as well as changing them after they are placed. https://github.com/oiad/changeCode
  6. 3 points

    how to unlock vehicle as admin

    I have added a function for this into experimental. So you can lock / unlock Vehicles and Storages with "7" by default. https://github.com/EpochModTeam/Epoch/commit/92c3280f4fa16cb843ca52b3f76c5e1d60f64e09 But it is in development!!!
  7. 2 points
    G'day, Guys and Girls, you might want grab another Rabbitman Beer or R4Z0R soda (if your not allowed beer). This is gonna be a long one! This tutorial goes into some length and is for the most part, copy/paste, from @Poncho's How to make Custom map content [ Tutorial & Ongoing Support ] tutorial. I had a major issue today trying to figure out why my map edit wasn't working. but after many thanks to the awesome @JasonTM, for identifying the issue, It has been found that you need to use a compiles line instead of a execVM line in the code. ***NOTE*** This tutorial is not my work.... BUT, I felt that this could use an update. ***for those of you who already know how to do this scroll down to the server_functions.sqf part!*** Most people create these map additions, simply by launching dayz through an epoch server via dayz commander will give you a working editor, but some buildings (such as Barracks, Hospitals, and Fire Stations) will not spawn any loot. This is because of their class names. The default ARMA editor makes most building classnames begin with "Map_" . All buildings of this type will not spawn loot in dayz, this is inherited from the EU_ update to the editor. You may simply read through your code and change all these manually to (for example) "Land_A_Hospital" instead of the original "Map_A_Hospital" to trigger loot spawns within those buildings. There is however an easier way for those of you unfamiliar with code, which also adds a few extra items in. This will however remove some options brought by the EU_ update such as being able to place rocks/cliffs e.t.c so it is important to pick when you want to use the editor I am about to show you. It is called the Jon-C5- Editor Update by (surprisingly enough) Jon-C5-. It is available here http://www.armaholic.com/page.php?id=5932 To turn your map edits into functioning dayz map additions simply follow the instructions below (If you do not wish to use the Jon-C5-Editor, skip to step 4): 1) Download the zip file linked above. 2) Drag/copy&paste it into your Arma2 Operation Arrowhead folder (where your @dayz and @dayzepoch folder are stored) 3) Launch dayz with the following launch options (set via steam or dayz commander): -mo[email protected]_EditorUpdate 4) Once you are in the main menus press ALT+E 5) This will open up the editor click the Chernarus map then click ok. 6) A map view will then pop up, on the right hand side you will see a list of categories: - First click 'Centre' then right click on the map, select 'new', and press ok, - Next click 'Group' then right click on the map, slect 'new'. and press ok, - Now click 'Unit' then right click on the map, select the unit you want - default may be 'Alsatian' the change from 'non playable' to 'playable'. 7) You are now ready to start editing. To begin, enter the '3D View' and click on 'Vehicle' (this is where all the buildings are listed). Right click on the map and select 'new', The list will then appear. 8) Once you have selected an item, the ALT key will allow you to raise or lower items, with the SHIFT key allowing you to spin it around. 