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  1. 7 points
    LAST UPDATE: 19.09.2017 - go to the bottom for changelog Hey there Epoch-Community, in this topic, I want to release my Update Panel. This may need some longer explanation so if you are interested, read carefully. Background-Story: So I was a bit annoyed by all the vanilla functions that are currently available in ArmA 2. Everytime you just see format texts or hint boxes, sometimes even dynamic texts but still not my taste. So I decided to create a Display that is spawned by a function. It's like a modern version of hint boxes. The cool thing is that you can adjust nearly everything of it by giving the function different arguments. Due to that fact, you could easily manage all your server messages and notifications through this function to have a universal system. It's a bit confusing and ugly when you are running multiple mission systems for example and one is using text at the top of the screen and the other one directly in the middle. What features does it have: Currently, there are 9 different arguments to adjust the Update Panel to your liking. Meanwhile I made ALL arguments optional so you can leave them out. Receiver aka the Side - defines whether the Update Panel is only shown to the Client it's running on or whether it should be shown to everyone like a global message Style - At the moment there are four styles, they are different in the box style and whether it contains an image or not Background Color - Ofcourse you can also adjust the Color of the Box Font Color - Aswell as the text color Header - This is the Headline of the Update-Panel, you could use something like your server tag Line 1 - The first textline of the panel that holds up to 40 characters Line 2 - The second textline that can also hold up to 40 characters and also a good option to display a single line update panel Duration - Also you can adjust the time how long the panel will be visible to the clients Image - The second style can hold an image, here you can define the path of an image that should be displayed in the panel If you are interested in how to use all the arguments and how to make them optional, read this: RLNT GITHUB So you should be able to see that you can adjust a lot of things. And you can suggest even more. If you want another style with a different position of the panel, no problem! Also the function contains a config where you are able to set default variables in case you don't want to write so many arguments each time. Let's say you want to display all messages of your server with this panel, then you can just set the Background Color you want to use for all your panels in the config and never write this color array again. Instead you just type nil as an argument. The function will automatically recognize this and replaces the nil with the variable from the config. All currently available styles: Style 1 Style 2 Style 3 Style 4 Codeexamples: Credits: @Sp4rkY - teached me the most in sqf @iben - got the wonderful github formatting from him @He-Man - made me familiar with eventHandlers and communication between client and server @DirtySanchez - helps me to improve my scripts (performance and structur) @LordGolias - made an awesome sqf-linter for the Atom-Editor @Epoch-Discord - especially @salival @BigEgg @DirtySanchez @scuba_steve - always helpful and very patient Download and Installation: RLNT GITHUB Bugs, Issues and Suggestions: RLNT GITHUB Changelog: Click here for the Changelog with actual links if you are interested in the commits: Changelog
  2. 7 points
    So lets take EPOCH assets and make some upgrades! ENJOY! Credit for the model work goes to @Helion4 Credit for the original CinderWall config goes to @Sequisha
  3. 6 points
    vbawol

    Epoch Dead?

    That said 1.0.0 is in the works and is going to be feature packed, there is a lot of work going on both experimental GitHub accounts from the community devs. I can say that the changelog is way out of date so if you are curious check out the commits. Client Files: https://github.com/EpochModTeam/EpochCore/commits/experimental Server/Game mode: https://github.com/EpochModTeam/Epoch/commits/experimental Also, I will touch this quickly. @phm The only build that did have a "Steam ID backdoor" was an early leaked version that was intended only for use by the closed group of server admins we had testing at the time. They all knew about it. Just as you mentioned the "controversy" you refer to was manufactured just to get attention to drive sales. I.E. https://en.wikipedia.org/wiki/Streisand_effect Gamers are never satisfied for long and if you try to please everyone you will ever finish. While we cannot please everyone when it comes to an Epoch survival game mode we tried to lay the best groundwork we could so that others can leverage our work. So, If you do not like something change it. That is the beauty of modding.
  4. 6 points
    klinGiii

    Epoch Dead?

    Sorry ... but what ? Take a look here : https://github.com/EpochModTeam/Epoch/commits/experimental Then you`ll see that he cares and some other contributers too. Thx @vbawol + @He-Man btw. and the whole rest of the team for your work. Keep in mind that they do it for us in their spare time. And they do it because they want to do it and for nothing else. So ... i just wanted to point out , that he cares. But i think the limiting factor is simply the time and the team is not as big as it was 2 years ago.
  5. 5 points
    iben

    Epoch Dead?

