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Showing content with the highest reputation on 10/07/15 in all areas

  1. 2 points

    Let There Be Light!

    Light sources will be apart of the build system.
  2. 1 point
    What is A3EAI: A3EAI is a general-purpose AI addon designed specifically around A3 Epoch and its unique features, built from a heavily modified version of DZAI 2.2.1. "A3EAI" simply stands for "ArmA 3 Epoch AI". For users of DZAI, you'll know exactly what to expect from A3EAI. A3EAI Features: Automatically-generated static AI spawns: A3EAI will spawn an AI group at various named locations on the map if players are nearby. Dynamic AI spawns: A3EAI will create ambient threat for each player by periodically spawning AI to create unexpected ambush encounters. These AI may occasionally seek out and hunt a player.Random AI spawns: A3EAI will create spawns that are randomly placed around the map and are periodically relocated. These spawns are preferentially created in named locations, but may be also created anywhere in the world.Air and land vehicle AI: AI patrol in vehicles around the map, looking for players to hunt down. Cars and trucks may roam the road, and helicopters (or jets) search the skies for players. Helicopters with available cargo space may also occasionally deploy an AI group by parachute. Dynamic AI may also sometimes summon an air vehicle to their location for support.Custom AI spawns: Users may also define custom infantry and vehicle AI spawns at specified locations.Adaptive classname system: A3EAI reads Epoch's loot tables to find items that AI can use, such as weapons and equipment. Users may also choose to manually specify classnames to use instead.Error-checking ability: A3EAI checks config files for errors upon startup. If errors are found, A3EAI will use backup settings and continue operating as normal.Classname verification: A3EAI filters out invalid or banned classnames and prevents them from being used by AI.Universal map support: A3EAI supports any and every map for Arma 3 without changing any settings.Plug-and-play installation: Installing and upgrading A3EAI is a simple copy and paste job and does not require modifying any Epoch files.Easy configuration: A single configuration file contains all settings for A3EAI. This config file is external to the A3EAI pbo, so configuration changes can be made without ever having to unpack or repack the pbo file. What's new about A3EAI: A3EAI is intended to be a near-total redesign of DZAI in terms of how the three major AI spawning systems (Static, Dynamic, and Random) work together. In DZAI, the 3 systems worked mostly in isolation: Static AI was for cities and towns, dynamic was for everywhere else, and random was just... random. A3EAI seeks to change things up by using "zero-configuration heterogenous spawning system" that lets all three major spawning systems to work together as one. Instead of having manual static spawn definitions for each city, town, etc, A3EAI will place a single spawn area at each city/town/etc directly. The upgraded dynamic and random AI spawning systems will fill in the gaps by spawning AI wherever necessary. AI group sizes, skill levels, and to a certain extent, loadouts, will be assigned to suit the location - small villages will have the lowest level AI, with larger cities having tougher AI. "Remote" areas such as factories and military bases will have the highest difficulty AI. To put it simply, many changes have been made to A3EAI that I simply can't list here. You will have to see for yourself when it is released. Where to download A3EAI: Download at: https://github.com/dayzai/A3EAI How to install A3EAI: A3EAI install instructions are located in the download package as well as the A3EAI Wikia site: http://a3eai.wikia.com/wiki/A3EAI_Installation.
  3. 1 point
    So you currently have a rule that states you can not build within a certain distance of Military barracks etc..... Although making it a rule is easy, making it impossible is almost easier. No deleting bases or having to constantly be on the look out. You will need: Notepad++ (or a software of your choice) init.sqf player_build.sqf (can be found in your snap build folder) Instructions: Step one: Open up your init.sqf and add this to the very bottom: ServerIllegalRadius = 500; ServerNoBuildList = [ "Land_Mil_ControlTower", "Land_SS_hangar", "Land_Mil_Barracks_i", "Land_Mil_Barracks", "Land_budova4_in", "HeliHEmpty" ]; Step two: At the top of player_build.sqf add these to the end of the Private line: "_posrad","_cntrad" Step three: Find this line in player_build.sqf: if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; }; Under it add: _posrad = [player] call FNC_GetPos; _cntrad = count (nearestObjects [_posrad, ServerNoBuildList, ServerIllegalRadius]); if (_cntrad > 0) then { _cancel = true; _reason = format["- Building is restricted %1m near Trader Cities and Millitary Loot Areas", ServerIllegalRadius]; }; Hope it helps :)
  4. 1 point
    not a problem glad you got it sorted. Any other issues feel free to hit me up
  5. 1 point

    Let There Be Light!

