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  1. 25 points

    Epoch 1.0 Release Changelog

    I am proud to present to you Arma 3 Epoch Mod version 1.0. This update represents the cumulative volunteer effort over 4 years by me and more than a dozen people and this latest update would not possible without help from these great developers: @He-Man, @DirtySanchez, @Raymix, @orangesherbet , @pumba and @Helion4. An extra thanks go to our donors and GSP sponsors for your ongoing support. Full Changelogs: https://github.com/EpochModTeam/Epoch/blob/release/changelog.md Release Notes: Added Favorites bar - Players can pin (almost) any item to the bar by dragging items from inventory to equip/un-equip (Weapons, attachments, headgear, etc.) or consume (eat, drink, build etc) using keyboard mapping without having gear open. Use ESC menu to change the mappings. Server admins, see client_init.sqf for config. Advanced Vehicle Repair System - Repairing your vehicle just got more realistic. Patch a leaky fuel tank with Duct Tape. If you blow a tire you now need to find a Spare. Engine too damaged? you'll need to grab an engine block to repair it. Repair Items: Duct Tape - Used to repair fuel tanks. Fuel Tank - Replacement fuel tank. Spare Tire - Repairs a blown out tire. Engine Parts - Repair parts for Engines. Engine Block - Replacement engine block. Glass - Fixes broken window glass. Rotors - Repairs helicopter rotors. Vehicles Armed Mosquito: helicopter variant that comes with 3 Grenades. Vehicle Upgrade System - Upgrade your ride by using one of the new vehicle upgrade documents found in the world. Vehicle Ammo Reloading from Inventory and Vehicle Ammo. Vector Base Building - Build in any direction or angle you want. (uses Arrow keys by default and with SHIFT / ALT you can control the steps). Base Building: Quarter and Half wood floors. Concrete floor. Cinder wall with a window. Cinder wall with a metal door and window shutter. Barbed Wire. Concrete and Metal Towers. A-frame and Domed Tents. Burn Barrel Wooden Light Pole Small (forest and desert) Camo Nets Large (forest and desert) Camo Nets Camp Fire Field Toilet Scaffolding Sink (water source), Single and Double Portable Lights Lifeguard Tower Sun Shade Fuel Pump Small Sandbag Bunker Short Sandbag Wall Long Sandbag Wall Bar Gate Water Pump Crafting Canvas Smelting Tools Female outfits 84 new outfits based on 20 top designs and 4 new pairs of jeans. Halloween masks Witch Skull Ghostface Plague Hockey Medical items: Adrenaline Shot Caffeine Pills Orlistat Pills Vitamins Antibiotic Atropine (Radiation Toxicity) Nanite Pills, Cream, and Shot (Radiation Toxicity) Iodide Pills (Radiation Toxicity) Food items: 100 Krypto Candy Bar RedKing Burger BluKing Burger Gyro Wrap Ice Cream Cereal Powdered Milk Box o Rice Farming System: Craftable farm garden plot, Just place seeds and watch it grow. Seeds for growing: Goldenseal, Hemp, Poppy, Pumpkin, Sunflower. Karma System: Will affect your ability to perform certain missions and purchase some items in the future. Karma changes for deaths, suicides, PvP, trader kills, revives, trading sales and purchases. Radiation System Out of bounds radiation Digital Geiger counter Satellite crash event Dynamic Debris Vehicle wrecks that can be broken down to scrap metal using the sledgehammer. Trash and other debris on the roadways that can be "Examined" for loot. Epoch Events 3.0: Support for external pbo based events. see epoch_server_vip_event or epoch_server_debris_event for examples. VIP Event: Reveals the map location of a random player that possesses a specific item (default: ItemBriefcaseGold100oz) every X (default: 15) minutes. Epoch Dev Libs: See https://github.com/EpochModTeam/Epoch/tree/experimental/Tools/DevFrameWork for more info. Dynamic Simulation is now fully enabled. See "CfgDynamicSimulation" for configs. Misc Items: Seed-based dynamic "underground" bunker concept using VR map. Barrel Bomb: large craft-able explosive that can be placed and detonated. Brown Briefcase: that contains 100oz Silver. Bio Hazard bag "Zombie Parts Bag". Custom map markers and icons. Option to drink with your hands from water sources found in the world with an added chance for toxicity. Md5 hash function, See usage example with EPOCH_fnc_server_hiveMD5 SQF function. Map support for Malden 2035. Map support for Chernarus Redux. Changed Crafting recipes can now have item requirements and Crafting metal bars now require Smelting Tools. Karma now persists death and was moved to community stats. Optimized player saving and loading. CBA extended event handler and zeus curator support for Epoch Vehicles. Base PlotPole ESP added to Epoch Admin Panel. Helper arrow to indicate the door-opening direction for Base Building. Made ServicePoint more configurable. Base Building: Elements can be detached to walk around the Element before saving. Replaced 0/90/180/270° direction build mode with "Rotate 90°". Max building height now will be checked directly at building element placement. Separated Hunger and Thirst loss values. Hunger and Thirst loss rates are now affected by server time Multiplier. Gas Station Auto-Refuel is now disabled on all maps by default. Note that this update requires extension (epochserver.dll/so) updates server side. Fixed Player stats variables are now obfuscated, and hitpoints tracked via the server. Bad conversion: bool RPT spam caused by incorrect usage of configClasses. Snapping issues with base building. Sounds not working due to changes to 3dSay command in recent A3 updates. Spawning at base above Water was not working correctly. One step is higher on stairs, can't run up while crouched. L85 Elcan optic issues. Zombie falsely triggers Mission success. Base Building 90° and 270° Snap was broken. Sometimes snapped Base Building elements rotated back on save. BE kicks since 1.76.
  2. 14 points