    Hello guys, @vbawol - and other guys from epoch team ... and guys releasing addons: I cannot express how I'm greatfull for your hard work. As a developer I can understand the cost of that work ... you shared your skills, free time, money, heart... Let me tell you something: Epoch is not dead and never be! Why? Because you created something wonderfull for many kids - kids that started coding the most effective way - write some code - see the result immediately - in your favourite game. That means, you helped a significant amount of people to start something new and grow as a developer-beginner. And you will never know - someday someone asks famous developer - "How did you start coding?" - and he answer - "Well, once I played Epoch mod and ...". And there is more what your work means for others... Thank you guys from deep of my heart! You guys are my heroes... Cheers
  6. 5 points
    BigEgg

    [HOW-TO] DankHax Prevention

    Hey everyone, I just figured I would drop a line and save everyone some head-aches for a while at least. Step 1: Remove infistars trash scripts.txt Step 2: Create a new scripts.txt and add the following to it: //new2 4 dedicatedServerInterface 4 openDSInterface !="a _lbindex;\n};\n\nif (_lbselected == \"DSInterface\") then {openDSInterface;};\nif (isMultiplayer) then {player createDiarySubject [\"" 5 reRunCheck This will prevent people from using the server control panel in game, and will block the dankhax injector entirely. This variable could obviously be changed by them, so to be even safer, you could also filter for execVM. Hope it helps :)
  7. 4 points
    Hi, I used the search bar for this forum and typed "infistar bank" this was the first link that came up:
  8. 4 points
    _Jack

    [Release]Locate Ore Veins Script

    Hey guys, here is a simple script I made that allows players to scan for ore veins. I no longer run arma 2 servers so I decided to release some of the scripts I used! Hope you find it useful! :) //Range that it will scan for veins ScanRange = 1500; //Get number of each vein within defined range VeinsCountIron = count ((position player) nearObjects ["Iron_Vein_DZE",ScanRange]); VeinsCountSilver = count ((position player) nearObjects ["Silver_Vein_DZE",ScanRange]); VeinsCountGold = count ((position player) nearObjects ["Gold_Vein_DZE",ScanRange]); //Get total veins VeinsCountTotal = VeinsCountGold+VeinsCountSilver+VeinsCountIron; //Display results to player systemChat format["[IG]Within %1M there are %2 ore veins: %3 Iron, %4 Silver and %5 Gold.",ScanRange,VeinsCountTotal,VeinsCountIron,VeinsCountSilver,VeinsCountGold]; format["[IG]Within %1M there are %2 ore veins: %3 Iron, %4 Silver and %5 Gold.",ScanRange,VeinsCountTotal,VeinsCountIron,VeinsCountSilver,VeinsCountGold] call dayz_rollingMessages;
  9. 4 points
    He-Man

    Disable Radar (Sonsors of Vehicles)

    If somebody is also looking for a script function to disable the Radar of Vehicles: { _sensor = _x; if (_sensor isequaltype []) then { if (count _sensor > 0) then { _sensor = _x select 0; }; }; _vehicle enableVehicleSensor [_sensor,false]; } foreach (listVehicleSensors _vehicle);
  10. 4 points
    Grahame

    Epoch Dead?

    Just want to add a personal note here: This is exactly why, after getting into A3 Epoch server development in 2015 I have stuck with Epoch and not considered moving to another mod - it is designed as a sandbox that can be configured and reworked (within ARMA's limitations) to provide exactly the environment you want. Looking at the 0.6 changelog is very exciting (and I hope to contribute myself to that) and the number and quality of contributors is, to be honest getting back to where it was before I even played A3 Epoch. The work @vbawoland the other long timers have done is exceptional, and the new core contributors who have provided content and are providing even more for 0.6 and beyond are taking everything to a new level. Hopefully @vbawolis getting reinvigorated by their work cause this mod was, is and will continue to be the best survival sandbox mod that exists for ARMA3! A big shout out should also be made though to those fine people who, not only have brought out brand new versions of ARMA2/DayZ/Epoch but as devs and modders continue to improve that fantastic product too!
  11. 4 points
    salival

    virtual garage

    Right, first of all, you can stick that attitude up your ass. Second of all, we can't help you if you don't help your self. The instructions are pretty simple, hey maybe they could be a bit better but there has been a tonne of install with no issues. I spent quite a lot of hours on this rewrite, FOR FREE. I am happy to fix your problem but you work to my schedule. If you like, I can leave work now and invoice you for the time I'll be away from work and my family to fix this for you asap. If you don't like the mod, I'll refund you the price you paid for it. I.e NOTHING.
  12. 4 points
    seelenapparat