9) Once you are happy with the edit, save it (Name it something relative to the edit). Then check your edits, sometimes large items may shift from where you placed them. 10) Locate the mission.sqf file, usually in My Documents > Arma 2 > Missions > "Your mission name" 11) Open up the mission.sqf file, you must now make some small edits to allow it to add these items to your server. Example Below: Default mission.sqf code example, areas to edit show indicated. ----------------------------------------------------------Remove start Here activateAddons [ ]; Replace with: if (isServer) then { activateAddons []; initAmbientLife; ----------------------------------------------------------Remove End Here _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; ------------------------------------------------------------------------------------------ Remove Start Here _this = createCenter west; _center_0 = _this; _group_0 = createGroup _center_0; _unit_2 = objNull; if (true) then { _this = _group_0 createUnit ["GER_Soldier_EP1", [14116.508, 2764.6309, 4.0054321e-005], [], 0, "CAN_COLLIDE"]; _unit_2 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; if (true) then {selectPlayer _this;}; if (true) then {setPlayable _this;}; }; ----------------------------------------------------------------------------------------- Remove End Here _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; ----------------------------------------------------------------------------------------Remove Start Here processInitCommands; runInitScript; Replace with: }; By Mr. Smith e.t.c finishMissionInit; ----------------------------------------------------------------------------------------Remove End Here Edited mission.sqf code example: if (isServer) then { _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; }; // By Mr. Smith e.t.c **If the code editing is not done as follows, it will crash your server on start up. Mainly because of the unit spawn (in this example "GER_Soldier_EP1"), follow the instructions for editing the code and it will work fine** The Custom Content is now ready for publishing! Here is a quick, safe and guaranteed way to get your [working] edits into your server: 1. Unpack your server.pbo 2. Create a folder in the root of the server.pbo called: Maps 3. Drag your mapedit.sqf into this folder. ***UPDATED PART FOR*** 4. In the init folder you will find a file called server_functions.sqf . Find these lines: // Precise base building 1.0.5 call compile preprocessFileLineNumbers Just above it add this line: call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; so now it looks like this.... call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; // Precise base building 1.0.5 call compile preprocessFileLineNumbers NOTE**: Be sure to change the mapedit.sqf to whatever it is you have named your file, and that it corresponds with the execVM in your server_functions.sqf ***END UPDATED PART FOR*** EXTRA HINTS AND TIPS: Having trouble moving roads and other similar items to where you want them? Want your buildings spawn straight and level like they do with the new epoch build system? _this setDir -415.88132; _this setVehicleInit "this setVectorUp [0,0,1];"; _this setPos [1939.5042, 14563.26, -0.068630017]; Beidi file should look as follows: Add the "INIT" line between the "AZIMUT" and "PARENT" lines. AZIMUT="-67.231117"; INIT="_this setVehicleInit "this setVectorUp [0,0,1];";"; PARENT=""; - Big thanks to @Wesley for that one! Want to edit the trader camps / locations (Chernarus Only)? Having trouble with buildings 'double-spawning'? (often creating duplicate doors in a building) Here is a little example of how to remove grass from in/around your buildings: Thanks goes out to @Fully for putting that one together. OK i think that is pretty much it..... HAPPY MAP EDITING!! -Freak
  8. 2 points