    Epoch 1.0 Release Changelog

    Arma 3 Epoch 1.0 has been released! Client Files: http://epochmod.com/ - HTTP mirrors, Steam workshop, Play with Six, ModDB, Armaholic Server Files: https://github.com/EpochModTeam/Epoch/releases/tag/ File Changes: https://github.com/EpochModTeam/Epoch/pull/948/files Notes: https://epochmod.com/forum/topic/44467-epoch-10-release-changelog/
  3. 7 points
    === Credits: All credit belongs to all authors of used source files: DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) @Markk311, @f3cuk, @Jossy, @BangL, @nerdalertdk, @Caveman - creators of this system @JasonTM, @salival, @ebayShopper - for keeping system alive, further developing and fantastic support Special Thanks goes to: @salival for his ZSC remote msg script which we are using @totis, who brings great ideas into this script and did a great tester job! @DAmNRelentless for offering German translation ... all great guys helping make WAI better (I'm pretty sure I forgot a lot of people...). Thank you all for your great job! === Download v1.0 === Introduction: ... once upon a time, *mr. yeahBUT* and *mr. no_name* chatting: --- Q: mr. yeahBUT IWAC? OMG, what is it? A: mr. no_name Well, it's Autoclaim addon for WAI mission system. --- Q: mr. yeahBUT ...yeah, but is it usefull? What it can do? A: mr. no_name Not sure about the first question part... but it could be. If one of your server rules says somenthing like: "Player has to claim mission in sidechat and mark mission on map with name", well, this addon is just for you. It's fully automatic, which means - no more sentences like: "I forgot...", "Who is doing mission xy?", "Could you please remove your marker once mission is finished?" etc. This little addon will make all the job for you and your players. --- Q: mr. yeahBUT pffff... I have PVP server. Totally useless! A: mr. no_name Probably yes... Do you wanna hear more? --- Q: mr. yeahBUT hmmm.. not really, but I have nothing to do right now, so continue... A: mr. no_name ...OK my friend. I have certainly nothing to do either, so I will... :) What's your question? --- Q: mr. yeahBUT ok.. let's start with somenthing I can picture in my mind. Do you have any screenshot so I can see it in action? A: mr. no_name yeah, sure... --- Q: mr. yeahBUT What is that red circle around mission? A: mr. no_name This is somenthing I call it "claiming zone". You can configure it using these variables: iben_wai_ACzoneActivate = true; // Turn claiming border ON/OFF iben_wai_ACzoneMarkerColor = "ColorRed"; // Border color iben_wai_ACdistance = 1300; // Distance from mission center to claiming border --- Q: mr. yeahBUT hm.. 1300m? It's a little bit too much. Should be much shorter distance. A: mr. no_name It's completely up to you. If you want to be loved by your snipers, set it to 400m and set AI skills to max - no kidding, I experienced this setup already :)) Also remember - there is somenthing called timeout distance in WAI - you can search variable `wai_timeout_distance` in WAI config. If `wai_timeout_distance` < `iben_wai_ACdistance`, mission can dissapear in front of player's face (which doesn't mean it's a bad thing...) --- Q: mr. yeahBUT Well, it's too bad. Can you imagine what happen if two or three missions spawns close to each other? You think it's not a problem player could claim multiple missions? A: mr. no_name How should I answer this question...? Let's start with this: When you try to setup any system, you should think about it. I mean - there are variables `wai_avoid_missions` and `wai_avoid_traders` in WAI config for example. Just use bellow formulas and you should prevent mission (mission claim zones) overlapping: wai_avoid_missions = ((iben_wai_ACdistance * 2) + 500); wai_avoid_traders = (iben_wai_ACdistance + 200 + 500); // ... also see picture bellow: --- Q: mr. yeahBUT That's nice, but I've already experienced mission placement is not perfect... there is a chance player will claim two missions! A: mr. no_name In fact, it's not possible. If player is already 'claimer', he is registered and system doesn't allow him to claim multiple times (you can see it in the video at the bottom). --- Q: mr. yeahBUT Alright... what's that flag with name? I don't want to expose player name! A: mr. no_name It's up to you again. You can configure all about player marker using these variables: iben_wai_ACshowNames = true; // If false, text = "Claimed by a player [realtime status info]" iben_wai_ACmarkerType = "hd_flag"; iben_wai_ACmarkerColor = "ColorBlack"; --- Q: mr. yeahBUT ok... yeah, but it's too bad to expose player by setting marker on his position... A: mr. no_name You are not exposing his position. Marker is created in random spot within given range. You can adjust it by setting variable: iben_wai_ACmarkerRange = 400; --- Q: mr. yeahBUT cool... so why not create flag object to be visible close mission? Cool idea, huh? A: mr. no_name yeah, sure it is :) You can use these