    Help with a napf bridge.

    at the bottom of serverfunctions.sqf or in a seperate file called from serverfunctions.sqf you put this: fnc_bridgeA2 = { private ["_start","_obj"]; _start = createVehicle [_this select 2,_this select 0,[],0,"CAN_COLLIDE"]; _start setVectorUp [0,0,1]; _start setDir (_this select 1); _start setPosATL (_this select 0); for "_i" from 1 to (_this select 3) do { _obj = createVehicle [_this select 2,_this select 0,[],0,"CAN_COLLIDE"]; _obj attachTo [_start, [_i*(_this select 4),_i*(_this select 5),_i*(_this select 6)]]; }; }; //examples of use: //first (array) is the coords, second (number) is the direction, third (classnames) is the object you want to use, //fourth (number) is the count (how many objects), last three (numbers) is the offset. //[[7688.9277, 5936.1899, 1.23430218], 87.44249,"MAP_Bridge_wood_25",4,17,0,0] call fnc_bridgeA2; //[[13640.5,3862.64,-1], 105,"Land_nav_pier_m_2",17,40,0,0] call fnc_bridgeA2; //[[4638.26,2564.16,0.00143909],120,"MAP_runway_main_40",17,0,40,0] call fnc_bridgeA2; //[[4649.19,2515.24,0.00143909],120,"MAP_runway_poj_draha",16,0,40,0] call fnc_bridgeA2; //[[11812.4,12838.6,0.00143433],110,"MAP_runway_main_40",18,0,40,0] call fnc_bridgeA2; //[[11814.2,12799.4,0.00143433],110,"MAP_runway_poj_draha",17,0,40,0] call fnc_bridgeA2; //[[12938.8,3690.2,0.00156188],120,"Land_Ind_Expedice_2",16,3.5,30.65,0] call fnc_bridgeA2; this creates a bridge at a defined spawnpoint and can be made as long as you want it to be.
  13. 3 points
    theduke

    [Release]//\\ [No one left back!]

    I signed all my pbos, why i dont know lol My server is whitelisted, so really i could of just turned off verify signatures.. but I started and figured id finish. This is a good video explaining how to sign PBOs... https://www.youtube.com/watch?v=_73AEBoTGuk Really the only reason you would sign them, is if you make the server public. But anyone joining your server without the mod, will see players flying in invisible helis or vehicles and they will get errors...My way to make sure that didnt happen was whitelisting it and making sure the players downloaded my mod pack. I also have a custom BAT file for players to connect to it, because DayZlauncher will not show your server with a "custom" mod pack and like oldmatechoc said, I looked through pbos and only took what i wanted for my server. For example the Gaus Rifle from Namalsk. and i only grabbed the pbos that were needed. I will say this, my mod pack is 4.5gb and it took me more than a year to build it (on and off) then added to it. Everyone has diff taste in servers, we we're looking for something just ridiculous and to have a good laugh and LOTS of booms lol. Hence another reason its whitelisted.. Good luck Duke
  14. 3 points
    DirtySanchez

    Dead body marker

    Currently testing one of my silly "quick n dirty" scripts for this. DP Death Markers will release soon with BE filters. @Drokz should be testing it sometime soon as I just got the info over to him
  15. 3 points
    salival

    [Release] Virtual Garage for 1.0.6.1+

    @Yarpii™ and everyone else, here's the commit that adds support for removing thermal: https://github.com/oiad/virtualGarage/commit/ecebc332d5a3e11443a1d05b7876a976ff77e39f
  16. 3 points
    DuMa

