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Showing content with the highest reputation on 10/08/15 in all areas

  1. 3 points
    Hello Everyone, I know this is long overdue, but I have enough time to begin working on VEMF. I've been working at a full time factory job for the past year and a half, and their slow season is October to February, and it's about that time of year again. I'm hoping to find a less time consuming job related to my career path in the near future when I get my car loan paid off. What's new with me? I have the audio equipment my former patrons provided for me, and I have changed internet providers so I now have the speeds to be able to stream reliably. I hope to stream and upload more VEMF related content this time around now that I have better speeds so I don't have the frame drops I was experiencing last time. This means that continued development on VEMF will mostly be streamed on my twitch. I also now have a twitter instead of a website blog to try to keep you up to date. I know that I have let down the individuals who were my patrons, and I apologize. I am closing my Patreon down until I feel like I have made it up to the community for my absence. To those that were my patrons, I am still very appreciative of the support you provided me. I also want to thank IT07 for taking over while I was away, and he has renamed his version of my code to VEMF Reloaded to avoid confusion. I am working off of the existing code I left without his changes. So where is VEMF headed from here? The Arma 1.52 FilePatching change has affected a lot of how my system works. Even just launching it requires downgrading server security in BI's eyes, and for this reason I want to change it. Changing VEMF to be ran config-based with tags requires a lot of tearing apart and reorganizing code, and all the function calls in VEMF have to be changed. The end result should function better and be more organized. This is the first reason I want to change how VEMF works. VEMF as originally imagined and written on my Patreon and this original post was supposed to be more than a fetch-the-box mission system, and I feel like I have failed at delivering that. It could be improved farther along the way, but at it's core with the Town Invasions, it was still a fetch-the-box mission system with clear-the-town in front of it. My AI however are very aggressive and intuitive that made it unique but not unique enough to what has already been done. This is the second reason I want to change how VEMF works. When I first envisioned the town-invasion missions back when I was working on DZMS, I also envisioned an infection mechanic, or hostile takeover mechanic (I prefer to use infection). The idea being that a town would be invaded lightly to begin with, but the longer the town is invaded (over real-time days) the town would become more fortified with more reinforcements, supports, and supplies. The main drawback with this is that either a server has to run without restarting, or the information has to be stored somewhere in a Hive. With the Epoch Redis calls, this should now be possible. The interesting part is that after a town reaches a certain level of fortification, missions in the traditional sense can be spawned nearby. One of these missions would be a scout vehicle style mission that would be heading from the infected town to a nearby one. When the scout vehicle reaches the town, and guards it for so long, the AI would also "infect" that town. Over the course of a week unchecked by the player-base of the server, AI could infect multiple towns and be quite a threat to normal day-to-day operations. There would be a users-online check to make sure a low-pop server doesn't become completely infected to ruin new-player experiences. So where's the reward? The AI along with their fortifications will also be bringing in heavy firepower and the supplies and resources for that heavy firepower. There will also be trader based missions to attack specific locations that are "infected" that will reward crypto instead of relying on finding cache's left by the AI. I think that this would add a great dynamic to PVE and PVP servers. For PVE servers there will be an option to spawn the server "completely infected" from the start. PVE servers players should band together to take on the AI Antagonists, and on PVP servers, players will be forced to work together to an extent or risk complete annihilation. I'm interested in your feedback on this new direction VEMF is headed in! Keep an eye on my twitter and twitch for Streaming notifications, and this thread for progress updates. (You can visit my website by clicking my signature banner if you don't know my twitch or twitter) I'm glad to be back.
  2. 2 points
    Razzmatazz

    Maintenance of Storage Objects

    It becomes incredibly frustrating to have to babysit all of the lockboxes and shelves (and soon, safes) in your base to keep them from disappearing. Some friends and I put some lockboxes in our base this past Saturday, accessed them on Sunday, and then they were gone when we logged in Wednesday. The base was secure; no walls had been breached, the vehicles were untouched, and the shelves right next to the lockboxes were just fine. I understand storage objects that are not in a base (i.e., outside a frequency jammer radius) disappearing after a certain period of non-use. However, storage objects in a base should be maintained by the frequency jammer. If and when the base itself starts to despawn from lack of maintaining, the storage objects should be the last items to despawn because that gives other players a chance to loot the derelict base. Removing a storage object in a base if it hasn't been accessed recently makes little sense. Maybe a lockbox/shelf is full of building supplies in case repairs are required. There's no need to access those materials regularly, but it's something that's good to have on hand. Similarly, maybe you keep all your satchel charges in a lockbox. You might not need them frequently, but they are definitely nice to have.
  3. 2 points
    Donnovan