    Vehicles Lokced No Damage

  9. 2 points
    Ok i just got my new gpu i am back on track touch wood nothing happens
  10. 2 points
    You don't need mods in both the -servermod and -mod sections of the command line. Mods that are needed by both the client and the server go in the -mod section. All clients that join will need these mods, and it is these mods that show up in the server browser as being needed to join. Mods that are only needed by the server go in the -servermod section. Clients do not need these mods in order to join the server. You can also put optional mods in this section if the server needs to have them as well - clients will not need them to be able to join, but will be able to use them if they have them loaded.
  11. 1 point
    Okay... it's post-Apocalypse... you really need a cigarette... And they can be rare loot ... worth a lot in a trade, but how do you add them to an A3E server? Easy, follow these easy steps. (1) Add the Immersion (I always preferred it when it was Murshun... but... meh) Cigarettes mod to your server https://steamcommunity.com/sharedfiles/filedetails/?id=753946944 (2) You need to permission some functions so others can see the smoke from your cigarettes. Add class murshun_cigs_fnc_start_cig { allowedTargets=0; }; class murshun_cigs_fnc_start_cig_your { allowedTargets=0; }; class murshun_cigs_fnc_start_cig_his { allowedTargets=0; }; class murshun_cigs_lighter_01 { allowedTargets=0; }; class murshun_cigs_matches_01 { allowedTargets=0; }; class murshun_cigs_matches_02 { allowedTargets=0; }; class murshun_cigs_fnc_anim { allowedTargets=0; }; class murshun_cigs_fnc_smoke { allowedTargets=0; }; to epoch_config/Configs/CfgRemoteExec.hpp in your mission file. (3) Optional: if you enforce the use of a lighter to light fires then change lines 30-38 in epoch_code/compile/interface_event_handlers/EPOCH_handleUIActions.sqf from case (_actionName isEqualTo 'FireInflame'): { if!('lighter_epoch' in magazines player) then { _msg = 'You need a lighter'; _blocked = true; }else{ [player,'lighter_epoch',-1] call EPOCH_usedItemRepack; //[_actionObj] remoteExec ['EPOCH_server_addToFireSystem',2]; }; }; to: case 'FireInflame': { if (["CfgEpochClient", "ActionFireOnLighter", true] call EPOCH_fnc_returnConfigEntryV2) then { // New code to handle Murshun fire sources - lighters and matches if ('murshun_cigs_lighter' in magazines player) then { [player,'murshun_cigs_lighter',-1] call EPOCH_usedItemRepack; //[_actionObj] remoteExec ['EPOCH_server_addToFireSystem',2]; } else { if ('murshun_cigs_matches' in magazines player) then { [player,'murshun_cigs_matches',-1] call EPOCH_usedItemRepack; //[_actionObj] remoteExec ['EPOCH_server_addToFireSystem',2]; } else { _msg = 'You need matches or a lighter'; _blocked = true; }; }; }; }; (4) Now you need to add the addactions every time the player logs in so that they can take a cigarette out and light it, or light someone else's. Create a file called initPlayerLocal.sqf in the root of your mission file that contains the following (if you already have one then just add the four addactions to it): if (!isDedicated and hasInterface) then { waitUntil {alive vehicle player}; waitUntil {typeOF player != "VirtualMan_EPOCH"}; uisleep 15; // Add Murshun Actions to the scrollwheel player addAction [localize "STR_murshun_cigs_start_cig", {params ["_target", "_caller"];[_caller] spawn murshun_cigs_fnc_start_cig_your}, nil, 0, false, true, "", "if (_target != player) exitWith {false}; ((goggles _this) in murshun_cigs_cigsArray) and (!(_this getVariable ['murshun_cigs_cigLitUp', false]))", 5, false]; player addAction [localize "STR_murshun_cigs_stop_cig", {params ["_target", "_caller"];[_caller] spawn murshun_cigs_fnc_stop_cig}, nil, 0, false, true, "", "if (_target != player) exitWith {false}; ((goggles _this) in murshun_cigs_cigsArray) and ((_this getVariable ['murshun_cigs_cigLitUp', false]))", 5, false]; player addAction [localize "STR_murshun_cigs_take_cig_from_pack", {params ["_target", "_caller"];[_caller] spawn murshun_cigs_fnc_take_cig_from_pack}, nil, 0, false, true, "", "if (_target != player) exitWith {false}; 'murshun_cigs_cigpack' in (magazineCargo uniformContainer player)", 5, false]; player addAction [localize "STR_murshun_cigs_start_someones_cig", {params ["_target", "_caller"];[cursorObject, _caller] spawn murshun_cigs_fnc_start_cig_his}, nil, 0, false, true, "", "if !(cursorObject isKindOf 'Man') exitWith {false}; ((goggles cursorObject) in murshun_cigs_cigsArray) && (!(cursorObject getVariable ['murshun_cigs_cigLitUp', false])) && (alive cursorObject)", 5, false]; }; Finally just add the following classes into your trader price lists (and spawn them as rare Epoch and mission loot as you'd like): class murshun_cigs_cigpack { price = 100; }; // Beautiful, wonderful Murshun cigarettes, pack of 20 class murshun_cigs_matches { price = 5; }; // Pack of matches class murshun_cigs_lighter { price = 20; }; // Zippo class immersion_pops_poppack { price = 5; }; // Lollipops And remove the Epoch lighter (which won't work with Murshun without a client side preinit function... That's it. RePBO your mission file and upload to your server...