variables: iben_wai_ACcreateFlagOjb = true; iben_wai_ACmarkerFlagClass = "FlagCarrierINDFOR_EP1"; // ... see the picture bellow: --- Q: mr. yeahBUT How will player know about claiming is happening? A: mr. no_name You can enable message system and let player know. Just use bellow variable and install client side files: iben_wai_ACplayerMsg = true; --- Q: mr. yeahBUT Yeah, but... still. Why should all players force to read useless msg that are not about them? Also... that's server resources waste to broadcoast so many msgs...! A: mr. no_name Actually msg is private. Only player involved is informed and can see the msg. --- Q: mr. yeahBUT Yeah... but there is couple more troubles. For example: Mission just spawn close to my position or I'm just passing by location. I don't want to be a part of mission fight, but still... I'm in zone... That's not good. A: mr. no_name You can use bellow variable and set it to some reasonable value in seconds. That gives passing by players enough time to decide to stay or leave claiming area. iben_wai_ACsafeClaimDelay = 60; --- Q: mr. yeahBUT Too many troubles... what about players in bases? A: mr. no_name Just make your decision if you want to allow players fight missions from base or not. You can use following variables. This way you can force autoclaim system to ignore these players. iben_wai_ACplotRestriction = true; iben_wai_ACplotRange = 30; // If 'iben_wai_ACplotRestriction' is true, what distance from plotpole is not allowed? --- Q: mr. yeahBUT Hm, but what if player claimed the mission and dies, loses connection etc. What then, ha...? A: mr. no_name As you can see at the above picture, there is marker with player name (or anonymous name) and so called `realtime status`. If player is alive and fighting inside claiming zone, status is `Active`. If player is gone - timeout is fired. That means, system will wait given time for claimer return. If timeout runs off, mission is free for claiming. You can set some reasonable time for timeout in seconds: iben_wai_ACtimeout = 300; --- Q: mr. yeahBUT What about my admins? I don't want them to claim missions just because they are helping inside zone... A: mr. no_name Yeah, got it. You can exclude your admins from system: iben_wai_ACexcludeAdmins = true; iben_wai_ACadmins = ["0","0"]; // List your admins UID's --- Q: mr. yeahBUT Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions! A: mr. no_name Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them: iben_wai_ACexcludedTypes = ["patrol"]; --- Q: mr. yeahBUT Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions: I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first? What about other players? And what about player or better players in vehicle? You will not be able to sort them out and it's gonna be chaos! A: mr. no_name Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`. This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance. It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo. But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results); **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism, so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list and next player in list takes his place - there are no `dead souls in list`). --- Q: mr. yeahBUT OK... here we go. So another loop for WAI. It's already server performace killer as it is...! A: mr. no_name Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops - and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met. According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized. BTW: you can add some debug logs to loop critical points and see the result. --- Q: mr. yeahBUT ...yeah, but I can imagine how installation is gonna be difficult... A: mr. no_name Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files. --- Q: mr. yeahBUT That's all you can say about installation??? Are you serious?? A: mr. no_name No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init). If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false. iben_wai_ACuseAddon = true; // :: WARNING > If you don't know what I mean by "merge files" at this momment, // :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files. --- Q: mr. yeahBUT Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye... A: mr. no_name :( ... I know... bye... --- The end. === Showcase: === IWAC - private server msgs, map markers, status, respawn: === === IWAC - multiple claiming protection, exclude plotpole area option: === === That's all I've got... enjoy, have fun... Cheers... ===
  4. 7 points
    Having been able to follow along with the Devs private Discord I have been able to get an idea of just how much time and effort has been put into this latest release, especially in the last few weeks leading up to the release. And they are still at it, tweaking settings and so on with the feedback that has come since the release. So, as the title says THANK YOU for all your hard work.
  5. 7 points