    New Admin

    Am I fit for the job? xDD
  17. 3 points
    _Jack

    [Release]Custom infiSTAR tools

    Hey guys releasing another script I made(or rather a compilation of scripts). I created this to make my admins lifes(lives?) easier in the game, hope someone finds it useful! :) I created this for overpoch so some functions may not work on other mods(e.g. delete all nissans) Tools Included: Quarantine Target(teleports the selected player to debug island, could come in handy for misbehaving players) Explode Target(Explodes the selected player) Edit Bank(Opens a dialog that allows you to edit the selected players bank if you use zsc. If you dont use zsc everything else should still work) Temporarily Delete all the Bikes on the map Temporarily Delete all the nissan 350z's on the map OTF Script Writer(thanks DuMa for the help with this) Explosive Bullets(makes big bang bang) How to install: In your a2_infiSTAR folder create a folder called "custom". In this folder create a file called "category.sqf" and another file called "functions.sqf"(without the quotation marks, obviously) In category.sqf put this code: In functions.sqf put this code: Now, open your AT.sqf In the code find this section: Add the highlighted line: adminadd = adminadd + [" +View Jacks Tools","jackEdits","0","0","1","0",[0,0.6,1,1]]; Now find this section: And add the highlighted line: case 'jackEdits':{call admin_fillJackCustom}; Then find(around line 46/47): And add the highlighted line: #include "\a2_infistar\custom\category.sqf" Then find this section of code(around line 530-535): And add in the highlighted line. For the edit bank feature to work you need to add this dialog somewhere in your mission file(ensure that is included in description.ext, could just add this to an already existing .hpp file as long as it is included in description.ext file): Hope you find this post useful(and thanks to infistar for creating his tool, its pretty good)
  18. 3 points
    Ford

    [Release]Locate Ore Veins Script

    I modified the script a bit. Now it shows nearest iron, silver and gold ore vines, distance to it and direction too. E.g. Code:
  19. 3 points
    One of the reasons I first started using LootSpawner was the fact that I could tailor loot to a specific type of building (e.g. military loot predominantly in military buildings, medical in hospitals, etc.) but one failing has been its reliance on building positions being set up by map developers for each of the buildings used on the map. Recently, for example, I know of someone who really wanted to use Napf for an Epoch server but was really unable to do so because the buildings have not been defined for standard Epoch loot (the beds, tables, chairs, etc.) and the map's new buildings did not have building positions defined, so LootSpawner would not create ground loot. Well, that got me thinking (as did the fact that I'm using @DirtySanchez's Open Chernarus Project to add additional new buildings to Chernarus. Of course the new buildings do not have positions defined that LootSpawner can use.... but Exile does... Here I present some code fixes to allow you to use the Exile Loot Position files for any map with the old LootSpawner system. Credit for LootSpawner goes to the original developers and @Suppe(who produced so much good software for Epoch back in the old days). So, in order to get this working you need to download the original LootSpawner files and make the following changes: Replace LootSpawner.sqf with: If, like me you have altered the chances of loot spawning or added additional loot building classes do not forget to change that in this file. Replace fn_LSgetBuildingstospawnLoot.sqf with: Now, find an Exile CfgBuildings.h for the map you are using. You need to create a new file in your mission file in epoch_config/Configs called CfgLootPositions.hpp. Copy the code from the CfgBuildings.h into this and wrap the whole thing in: class CfgLootPositions { ... the original file contents ... }; UPDATE: I did, of course, forget to mention that this new file must be loaded along with the standard Epoch config files in the mission's epoch_config/sandbox_config.hpp. Just add this line to that file: #include "Configs\CfgLootPositions.hpp" Now just make sure that all the buildings are listed in the LootSpawner LSlootBuildings.sqf file. Rebuild the loot_spawner and mission PBOs and upload to your server. Now you have loot spawning on the ground, on bunks, under them, on tables and shelves, depending on what the original author of the loot position config provides. If you want to change a building's loot positions or add a new building not covered in the CfgLootPositions then simply download the Exilemod Loot Position Creator which does not require that other mod to run and is pretty easy to use and set things up how you would like them. TODO: Tidy up the code and add error checking on whether the buildings defined in LSlootBuildings.sqf are defined in the new CfgLootPositions.hpp
  20. 3 points
    Ghostrider-DbD-

    Epoch Dead?