  12. 1 point
    I have a pull request in with @NoxSicarius. I am waiting for him to merge my updates. This version of Epoch Admin Tools is still considered "test branch" until Nox says otherwise. I spent a great deal of time fixing and updating files. Everything works with a few minor exceptions. Those are listed below. Complete install instructions and changlog provided in my github repo. Download Here. Once Noxsicarius merges my updates, I will change the github link. New Features Admin tools can be activated with hotkeys rather than with the traditional self-action loop. Hotkey activation is turned on by default. Server-side AI spawner. You can choose hero/bandit ai, select the spot on the map where they spawn, and receive humanity gain/loss and bandit/human kills. Server-side crate spawning to avoid Battleye kicks from the new BEserver.cfg settings. Nox's debug monitor integrated - toggled with Ins key. Dynamic text messages added as an option to safezone script. Toggle grass on/off added as an option to player action menu Set view distance added as an option to player action menu. Players can adjust view distance from 1000-5000 meters in 500 meter increments. Base manager fixed and updated with new dialogs. Still does not work with vectors though. That is a tough update. The graphical vehicle spawn menu has been upgraded so you can choose between all vehicles and Epoch only vehicles. Mods can only spawn Epoch vehicles. The old vehicle system has been removed. Keybinds F2 - Activate admin tools (if enabled by setting variable EAT_AdminMenuHotkey to true) F4 - Admin mode/mod mode options - when toggled on F6 - Cancel spectate 4 - Admin teleport 5 - Teleport player to admin 6 - Teleport to player 7 - Enhanced ESP options - when toggled on U - Unlock vehicle/safe/lockbox/door L - Lock vehicle/safe/lockbox/door J - Display object information in systemchat Del - Delete object Ins - Toggle Debug Tab - Activate action menu (if enabled by setting variable EAT_ActionMenuHotkey to true) Shift+w - Fastwalk or vehicle boost - when enabled q,w,a,s,d, and space bar are used if flying is toggled on Additional Information and Issues I have updated pretty much all of the files in this mod. As far as I can tell they run completely error free. There are a couple of issues though. The Base Manager does not work with vectors. I tried to get it to work, but the fix eluded me. It will take someone with more knowledge of the vector system to fix it. The GUI based building spawner is a bit wonky. Sometimes the buildings will spawn too far away from the player and the 20 meter build range deletes the building. This system should probably have its own build function. The building selection also needs improvement. In order to use the GUI based building spawner you will have to disable a couple of lines in createvehicle.txt. I did not add all of the buildings as exceptions to this file. The Battleye filters have been updated for DayZ Epoch Please report any kicks that you get while using the admin tools in this topic. If you are using other mods, then you will have to updates these files or merge them. You can adjust the humanity and delete times of the ai in EAT_serverAiSpawn.sqf with these two variables: EAT_HumanityGainLoss and EAT_aiDeleteTimer. Note on the base manager: This line in BEserver.cfg will kick you if you try to make too large of a dome with the copy function. MaxCreateVehiclePerInterval 150 1 You either need to increase the value or avoid making large domes with the copy function. There are far too many updates and fixes to list here. It would be a mile long. A fairly complete list is in my change log on github. If you notice any problems post them here. Credits @NoxSicarius - lead developer - Nox's credits are in the github readme. @ViktorReznov - code for the getobjectinfo function that is activated with the J key. @BigEgg help in Discord with medical public variables - used in heal players function. @ebayShopper solution for deleting handgun - used in admin weapon spawning function. Mod detection method. If I forgot anyone, I'm sorry. I'm tired while posting this.
  13. 1 point
    A Man