    experimental now or wait?

    I have three running 1.0 atm, but even if you wait you should be prepared. Lots of changes. There is a reason that this release is not 0.55 or 0.6 - it is such a great update. Features, functionality, fixes! Great job by all the crew of Epoch devs Lord @vbawol and his crew of @He-Man, @DirtySanchez, @raymix, @Helion4 among others and I know that there is even more coming in 1.1, they just did not want to make you wait longer for this Epoch goodness! Seriously! PS: Yep, been out drinking tonight... but I am prepared for 1.0, ARE YOU?
  6. 7 points
    LAST UPDATE: 26.09.2017 - 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
  7. 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
  8. 6 points

    Nice shout out to Epoch by Bohemia

    BI's latest SITREP has a great shout out for Epoch 1.0, nice job: https://dev.arma3.com/post/sitrep-00204
  9. 6 points


    Thank you to all the Epoch devs for your Arma mods. I wish you well in all your future projects.
  10. 6 points
  11. 6 points

    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.
  12. 6 points

    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.
  13. 5 points
    I could not agree more. I have played a few hours and really enjoyed all the additions and tweaks.
  14. 5 points

    BDTZ's POI's

    ** 26 October 2017 ** I've completed the POI. If you have any suggestions feel free to let me know! You can get this from here: https://github.com/BetterDeadThanZed/EpochAddons Just put the .pbo file in your @epochhive/addons folder. If you already have a pbo with server addons, you can place the gorka_military.sqf file in the proper place and load it in your existing fn_init.sqf. Since I'm getting back into Epoch, I thought I'd make some POI's for Chernarus Redux. I've begun to design one now and will work on it as I have time. When I feel it's at a place that I like it, I'll release it. The first POI is a militarized Gorka. I'll let the pictures speak for themselves.
  15. 5 points
    Edit:external Link to the image: https://ibb.co/jYB9fm Edit: this is not for testing this on my server this is for testing on your servers, as im running none currently. So like a 2 days ago i remembered something i wanted to do for a long time. A Server Launcher. But not to make Macca any Competion. it should be a private launcher for 1 Server/1 communuty at a time only. A launcher which you just had to download set your files and click on play to play. So i sat down the last two days and gave my best. And now i think its time to present it to the Epoch Community where maybe one or two persons are willing to let me test and and develop not under lab, but realistic conditions. (@juandayz you know more people than me,so maybe you know a person that would be willing to test this) The picture uploaded with this post is how the launcher currently looka like. That all can be individually changed(including the bg picture). If you have any suggestions, questions, critics,whatever comment below. and if you're interested in testing alsl comment here or just write me a private message. With luv from Moskow(or Germany) Cher
  16. 5 points