    I have had at least one Epoch server up since its introduction. Despite some ups and downs it remains populated and sometimes even busy. Like all things with servers, our epoch server seems to get busy in waves, but has a loyal following of players, some of whom have been on it for years. If you look on the discord there is new life in the dev team with many great ideas that will add content, much needed features, and continued improvements in the UI. There is an each to his own element of Arma, with many mods, addons, skin packs and so forth to choose from. It is a game for which the major limitation is your imagination. So for me, Epoch is alive and well and looking like the mod to watch for the next year.
  21. 3 points
    If anyone is interested (who has not done this themselves) then here are the changed files to store crypto on the roaming AI's bodies rather than in dropped cellphones. Replace compile/A3EAI_group_functions/A3EAI_generateLootOnDeath.sqf with: Comment lines 126-169 in scripts/A3EAI_serverMonitor.sqf: Comment line 87 in init/loadSettings.sqf: And you're done.
  22. 3 points
    kingpapawawa

    view distnace

    hate it when that happens
  23. 3 points
    Richie

    [HOW-TO] DankHax Prevention

  24. 3 points
    salival

    virtual garage

    https://github.com/oiad/virtualGarage/blob/master/README.md#mission-folder-install Step number one COPY THE DAYZ_CODE AND THE SCRIPTS FOLDER TO YOUR MISSION FOLDER I don't know how i can make this clearer without doing it for you.
  25. 3 points
    I'd like to update the problem that @TheBillsProjectwas having. There was a lot of problems stemming from a bad install from his game hosting provider (survival servers) in pretty much every mod they installed. I have fixed their issues and removed their STUPID directory structure (that caused the bulk of the problems) and the server is running correctly now.
  26. 3 points
    That was written in 2015 @Thug There was a lot going on back in 2015 that caused some of the attitude you saw in that post. I think most people in the community today are very, very sharing. I personally have learned many things from others here and received a lot of help on fixing problems and adding functionality.
  27. 3 points
    JasonTM