    Any plans on bringing the light poles into A3E? My base gets awful dark n' scary at night. :O
  6. 1 point
    If no one helps by the time I get home from work I'll check my files as I use both as well.
  7. 1 point

    Description for DLC items?

    Here's a script for you to run from the editor. Replace the class with what you want and it will pull it from the config. If you want it to log to your local RPT in AppData for easier copying then you can replace the hint with diag_log. VClass = "srifle_DMR_02_F"; hint (getText(configfile >> "CfgWeapons" >> VClass >> "Library" >> "libTextDesc")); For example: You have to change the CfgWeapons to the correct Config depending on the item also.
  8. 1 point

    Description for DLC items?

    I hope this helps. http://epochmod.com/forum/index.php?/topic/34340-marksmen-dlc-classnames/
  9. 1 point
    Their are lots of good servers with AI .. like mine lol ..
  10. 1 point

    Headless client worth it?

    Just a few players, I doubt it would ever get over 10. It is a VDS from NFO, 3.0 ghz 4 core zeon 4gbs of ram.
  11. 1 point

    Epoch 0.3.4 Rolling Changelog

    Client: [Added] Fishing Pole and ocean fishing, also added crafting recipes to allow cooking fish. [Added] Workbench storage device added and used as a nearby crafting requirement for most Kit based crafting options. [Added] New secure storage device: The Epoch Safe. [Added] Totally new crafting system and UI by Raymix. [Added] Epoch variant of the unarmed Strider vehicle. (I_MRAP_03_EPOCH) [Added] Broad Sword Melee weapon that can chop down trees and mine rocks. [Added] Halloween Clown mask and re-added to loot tables: Wolf/Pumpkin masks as well as Meeps Candy. [Fixed] Unable to remove lit fireplace. [Fixed] Group members unable to lock a Lockbox or Safe that was placed by the group leader. [Fixed] Shadow artifact at top of Jammer. [Fixed] Reduce client fps lag when first joining the server by preloading objects before exiting loading screen. [Fixed] Being unable to remove a solar generator. [Fixed] Angry Pumpkin mask was incorrectly visible in first person. [Fixed] Issue with Headless clients being treated as players. @dayzai/Face [Changed] Removed debug hint text for 3d rotation of objects as it was not needed. [Changed] Re-enable Move button, this system will stay and be refined in the next few patches. **Improved Dog AI Dog Brain by Axeman** [FIXED] Dog not taming due to var reset in wrong place / BIS animal update. [UPDATED] Dog text format updated. [UPDATED] Dog whine, instead of bark, when alerting of other nearby players (When player crouched). [UPDATED] Dog prey kills now use animal looting system. i.e. Dog will loot dead animals, and other objects, then will fetch loot. [UPDATED] Attached weapon (loot) holder is now dropped if dog finds a new one. Needs update. [ADDED] New Quiet dog bark and whine. [UPDATED] Make dog sounds global and use quieter sounds to alert player once dog is tamed. Untamed dog or when attacking is still loud. [UPDATED] Add occasional quiet dog whine when other players in the area. [UPDATED] General Dog timeout tweaks to compensate for Arma Animals 'doing their own thing' Server: [Added] Example "Epoch Event" Code to provide an example on how to broadcast a message to all players using BE. [Added] 'CfgTraderLimits' config can control stock limit per trader per item. Default is 100 per item class per trader. [Added] storedVehicleLimit variable in CfgEpochServer can now control the total max allowed vehicles on traders. Default limit is 20. [Fixed] Logging to the database was not working due to missing function. [Fixed] Issue when trading vehicles that caused the trader data to save data to the wrong slot. [Fixed] Added missing prices for female vests. [Fixed] Error Generic error in expression in EPOCH_server_repairVehicle. [Changed] Reworked secure data storage system to be more reliable. (NOTE: This may cause issues with existing lockboxes spawn on the ground with incorrect orientation.) [Changed] Base building maintain option now also maintains storage devices. [Changed] Moved vehicle spawn config that controls how many vehicles can spawn at different location types to settings pbo. See new vehicleSpawnTypes array in the (WorldName).hpp config. [Changed] Use new sort command instead of BIS_fncSortBy. [Changed] Use new worldSize command as default if maps worldSize setting in CfgEpoch does not exist. [Info] Removed old .bikey and added new one for 0340. [Info] The source code for the a3_epoch_server.pbo is now on the GitHub. Expected Release is within 1-2 weeks.
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