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Showing content with the highest reputation since 12/29/19 in all areas

  1. 2 points
    I spent some time getting Virtual Arsenal Shop System (VASS) working in epoch recently and figured I'd share that (though may not be the best way to do this, as it's my first time really making anything for arma or epoch). Full credit to: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System EDIT: I created a fork on github with basically all of the below changes, so you only need to merge description.ext, init.sqf and CfgFunctions.hpp. (Instructions for doing so are at the top of the readme in the repo.) https://github.com/Alsekwolf/VASS-Virtual-Arsenal-Shop-System Step 0: get the "VASS" folder from that Github and place it at the root of your mission file. Step 1: Add to description.ext #include "VASS\gui\cfgGUI.hpp" Step 2: Add to CfgFunctions (Default for epoch would be in mission file \epoch_config\Configs\CfgFunctions.hpp) class TER { class VASS { file = "VASS\fnc"; class shop { preInit = 1; }; class getItemValues {}; class VASShandler {}; class addShopCargo {}; class addShop {}; class resetTimer {}; }; }; Step 3: Now you are going to need an object in SQF code at wherever you want the shop to be accessed, something like private _objects = []; private _objectIDs = []; private _item1 = objNull; _item1 = createVehicle ["Land_CashDesk_F",[11843.6,13031.7,0.0419998],[],0,"CAN_COLLIDE"]; _this = _item1; _objects pushback _this; _objectIDs pushback 1; _this setPosWorld [11843.6,13031.7,6.992]; _this setVectorDirAndUp [[-0.956641,0.29127,0.00066811],[0.000698392,0,1]]; trader123 = _this; _this setVehicleVarName "trader123"; publicVariable "trader123"; but you won't want to use that, it does need a name Variable though, like "trader123" shown there (the rest of the code will assume you use trader123, or change it in any occurrences). Step 4: Create a SQF somewhere in the mission file, mine will be TraderCFG\Trader.sqf and add this code to it // Client Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (hasInterface) then { _shop = [trader123,"Shop test"] call TER_fnc_addShop; }; // Client Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Shop Inventory ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _cargoArray = [ // array in format: "class", price, amount "arifle_MSBS65_F",100,true, "arifle_AK12_F",100,5, "arifle_AKM_F",50,5, "arifle_MX_F",75,5, "hgun_P07_F",20,5, "optic_DMS",10,5, "optic_ACO_grn",5,5, "B_AssaultPack_mcamo",25,5, "U_B_Wetsuit",25,true, "U_B_HeliPilotCoveralls",10,true, "U_B_CombatUniform_mcam",15,5, "30Rnd_762x39_Mag_F",5,true, "30Rnd_65x39_caseless_mag",13,true ]; // Shop Inventory //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Server Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if(isServer) then { // Objects ///////////////////////////////////////////////////////////// private _objects = []; private _objectIDs = []; private _item1 = objNull; _item1 = createVehicle ["Land_CashDesk_F",[11843.6,13031.7,0.0419998],[],0,"CAN_COLLIDE"]; _this = _item1; _objects pushback _this; _objectIDs pushback 1; _this setPosWorld [11843.6,13031.7,6.992]; _this setVectorDirAndUp [[-0.956641,0.29127,0.00066811],[0.000698392,0,1]]; trader123 = _this; _this setVehicleVarName "trader123"; publicVariable "trader123"; // Objects ///////////////////////////////////////////////////////////// // Add Shop Inventory ///////////////////////////////////////////////// [trader123, _cargoArray, 2] call TER_fnc_addShopCargo; // Add Shop Inventory ///////////////////////////////////////////////// }; // Server Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Replace all the code inside "// Objects //" with the object code you got in step 3, and make the any occurrences of "trader123" match what you name yours. Step 5: you'll need to add that file to run in your init.sqf, something like call compile preprocessFileLineNumbers "TraderCFG\Trader.sqf"; Step 6: navigate to "VASS/fnc/fn_VASShandler.sqf" and in change "getMoney" to be like case "getMoney":{ /* Description: VASS wants to know how much money the unit has Parameter(s): 0: OBJECT - Unit whose money is requested Has to return: NUMBER - Unit's money */ params ["_unit"]; _Crypto = EPOCH_playerCrypto; _Crypto; }; Step 7: you'll need 2 files, name doesn't really matter but mine are "TraderSetMoney_init.sqf" and "TraderSetMoney.sqf" in TraderSetMoney_init or whatever you name it, put if(isServer)then{ Alsekwolf_server_TraderSetMoney = compileFinal preprocessFileLineNumbers "TraderSetMoney.sqf"; "Alsekwolf_TakeGive" addPublicVariableEventHandler {(_this select 1) call Alsekwolf_server_TraderSetMoney}; }; (Change the TraderSetMoney.sqf name to whatever you make that file, or add if its in a folder and not root mission file) Step 8: put the following code in "TraderSetMoney.sqf" or whatever you name it _this call EPOCH_server_effectCrypto; Step 9: put the following code in your init.sqf and make it match your naming [] ExecVM "TraderSetMoney_init.sqf"; Step 10: in "VASS/fnc/fn_VASShandler.sqf" change "setMoney" to match case "setMoney":{ /* Description: VASS changes the amount of money the player has Parameter(s): 1: OBJECT - Unit whose money will be changed 0: NUMBER - Amount of money changed (can be positive or negative) Has to return: Nothing */ params ["_unit", "_change"]; Alsekwolf_TakeGive = [player,_change]; publicVariableServer "Alsekwolf_TakeGive"; }; That should be everything, I'm really sorry if I missed anything, it's been about 2 weeks of trying different things to get this working. Also sorry for the bad writing of instructions, not great at that.
  2. 2 points
    I have Identified the cause of the dissapearing bodies which was due to how simulation was being managed. I just pushed an update to the experimental branch that disables the script that manages simulation along with a bunch of other minor bug fixes. I will get back to this after New Years to finish the remaining updates which deal with: new ways to identify locations to spawn missions; updated simulation management.
  3. 1 point
    albinogrub