    [Release] Garage Door Opener

    Hi guys, Here's an in vehicle garage door opener I wrote a while ago, Original idea was from Sanbird. It will scan while you're inside a vehicle for either a locked cinder or a locked wooden door, providing you have access to it, it will allow you to open/close it from inside the car. https://github.com/oiad/garageDoorOpener
  17. 5 points

    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
  18. 5 points

    [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 :)
  19. 4 points
    So, Stuff I"m working on for the next update includes: Full support for static AI which can be spawned on land with spawning triggered by player proximity and an optional respawn time. Surface marine patrols. AI divers and SDV patrols. Random selection of spawn locations along the coast. Release date slated for early 2018. We will be running beta's for some of these features on our server. Contact me if you are interested in testing.
  20. 4 points

    [Experimental]Events Overhaul

    Events Overhaul Plant Spawner had a nice loop to monitor the event and perform a decay color change and deletion of marker when done(decay/looted) So after wanting this for all events to cycle properly(in comes the Event Monitor within the Server_Monitor.fsm) This system was a nice start to form what you will read about coming up. [ADDED] More detailed configs for each event. [ADDED] HeightenedPvP config entry for master setting [ADDED] Event Monitor to handle each event on the map [ADDED] Multiple objects supported by monitor -ground loot as isNull checks(for plants) -container_epoch with is container_epoch and is lid open or EPOCH_Loot true(for shipwrecks) -cargo_epoch with is cargo_epoch and is door open or EPOCH_Loot true(for containers) -anything damaged to 1(earthquakes mineral deposits and satellites) [ADDED] Check for players before removal of any marker and contents(objects) [ADDED] HeightenedPVP color changes when player is near or loot is compromised [ADDED] Extra Objects array to handle deleting all objects spawned for an event or mission(for Carnivals) [ADDED] Counters for each event +1 on spawn and -1 upon delete **Plant Spawner for example** debugPlantSpawner = 0; showPlantMarkers = 1; maxPlantSpawns = 5; distFromOtherPlants = 2500; plantDecayTime = 1200; //Half this time results in decayMarkerColor marker plantDecayMarkerColor = "ColorBrown"; plantCompromisedColor = "ColorRed"; availablePlants[] = {"Goldenseal_EPOCH", "Goldenseal_EPOCH", "Goldenseal_EPOCH", "Poppy_EPOCH", "Pumpkin_EPOCH"}; Description: Debug activates error messages, an end of event recap array and a red mildot marker for loot object(s). Showing markers will turn on the Map MarkerSet for clients as well as decay color changes. -if using the new HeightenedPlayerVsPlayer = 1 then Compromised Color changes upon player near(150m) and loot comprimised. Max spawns is pretty self explanatory but will max out upon this number and until one is looted or decayed NO more will spawn. Distance from others is the distance to other Plant events Decay * TimeMultiplier applied Decay marker color will change the color of the event marker set after decay/2 is reached Compromised color will change the active surround of the marker to highlight player near or looted Available objects this will/can change depending on the event, this array is used for a select random, which is why you see 3 goldenseal New Events Settings // Settings for Events, Missions, etc spawnDistanceFromPlayers = 500; spawnDistanceFromJammers = 1000; spawnDistanceFromTraders = 2000; HeightenedPlayerVsPlayer = 1; // 0 = OFF [ADDED] New function for testing positions (Protection Zones/Players Near/Jammers/Other Same Type Events) - Easily change for needed checks Usage: _goodPos = [_position, _traderCheck, _jammerCheck , _playerCheck , _others, _distFromOthers] call EPOCH_server_isNearChecks; Description: Checks the position provided against distances configured for Traders, Jammers and Players. _position - position on map _traderCheck - BOOL - check _position distance near ProtectionZone_Invisible_F _jammerCheck - BOOL - check _position distance near PlotPole_EPOCH _playerCheck - BOOL - check _position distance near other Players _others - ARRAY - positions to check with _distFromOthers _distFromOthers - NUMBER - How far away from _others array in meters This was pushed to experimental this evening here: https://github.com/EpochModTeam/Epoch/compare/de1e15374b39...8fb45fc35c6e
  21. 4 points
    Its actually in sitrep 205 https://dev.arma3.com/post/sitrep-00205 Good job!
  22. 4 points