    infiSTAR building controls

    Besides the check of every players uid, you can work with profileNameSpace. https://community.bistudio.com/wiki/profileNamespace If you create a small dialog or an action menu where players can choose their weapons and spawn point, you can save it directly in the playerprofil locally on the pc of each player. it is a good possibility to work with. the downside of the that command is if a player change something on his profile like name changes, changes of the characters head these values getting overwritten. And you cannot call it from a server like normal variables. you have to convert it in another variable before.
  14. 1 point
    What's that question? No one forces you to use ESS. And if you want to setup own loadouts and spawnpoints, why don't you just do so? I really don't get the point of this post.
  15. 1 point
    Hi all, Thought I'd post this up here as I spent the morning looking for a solution to this issue whilst trying to add some extra roads to my server but eventually found a work-around to the problem buried somewhere on the internet so wanted to share with others (as a lot of other people seem to give up with the frustration) The problem: So unlike placing objects and buildings in the Arma2 map editor, when laying down roads, dirt tracks and side walks the user is unable to select them to move them/align them correctly. The solution: To do this simply add a "draggable" object next to the road item (I added a bush) , using the left mouse button drag over the road item and the "draggable" item (both will then be selected), hovering over the "draggable" item and then dragging or rotating that will work for both the road and the other item. - Place your road into the correct location then "Save" - This is important as I've noticed that the map editor after saving moves the road slightly out of position the first time that so simple move it back and then save one more time! - After the second save the road will stay there, then you can delete the "draggable" item (the bush in my case) and your done! Hope this helps out some other people in future... Cheers, Bobby
  16. 1 point
    Mine is cheap and dirty, but without mod: Connect script: init.sqf blaze_it = compileFinal preprocessFileLineNumbers "addons\blazeit.sqf"; Bring the smoke: addons/blazeit.sqf disableUserInput true; closeDialog 0; hint "...that makes me feel alright!"; _smoke = createVehicle ["SmokeShell", position player, [], 0, "NONE"]; _smoke attachTo [player, [-0.03,0,0.7]]; uisleep 40; disableUserInput false; make Action Menu (Press Space) work+connect with Hemp \epoch_config\Configs\CfgActionMenu\CfgActionMenu_self.hpp class smoke { condition = "!dyna_inVehicle && InSafeZone"; action = "if !('ItemKiloHemp' in magazines player) exitwith {['Get atleast one kilo of hemp to smoke...who needs less?',5] call Epoch_Message;};[] spawn{ player playMove 'amovpsitmstpsnonwnondnon_smoking';uisleep 2;call blaze_it;['Great stuff ...',5] call Epoch_Message;0.9 call epoch_setDrunk;player removeitem 'ItemKiloHemp';};"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\player_inspect.paa"; tooltip = "Smoke Weed"; };
  17. 1 point
    A Man

    Craft In Shed

    Yes if you do not want to use it as private function. it will work like that.
  18. 1 point
    A Man

    Help RPT _Log Epoch

    @JakeQue This is normal and cannot be changed until the next epoch patch. Removing it from traders, loot and AI mission will not change it. because it gets loaded from the ak74 and rpk74 configs.
  19. 1 point
    If you still have any issues, I guess you still have my email address? Just email me your dayz_server and mission pbo
  20. 1 point
    Woah wait, I just downloaded the Server PBO from my host and none of the files I've been changing are there. But I literally uploaded the Server PBO again like 30 minutes ago. Okay, I just uploaded the Server PBO and then clicked save settings and restart server, waited for the restart to finish, then downloaded the Server PBO to make sure and none of my changes are in the PBO. Is there any reason it wouldn't accept my Server PBO ?
  21. 1 point

    adding items to epoch loot

    BTW, if you mean actually adding items to Epoch then either in your own custom mod or submit them via a push request from a fork of the experimental branch of the EpochCore github repository for approval: https://github.com/EpochModTeam/EpochCore/tree/experimental
  22. 1 point
  23. 1 point