    [Release] Wicked AI 2.2.1

    This is how to add an ai counter to your mission markers. During my testing, it counts all ai except helicopter crew. Unpack your server PBO and open file dayz_server/WAI/compile/mission_init.sqf Find this line private["_position","_color","_name","_running","_mission","_type","_marker","_dot"]; and replace with this line private["_position","_color","_name","_running","_mission","_type","_marker","_dot","_text","_airemain"]; Find this line type = (wai_mission_data select _mission) select 1; Place this below it _airemain = (wai_mission_data select _mission) select 0; _text = format["%1 [%2 Remaining]",_name,_airemain]; Find this line _marker setMarkerText _name; Replace with this _marker setMarkerText _text; Find this line _dot setMarkerText _name; Replace with this _dot setMarkerText _text; The new block of code should look like this Save the file and repack your server PBO. I am going to add this as a toggleable option to my github repo later, but this is how you can add it to an existing server.
  28. 2 points
    Hello everyone and let me introduce you to us here at Ground Zero gaming. We are a new community with a freshly wiped sever going live 13/9. Here at GZG we have a wide range of experience from a experienced community manager, experienced scripter and admin. With this we aim to fulfil and surpass the community's expectations by being dedicated to feedback and fixing errors that we see while constantly developing the server. Working XP system with easy access rewards (which will continue to be developed and refined). Quick use menu (view distance, toggle grass and so on!) Global banking system Roaming Trader for higher tier weapons and vehicles Semi Mil 10k view distance 100k Start money Starter kits, humanity and xp booster Regular Events Active and experienced Staff team + Scripter And more! (vehichle garage in the works) Here at GZG we aim to please our players. We have and will continue to put in a tremendous amount to give the server a brilliant experience! We also understand that coming on to a low pop server can be mundane but come on and grab your starter boosters, stick around and help us grow, im sure you'll enjoy it. We look forward to seeing you! How to find us: Search gzg on DAYZ Launcher or: Server IP: 5.135.180.64:27315 Forums: www.gzdayz.enjin.com (will change to groundzerogaming.co.uk soon) TS: TS.groundzerogaming.co.uk Discord: https://discord.gg/fC3gtFk Steam: http://steamcommunity.com/groups/gzgop/
  29. 2 points
    Hi This is a restriction to vehicle seat according to humanity. It may be handy to PVE servers out there. Special thanks to Juandayz with his fantastic skills and salival. Both sometimes working unseen for the benefit of this community. Step 1. Make a new file, Name it veh_hum.sqf with the below contents and put into dayz_epoch/addons folder. If you dont have addons just create one. In this example we have a hero superhero and agenthero traders with 20k/40k/60k humanity respectively. Adjust according to your needs. private ["_vehicle","_inVehicle","_driver","_humanity","_txt"]; while {true} do { _vehicle = vehicle player; _inVehicle = (_vehicle != player); if (_inVehicle) then { _driver = driver (vehicle player); if (({(isPlayer _driver) && (alive _driver)} count (crew _vehicle) > 0)) then { _humanity = _driver getVariable["humanity",0]; if (typeOf _vehicle in DZE_heroHumanity && _humanity <= 20000 || (typeOf _vehicle in DZE_superHeroHumanity && _humanity <= 40000) || (typeOf _vehicle in DZE_agentHumanity && _humanity <= 60000)) then { player action ["getOut", (vehicle player)]; titleText ["","WHITE IN"]; _txt = "<img image='addons\vehicon.paa' /><br/><t size='0.7' color='#ea2828' align='center'>prohibited vehicle</t>"; [_txt, [safezoneX, safezoneW], [0.20 * safezoneH + safezoneY, 0.3 * safezoneH], 2, 0.5] spawn BIS_fnc_dynamicText; }; }; }; sleep 3; }; Step 2: Download this file http://www.mediafire.com/file/bdpt5d96o5cttk3/vehicon.rar Unzip and put paa file into addons folder. Step 3: Edit your custom variables file dayz_code/init/variables.sqf Put the vehicles you want to restrict below call dayz_resetselfactions; ike this: // Custom below s_givemoney_dialog = -1; s_bank_dialog = -1; s_player_checkWallet = -1; s_bank_dialog1 = -1; s_bank_dialog2 = -1; s_player_copyToKey = -1; s_player_claimVehicle = -1; s_collect_heli = -1; }; call dayz_resetSelfActions; DZE_heroHumanity = ["Mi17_rockets_RU","Mi24_D","UH1Y_DZE"]; DZE_superHeroHumanity = ["Mi24_V","Mi24_P","Ka52"]; DZE_agentHumanity = ["AV8B2","AV8B","A10","F35B"]; DZE_safeVehicle = DZE_heroHumanity + DZE_superHeroHumanity + DZE_agentHumanity +["ParachuteWest","ParachuteC"]; Step 4: Edit your init file to exec the script. Above the (false,12)execVm.... like below [] execVM "addons\veh_hum.sqf"; //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Thats it. Enjoy! Hide contents
  30. 2 points
    juandayz

    [extended_climatology]

    Download mod folder from here: http://www.mediafire.com/file/kxy4ne6jk58my72/EC_Install_Folder.rar *Include some climatology events executed as epoch events: *SandStorm, *Radioactive Fog, *Acid Rain. *Players will need get covered inside a house or they will die during this events. (use dayz_inside var for it). VIDEO: From minute 0:50 you will see the effect of sandstorm 1- Open the EC_Install folder and place dayz_server\modules folder content into : (\@DayZ_Epoch_Server\addons\dayz_server\modules\ ) 2-Open the EC_Install folder and place extended_climatology folder into: (...\mpmissions\your instance\ ) 3A-Open your init.sqf 3B-Find lines in red and add lines in blue: 3C-Find lines in red and add lines in blue: 4-in your custom variables.sqf paste in somewhere: 5- open your description.ext
  31. 2 points
    DAmNRelentless

    Looking for a new helper

    Lol, Tech_Support. Perfect nickname for this task xD
  32. 2 points
    Just a quick one, not tested at all: If you utilize the player_death from OMC's thread above: //Player kill rewards _killer = _realSource; _coins = _killer getVariable [Z_moneyVariable,0]; _coins = _coins + 250; _killer setVariable[Z_moneyVariable,_coins,true]; and you use my ZSC, you can send a private message to a specific player by their UID: https://github.com/oiad/ZSC/blob/master/dayz_server/compile/server_handleSafeGear.sqf#L122-L123 Add the example below after this line: _killer setVariable[Z_moneyVariable,_coins,true]; example: RemoteMessage = ["private",[getPlayerUID _killer,format ["You killed %1, he had %2 %3.",_name,[_coins] call BIS_fnc_numberText,CurrencyName]]]; publicVariable "RemoteMessage";
  33. 2 points
    try this: if (_isPlayer && !_falling) exitWith {};
  34. 2 points
    A little refresh to the GUI
  35. 2 points
    Ford