    how do i fix this

    Remove the ] after ["caribou"
  23. 4 points

    BDTZ's POI's

    Some updated screenshots of the east end of Gorka (opposite from the above screenshots)
  24. 4 points

    [Release]Custom infiSTAR tools

    These are not admin tools, they are hacks obtained from a public hack menu and added as "admin tools."
  25. 4 points
    This is my version of advanced alchemy with a touch less alchemy involved in it. It has removed the need for gems completely and solely relies on real materials to get the craft completed. Some of the parts you will need to code a way for them to be obtainable (one method is to download and install scrapper). NEW!~ You can now build road/runways/bridges and their related structures!! NEW!~ You can now dismantle all these objects and have a chance to return the components used to construct them! Including roads! DOWNLOAD https://github.com/Arstan13/Advanced-Gem-crafting/tree/master CREDITS! @Raymiz and @Hogscraper for the Original code! @theduke for updating Advanced Alchemical Crafting to @Zupa for coding the zCraft menu itself @Ghostis for bringing us the zCraft menu to advanced alchemical crafting NOTE!~ Removal of roads/runways can be a bit tricky, you need to be within 5m of the CENTER of the MODEL. On runways that can be a bit hard to discern. Haven't come up with a way to fix this yet. You could change the search distance for a road but then you run the risk of being less precise in which road you actually remove. NOTE!~ Road removal script is currently attached to right click pick axe. If this becomes bothersome due to the model center being hard to find, i recommend changing script execution from right click to key press. Doing so will change nothing about how the script executes, just makes it easier!.
  26. 4 points
    A Man

    Epoch Bugs

    First of all, stop being that rude to a person who answers one of your questions. If you want that we listen to you treat everybody with respect here. We are a community and so we should speak to each other. Second, the bugs you are describe are not really bugs at all. The freeze in side chat is something that the server admins can advoid by disable the the voice in side chat restriction. It is up to the admins. I agree with you that the freezing is annoying that is why I have it disabled. The zombie path finding is a problem since the DayZ Mod was released and it will be updated in every release again and again. In Epoch there are some changes to the zombie fsm too. We are working on that and the DayZ Mod Devs aswell. If you find some other bugs, please post them here: https://github.com/EpochModTeam/DayZ-Epoch/issues And look before posting in the new changelog. Perhaps we have fixed a bug you noticed already: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/CHANGE LOG
  27. 4 points
    Build 84 released onto the github. Significant Changes: Version 6.72 Build 84 [Added] Support for headless clients. This functionality works for one HC regardless of the name used for HCs. [Added] Added an optional variable to the mission templates for pre-defined mission patrol vehicles: _missionPatrolVehicles One can use this variable to defin the spawn position and types of vehicles spawned at missions. note: one can still have the type of vehicle randomized by using selectRandom and pointing it to either the default list of patrol vehicles for the mission system or providing a custom array of vehicle class names. I added this because on some of our GRG missions the vehicles were being destroyed at the time they were spawned. [Added] The mission spawner now checks to see if a player absconded with a crate without triggering mission completion and aborts the mission if so. This prevents glitched missions and seems like a fair penalty for this behavior. [Changed] Crates can now be lifted only AFTER a mission is completed. [Changed] The client is now activated using remoteExec instead of a public variable. **** Please be sure to update the files in the debug folder on your client. [Fixed] Messages when an explosion was triggered because a player ran over AI are now properly displayed. NOTE: Please update your blckclient.sqf in <MAP-NAME>.<MOD-NAME>.pbo. [Other] Minor code optimizations - replaced a few instances of execVM with call or spawn. I'll be merging with the main branch if no bugs pop up.
  28. 4 points
    Hi, I used the search bar for this forum and typed "infistar bank" this was the first link that came up:
  29. 4 points