    MOSTWA - Andre most Wanted Script

    Thanks a lot for your donation, this is the first donation after i updated Andre Convoy, released Andre Aerial Patrol and Most Wanted. My to-do: - Release Time Control with FSM: 90% done. (specially for BetterDeadThanZed). - Update Andre Convoy with the LetArmaDoItAll version: 90% done. - Updated Most Wanted: 90% done.
  4. 1 point
    bFe

    Customize admins infistar, newest versions

    Alrighty. I'll look it over and send it back to you within 24 hours(or less).
  5. 1 point
    JonasF

    Customize admins infistar, newest versions

    Hello, and thanks for wanting to help me! I will pm you the file, I dont want to move back in time as with the never version we have had a lot less hackers coming through :D I will PM you the file and what we want the normal admins to have :D Cheers!
  6. 1 point
    serveratze88

    a3_vemf_reloaded by IT07

    Thank you works fine :)
  7. 1 point
    axeman

    Sapper-Free Bases

    I have been working on a separate antagonist / epoch project and now have the means to allow sappers to see the base objects. Boss sappers use an older code as the normal sappers, normal sappers should be 'afraid' of your plot pole. expect AI updates soon :)
  8. 1 point
    IT07

    a3_vemf_reloaded by IT07

    CLIENT FILES UPDATE! New message animation
  9. 1 point
    IT07

    a3_vemf_reloaded by IT07

    UPDATE! Fixes for mission spawn issues and also a new feature: enable/disable mission announcements
  10. 1 point
    bFe

    Customize admins infistar, newest versions

    If you want them to have access to force disconnect and temp ban I assume they'll need access to the SpecificTarget menu also. I also assume that you don't want them to have access to everything in the SpecificTarget menu. Feel free to PM me with the AT.sqf and I'll edit it so the normal admins will have a separate SpecificTarget menu with just the options you want them to have. Edit: I can also send you the version I'm using. Its a few months old but its much easier to customize(by the looks of it).
  11. 1 point
    Axle

    Let There Be Light!

    Light sources will be apart of the build system.
  12. 1 point
    TheStainlessSteelRat

    Let There Be Light!

    Heard talk that battery may be able to be hooked up to a light source in future; but must say it was only talk in a stream whilst solar panels were being modelled.
  13. 1 point
    Moved from Dayz Standalone forum (where it didn't belong) to Off Topic because I have no idea which version of Epoch you are talking about.
  14. 1 point
    Royal

    MOSTWA - Andre most Wanted Script

    You ever thought of using something different for the timers? Because this script won't really run on popular/overloaded servers running on low FPS. My server runs on a average of 3 fps with 70 players online. This low fps will immensely slow down the way the timers work. Seconds will actually take longer causing 15 minutes to become 30 minutes. So when putting the initial timer at 40 minutes the entire script won't even run once during a 2 hour runtime of the server. Not sure if anyone with a overloaded server noticed anything like this tho. But it's a very known issue and I was hoping maybe you thought of something that could make these timers more reliable. I tried using serverTime instead of Time but that doesn't really help. I made a similar script about a year ago but ran into this same problem so I canceled the project (players got a bit mad that they had to survive 40 min instead of 10). EDIT: I seem to have found a way to introduce reliable timers with the help of a extension.
  15. 1 point
    bFe

    Customize admins infistar, newest versions

    In your AH.sqf, search for "NormalAdmin_Menu" to see who can do what. You have Super, Normal and Low.
  16. 1 point
    vbawol

    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.
  17. 1 point
    to make the box spawn loot try this ... find this part in Vfunctions.sqf line 413: VEMFLootList = VEMFLootList + [((_tmp select _z) select 0)]; change it to this: VEMFLootList = VEMFLootList + [((_tmp select _z) select 0)select 0]; however, there is still a lot of stuff in this that could be improved and some errors that will occur now and then ...
  18. 1 point
    Open server_updateObject and find this line: if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); }; Then comment it out with // or delete it and it should work again.
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