    [Release]Locate Ore Veins Script

    Thank you for the script. Also, its more clearly to use: - getPosATL instead of position player (getPos), that slower in 1.67 times. - local variables instead of global. My variant: //Range that it will scan for veins _scanRange = 1500; //Get number of each vein within defined range _pos = getPosATL player; _ironVeins = count (_pos nearObjects ["Iron_Vein_DZE",_scanRange]); _silverVeins = count (_pos nearObjects ["Silver_Vein_DZE",_scanRange]); _goldVeins = count (_pos nearObjects ["Gold_Vein_DZE",_scanRange]); //Get total veins _total = _ironVeins + _silverVeins + _goldVeins; //Display results to player systemChat format["Within %1m there are %2 ore veins: %3 Iron, %4 Silver and %5 Gold.", _scanRange,_total,_ironVeins,_silverVeins,_goldVeins]; If you are using "Deploy Anything" script, its so simple to add script handler on right click on, e.g. map. DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + ["ItemMap","Find Ore Veins","execVM 'scripts\findOreVeins.sqf';","true"];
  36. 2 points
    Drokz

    Autorun Scripts

    Thx Brian ;) https://github.com/xDrokZ/Autorun-Epoch This one also does the trick. Its all inside the custom keydown. NOTE: I was told this one will not work with infistar
  37. 2 points
    Brian Soanes

    Autorun Scripts

    Had a little play around with the code, will stop autorunning if the player enters water and changed hints to the new Epoch messages autoRun.sqf if (!DBD_AutorunOn) then { _canRun = call DBD_canRun; if (_canRun) then { DBD_AutorunOn = true; ["Autorun Activated", 3] call Epoch_message; }; } else { call DBD_stopAutoRun; player switchMove ""; }; canRun.sqf private["_legsHit","_canRun","_allHitPointsDamage","_index"]; _legsHit = (vehicle player) getHitPointDamage "HitLegs"; _abdHit = (vehicle player) getHitPointDamage "HitAbdomen"; _diaphragmHit = (vehicle player) getHitPointDamage "HitDiaphragm"; _injured = if (_legsHit > 0.25 || _abdHit > 0.25 || _diaphragmHit > 0.25) then {true} else {false}; _overWater = !(position player isFlatEmpty [-1, -1, -1, -1, 2, false] isEqualTo []); _canRun = (vehicle player == player && !(_overWater) && !((damage player) >= 0.5) && !(_injured)); _canRun stopAutoRun.sqf if (DBD_AutorunOn) then { DBD_AutorunOn = false; if ((vehicle player) isEqualTo player) then { if (alive player) then { ["Autorun deactivated", 3] call Epoch_message; player switchMove ""; }; }; }; true EPOCH_custom_OnEachFrame.sqf if (DBD_AutorunOn) then { private _OK_toRun = call DBD_canRun; if (_OK_toRun) then { player playAction "FastF"; } else { DBD_AutorunOn = false; player switchMove ""; }; };
  38. 2 points
    Yes Sir @Ghostrider-DbD- static spawning with your fuck'n awesome angry mission system Christmas has come early thank you
  39. 2 points
    Version 6.70 Build 73 Released tonight. See the changelog for details. In short, this update adds a static mission spawner and incorporates several bug-fixes. Please note that one bug remains which is that if you define a range of values for certain things the mission spawner freaks out.
  40. 2 points
    natoed

    Epoch Dead?