    [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;
  30. 4 points

    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);
  31. 4 points

    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!
  32. 4 points

    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.
  33. 4 points

    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.
  34. 3 points
    Hi, Here's a script I wrote that does the following from right clicking your key in your toolbelt: Unlock/lock vehicle. Turn engine on/off. Eject players not in your group. This uses @mudzereliclick actions mod as a dependency (https://github.com/mudzereli/DayZEpochDeployableBike/tree/master/overwrites/click_actions) because it's awesome. Thanks to @Pattohfor the idea for this script. For downloading and install instructions, see my github: https://github.com/oiad/remoteVehicle
  35. 3 points

    Sarge AI

    Description Disclaimer: This is the initial release for Epoch. This addon is not meant to be mod specific but some issues may arise. Please also note that I am not the original author of Sarge AI but I have been supporting it since version 1.5 in Arma 2. This is an AI system that is intended to simulate real players roaming the map, scavenging, looting and engaging in combat. Unlike other AI systems Sarge AI designates two factions as friendly and only one faction as hostile. This approach provides a simulated pvp/pve environment that changes depending on how players react to the AI. If a player fires and hits a friendly unit the entire group will become hostile and return fire. AI groups will perceive a player that has fired and hit one of it's members as hostile until the group is dead or the player is dead. AI are configured to treat any player with a specific amount of respect one of two ways. If the player has respect below the threshold they will be considered hostile and treated as an enemy by all AI. If the player has respect above the threshold they will be considered friendly only by the friendly factions of AI. If a player shoots or kills any AI the player's respect will be changed in one of two ways. If the AI target is from a friendly faction the player will lose respect for each shot and kill. If the AI target is from a hostile faction the player will be rewarded respect for each shot and kill. There are three (3) factions of AI within this feature: The Survivors Fighting for survival as most of us are; These AI do not wish to start unnecessary conflict as they intend on living as much as any player. These AI will assume every player is friendly unless they are given reason to think otherwise. They often wear toned down military apparel and civilian clothing and should be easy to spot as to not frighten unaware players. The Military As the dominant force in a wasteland of fugitives and other life threatening obstacles the military takes no chance when it comes to combat. Dressed in high level military apparel and the weapons to back it up these NPCs will roam about the area they spawn in and neutralize any threat they encounter. Don't be a threat ;) The Bandits With no apparent loyalty to anyone but the small group of others they travel with these NPCs will roam the map surviving any way they are able to. These AI will steal any loot they encounter and attempt to kill any player they encounter. Outfitted with respectable weapons and head wraps to protect their identities from the authorities these AI make for a formidable enemy. AI can be static or dynamic based on a grid overlay. AI can be bound to the block they spawned in or allowed to freely roam (experimental). AI vehicles are static and are being worked into a dynamic option. Vehicles will patrol within a marker and will not leave the marker unless in combat. Known Issues All AI are hostile. This is not intended and I am still working out how best to configure what determines if a player should be considered hostile or not. Download Sarge AI
  36. 3 points

    Epoch 1.0 Release Changelog

    Arma 3 Epoch gamemode 1.0 build 1077 has been released! ### Added - Make temp Vehicles Lockable + Lock hints. - FuelTank to Loot / Crafting / Pricing. - Missing itemPipe to loot tables. ### Fixed - Rpt error for community stats. - CameraView Check moved to master loop. ### Changed - Make use of traderUniforms config for AI trader classes. - Adjust the order of marker sets. Server Files: https://github.com/EpochModTeam/Epoch/releases/tag/ File Changes: https://github.com/EpochModTeam/Epoch/pull/956/files
  37. 3 points

    Adding loot from the RHS

    Those Items need to have a price. You need to have an entry in CfgLootTable.h and in CfgPricing.hpp too
  38. 3 points

    BDTZ's POI's

    Some screenshots of what I've done today:
  39. 3 points

    BDTZ's POI's

    Then what? You copy and paste that code and what do you do with it? Is this more to your liking? Also, Moderators: I can only upload 167kb of images apparently. I guess in my 4k+ posts I've used up my allowed space?
  40. 3 points