    A3E Take Clothes

    ARMA3 Take Clothes Script As some of you are aware, one of my pet peeves with ARMA3 is that Bohemia added detachable uniforms but then made it so you could not wear all of them by siding each. Thus, in Epoch, if you are female, you can wear female and NATO uniforms, but not CSAT or AAF. Males have a similar issue being bared from wearing NATO or AAF. While some mods like Tryk's unlock all their uniforms, unfortunately many do not (including CUP). Here is my work-in-progress solution to the problem that allows you to take and wear any uniform that a dead adversary is wearing. Installation UPDATE: 2/27/2018 @ 1916EST: Updated the code and installation instructions based on feedback from the community. UPDATE: 3/21/2018 @ 0943EST: Updated the code based on feedback from the community and a rewrite by He-Man. Create a file in your favourite text editor called TakeClothes.sqf with the following code: /* Author: Grahame/He-Man Description: Take and wear any clothes from a dead player or AI Licence: Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike */ private ["_target_uniform","_player_uniform"]; params ["_target","_player"]; _nearentities = (((_player nearEntities 7) select {isplayer _x && alive _x && !(_x iskindof "HeadlessClient_F")}) - [_player]); if !(_nearentities isequalto []) exitwith { ["Cannot take clothes when other players are nearby",5] call epoch_message; }; if (uniform _target isequalto "") exitwith { ["Target has no uniform to take",5] call epoch_message; }; _playerloadout = getunitloadout _player; _targetloadout = getunitloadout _target; _player_uniform = _playerloadout param [3,""]; _target_uniform = _targetloadout param [3,""]; _playerloadout set [3,_target_uniform]; _targetloadout set [3,_player_uniform]; _player setunitloadout _playerloadout; _target setunitloadout _targetloadout; Put that file in your mission, for example as custom/TakeClothes.sqf. Add the following lines to your mission's init.sqf: if(hasInterface) then{ TakeClothes = compileFinal preprocessFileLineNumbers "custom\TakeClothes.sqf"; }; In your mission file, edit the epoch_config/Configs/CfgActionMenu/CfgActionMenu_target.hpp, adding the following lines to the end: // Take Clothes class take_clothes { condition = "((!alive dyna_cursorTarget) && ((dyna_cursorTarget isKindOf 'SoldierWB') || (dyna_cursorTarget isKindOf 'SoldierEB') || (dyna_cursorTarget isKindOf 'SoldierGB')))"; action = "[dyna_cursorTarget, player] call TakeClothes;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\group_requests_ca.paa"; tooltip = "Take Clothes"; }; Rebuild the mission file and upload to the server. Voila! You can now look at any dead player or AI and take and wear their uniform no matter what it is! Acknowledgements Though no code was needed from the DayZ/ARMA2/Epoch Take Clothes script, it is the reason I have always been so bugged about not being able to wear uniforms from dead adversaries. Yeah, I'm a bit of a bandit that way for sure Anyway, cheers guys:
  24. 1 point

    Craft In Shed

    4 locations DZE_ActionInProgress --> dayz_actionInProgresss line 468 dayz_HungerThirst --> dayz_NutritionSystem and this... call vehicle_gear_count; still idk what this is.. theres a lot wrong with this. need to difmerge the new one from dayz_code/actions
  25. 1 point

    EVR Blowout on Epoch

    I'm dropping this here as the scripts etc are not my works nor are the fixes. I just trolled thought a few hundred forum post regarding the evr blowout going back a couple of years. Hoping someone with more knowledge and skills may take this on, and make a server side addon, god knows I tried AGAIN THIS IS OTHER PEOPLES SCRIPTS/FIXES, not my 1 - Thx to fallingsheep for his hard work - GitHub - a3_emission 2 - Thx to JohnO for the fixes he posted on that other a3 mod's forum - GitHub - JohnO Read the notes I left on blowout_config.sqf regarding options that break shit and or currently work, plus check out line 153 of the blowout_server.sqf again thx to JohnO EVR Blowout sorry for the poor quality, need it to upload quickly