    [RELEASE] WAI 2.2.5

    Im going to test this on my server this week and let you know what people think. I have it working great on my Test server. I linked the mortars to the M2 guns and it doesn't seem to OP. There is such a long travel time between firing the rounds and them hitting, people should see it fire and get the hell out of there.
  4. 1 point
    https://github.com/ebayShopper/ESSV3
  5. 1 point
    Hey everyone, So, long story short, I used to play OG Arma 2 DayZ Epoch more than 5 years ago. Playing the Epoch mod on Arma 2 was absolutely one of the best gaming experiences I’ve ever had and I miss it every day. I miss the trading, base building, and awesome PvP tension when I was scavenging for supplies. I would love to get back into Epoch. However, I’m really confused about how I would go about getting back into playing Epoch. I haven’t played for years and I’ve been reading about the mod in 2019. Apparently, there’s Arma 2 Epoch, Arma 3 Epoch, and there’s supposedly an Epoch mod coming for DayZ SA? Could anyone tell me the differences between all these version of Epoch – if there even is one? Which one of these is the “best” place to play the Epoch mod and why is it the best? I own both Arma 2 and Arma 3. If the standalone is really the best place to play Epoch, then I have no issue purchasing the game. I’m just really confused as to where I should be looking to get back into Epoch. Especially since I always figured Arma 2 would be “dead” after so long. Any help with these questions is greatly appreciated! Thank you!
  6. 1 point
    ItJustWorks2

    Coastal Tunnel (Map Edition)

    A Post apocalyptic tunnel between Elektro and Berezino. Images - https://imgur.com/a/VwathJx Download - https://github.com/ItJustWorks2/DayZ/blob/master/CoastalTunnel.sqf
  7. 1 point
    Schalldampfer

    [RELEASE] WAI 2.2.5

    I'm now testing enemy artillery in my server, and got it working (not balanced yet) 1. Activate artillery module by adding this in dayz_server/WAI/init.sqf (Because I use this BIS_ARTY_LOGIC for all mortars, we can use only 1 type of mortar in the the server. I think I'd better create new BIS_ARTY_LOGIC in spawn_static.sqf and use it in arty_fire.sqf .. but I haven't tried this yet) 2. To add brain of artillery to each mortar (which you will spawn by using spawn_static function), add this into dayz_server/WAI/complie/spawn_static.sqf 's Line183 or around - where one of the static weapon is prepared for battle. 3. Now this is the brain of artillery. Create dayz_server/WAI/complie/arty_fire.sqf with this content (Most settings are hard-coded here so far, and may be inbalanced) Notes: To spawn artillery, put this code in the random mission If the mortar's group find a player, they will try to bombard him. I think the mortar unit doesn't have good eye, so I'm combining the group to another static weapons or cars like
  8. 1 point
    This will unlock vehicles that are left inside safezones and if they are not taken within 15 minutes it will remove them. Step 1. Define your safe zone positions in config Variables or below #include "configVariables" DZE_SafeZonePosArray = [ [[4064,11665,0],510], // Bash [[6326,7809,0],510], // Stary [[11447,11364,0],510], // Klen [[12944,12766,0],510], // Hero Camp [[1606,7803,0],510] // Bandit camp ]; ^^ above are my safezones, you could also add the aircraft dealer if you wish Step 2. go to your server_monitor.sqf located in dayz_server\system find then find this below it add this directly below that This is what it should look like If you wish to change the settings e.g the range at which it deletes vehicles, or if you want vehicles to be removed faster or instantly simple edit the "uiSleep (60 * 15);" if you want to remove the 15 minute wait, just remove that line of code or comment it out. Leave a comment if you need any help.
  9. 1 point
    U can pick any trader and add option to get a mission. *Mission spawn 4 diferents random crates whit 4 diferents random locations for each crate. once per time. *Mission have a item requiere to start *Mission have a 20 min after same player call it again. *Players needs to find the crate in 15 min or this crate will be deleted. INSTALL: 1-copy any kind of trader ID from your server_trader.sqf or server_traders_cherno_11.sqf for coins system. for example : Dr_Annie_Baker_EP1 2-open your custom fn_selfaction.sqf and add this add very bottom: 3-Create a new sqf file save as "quest.sqf " into custom\quest\ folder and paste this inside: *Now launch your server, go infront of Dr_Annie_Baker_EP1 for this example , use scroll menu and pick "ASK FOR MISSIONS". done. Configs in quest.sqf :
  10. 1 point
    seelenapparat

    ore veins location?

    the spawnpositions are not predefined. they are spawning randomly.
  11. 0 points
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