    Epoch Bugs

    1. We are aware of zombies running the wrong direction when targeting vehicles. There have been updates to zombie_agent.fsm which should improve this for Epoch and vanilla 1.9. 2. This is a limitation with blocking VOIP in A2. A2 does not have the ability to keep a chat channel enabled and only disable VOIP in it like A3 has. A2 also has limited scripting commands to accurately detect keybinds which use combination keys. We only have actionKeys and inputAction commands, so we have to treat a single press of the key the same as a double tap of it. Server admins can easily disable the check by overwriting dze_filterCheats in compiles.sqf. You can speak while the chat box is open by double tapping your VON bind to lock VON on. You can test this on a server with no blocks to see for yourself. By default this is done by double tapping caps lock. Unfortunately, we have to treat a single tap the same as a double tap due to A2 limitations with combination bind detection. The check can be modified to remove that part, but it won't work as reliably in all cases. Currently it attempts to cover talking in VON in all of the below cases: Regular Holding down/Lock while changing channels with ., Holding down/Lock while changing channels with Up/Down With Dialog open Combination bind MouseButton bind https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/player_filterCheats.sqf EDIT: I agree players should be able to single tap caps lock while the chat box is open if it is not their lock VON bind. I will check if this is feasible without compromising the check too much.
  41. 3 points
    Hey, Here's an exerpt from my fn_selfActions.sqf (which is where you do this btw) Find this code block in your fn_selfActions.sqf: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/fn_selfActions.sqf#L928-L937 Replace it with this and modify the humanity values to your liking: if ((_traderMenu select 2) == "friendly") then { _humanity_logic = (_humanity < -5000); }; if ((_traderMenu select 2) == "superbandit") then { _low_high = localize "STR_EPOCH_ACTIONS_HUMANITY_HIGH"; _humanity_logic = (_humanity > -100000); }; if ((_traderMenu select 2) == "bandit") then { _low_high = localize "STR_EPOCH_ACTIONS_HUMANITY_HIGH"; _humanity_logic = (_humanity > -5000); }; if ((_traderMenu select 2) == "superhero") then { _humanity_logic = (_humanity < 60000); }; if ((_traderMenu select 2) == "hero") then { _humanity_logic = (_humanity < 5000); }; So I have my higher tiers called "superbandit" (-100k humanity) and "superhero" (+60k humanity), you then need to change your server_traders.sqf file to match your new tier traders: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/system/mission/server_traders/chernarus11.sqf#L4-L8 This example is the hero trader, I just copied that to be another trader (You MUST use a different NPC). Here's my example for hero/super hero and bandit/super bandit: menu_CDF_Soldier_Officer = [ [["Rockets",750],["Rocket Ammunition",751]], [], "superhero" ]; menu_CDF_Commander = [ [["Attachments",693],["Ammunition",478],["Overwatch Ammo",1006],["Currency and gems",1100],["Clothes",476],["Helicopter Armed",493],["Military Armed",562],["Trucks Armed",479],["Weapons",477],["LMG Variants",1008],["Sniper Variants",1001]], [], "hero" ]; // Bandit Traders menu_GUE_Soldier_Scout = [ [["Rockets",651],["Rocket Ammunition",652]], [], "superbandit" ]; menu_GUE_Soldier_MG = [ [["Attachments",693],["Ammunition",577],["Overwatch Ammo",1006],["Currency and gems",1100],["Clothing",575],["Helicopter Armed",512],["Military Armed",569],["Trucks Armed",534],["Weapons",627],["LMG Variants",1008],["Sniper Variants",1001]], [], "bandit" ]; Any new NPC you add needs to be in this array, too: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/system/mission/server_traders/chernarus11.sqf#L2
  42. 3 points

    [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
  43. 3 points

    [Release] Virtual Garage for

    @Yarpii™ and everyone else, here's the commit that adds support for removing thermal: https://github.com/oiad/virtualGarage/commit/ecebc332d5a3e11443a1d05b7876a976ff77e39f
  44. 3 points

    New Admin

    Am I fit for the job? xDD
  45. 3 points

    [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:
  46. 3 points

    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.
  47. 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.
  48. 3 points

    view distnace

    hate it when that happens
  49. 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.
  50. 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.