    @klinGiii well put
  41. 2 points
    salival

    [Release] Virtual Garage for 1.0.6.1+

    Hi guys, Fixed an issue with vehicles not getting the correct eventhandler set on them for handling damage on vehicle spawn. Thanks to @kingpapawawa https://github.com/oiad/virtualGarage/commit/323ae81fd6ca1aa2386d80aa064be428bc9fa47a
  42. 2 points
    BigEgg

    Corpse despawn time

    Apologies that I didn't respond in 20 minutes and needed to be tagged, it won't happen again. \z\addons\dayz_server\system\scheduler\sched_init.sqf - should help you out.
  43. 2 points
    DAKA

    Humanity Restriction for certain Vehicles

    What section should this be in?
  44. 2 points
    kingpapawawa

    Help with a napf bridge.

    if you use the function above "fnc_bridgeA2" then all you have to do is pick a starting location for the bridge and then... [[starting,coords,here], direction here,"Land_nav_pier_m_2",number of these to string together,40,0,0] call fnc_bridgeA2; it will look like this [[13640.5,3862.64,-1], 105,"Land_nav_pier_m_2",17,40,0,0] call fnc_bridgeA2; this code says... "start at 13640.5,3862.64 and aim in the direction 105. use Land_nav_pier_m_2 and use 17 of them.. each one 40m apart" because each of these is 40m long. It will string them all together perfectly in a straight line from starting point to 17x40m away. no gaps, no bumps, all perfect. not clear?
  45. 2 points
    JasonTM

    [Release] Wicked AI 2.2.1

    The toggleable version of the ai counter has been added to my Overpoch WAI github. In config.sqf the variable is called ai_show_remaining and it is set to false by default. Also here is an in-game demo video. https://www.youtube.com/watch?v=eeGBZFlu400&t=2s
  46. 2 points
    Hello Everyone, I made some additions to my server awhile ago, since i locked it (no time to admin) i thought i would share them to everyone. My additions include a NorthWest base at the end of the Airfield, a new NorthEast Airfield, Checkpoints around the map and finally a new look to Stary Trader. Hope you enjoy! ;) NOTE!!! If you get errors on your server when you join, simply just copy this code to your "mission.sqm" located on your mission folder. Add this code to the bottom of "addOns" section: "mbg_buildings_3", "mbg_killhouses", "mbg_african_buildings" -------------------------------------------------------------------------------------------------------------------------- NorthWest Airfield Base https://mega.co.nz/#!xVtQRSaT!4P5nLQS7mzIUvqxhMOqROc2DnBbD7qmgbm9fppSVc8E Pictures http://imgur.com/a/EsiHI#0 -------------------------------------------------------------------------------------------------------------------------- NorthEast Airfield https://mega.co.nz/#!MYkCyJoL!Rb7aqWliSuVtHvBZXf3BFXrEK3ZWcU6bkkNh0eGfLkQ Pictures http://imgur.com/a/A54VO#0 -------------------------------------------------------------------------------------------------------------------------- Checkpoints https://mega.co.nz/#!oYlxiIrb!-bY98PnmN6pTclygYkzKx72cmcSQXPW7Gtg2sheaEzk Pictures http://imgur.com/a/A0vIM#8 -------------------------------------------------------------------------------------------------------------------------- Stary Trader https://mega.co.nz/#!kQ902JQY!M3WqrQbelewcbC92eZhIQw4v1xLMnqOd-nMjHMDjLHA Pictures http://imgur.com/a/dQDLa#0 How to install: Unpack your dayz_server.pbo Add the following code to the bottom of your server_functions.sqf located at: dayz_server\init\server_functions.sqf execVM "\z\addons\dayz_server\buildings\checkpoints.sqf"; execVM "\z\addons\dayz_server\buildings\traderstary.sqf"; execVM "\z\addons\dayz_server\buildings\nwafbase.sqf"; execVM "\z\addons\dayz_server\buildings\neaf.sqf"; Crate a folder on your dayz_server.pbo and name it "buildings". Copy all the files you just downloaded into that folder. Repack and Upload your dayz_server.pbo
  47. 2 points
    salival

    Recent server crashes/hacks

    These threads always start out with the best of intentions and end up finishing with a shitfest so i'll close it now before it progresses.
  48. 2 points
    Maybe this? /* Check Actions ? */ _CSA = false; /* true or false */ /* this checks mousewheel actions */
  49. 2 points
    DirtySanchez

    UAV "Spotted noise" missing?

    The above video for UAV's updated sounds has been approved. Video for round 2 of updates
  50. 2 points
    natoed

    Epoch Dead?

    don't worry, you need to be in for the long haul. My little 20 slotter has had a grand total of 6 players in 5 days.(4 players are clan members just reminiscing on past glory) I'm not hosting for them but me, as I'm chasing my server to have a certain look and feel. check'em
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