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Showing content with the highest reputation since 05/16/13 in all areas

  1. 26 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. 18 points
    Hi guys, I've had requests for a pack of all my mods that i've written or updated tested and working so here it is. Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd) Infistar is implemented, please see: https://github.com/oiad/modPack#infistar-install THERE ARE CURRENTLY NO BATTLEYE FILTERS FOR FOR ANY OF MY MODS. Feel free to submit! # Supported mods: Bury Bodies Community Localizations Click Actions Deploy Anything Garage Door Opener Locate Vehicle Safe Zone Relocate Service Points Take Clothes Virtual Garage Vehicle Key Changer ZSC Please visit: https://github.com/oiad/modPack for more information.
  3. 17 points
    Arma 3 Epoch 1.1 has been released! Server Files: https://github.com/EpochModTeam/Epoch/archive/ File Changes: https://github.com/EpochModTeam/Epoch/pull/969/files Client Files https://github.com/EpochModTeam/EpochCore/releases/download/ Changelog: Added Plant Spawner: vehicle object for sunflower. @Helion4 MoneyDrop Event: Random Money lump with Mapmarker (like Plants) @he-man Examples for Vehicle upgrades for Server Admins into CfgVehicleUpgrades.hpp @he-man Make Lighter refillable at Fuel-Sources (Gasstations / Vehicles) @he-man Make Trader more configurable in epochconfig.hpp @he-man Added Examples for Batchfiles to control Server Restarts @DirtySanchez default pops for "center" marker @awol More map supports @awol Lighter is needed to imflame fires @DirtySanchez FireExtinguisher is needed to "put our fire" on Burn Barrel @DirtySanchez Rope is needed for SlingLoad (get back on release) @DirtySanchez R3F compatibility for SlingLoad @DirtySanchez Hints while using Vehicle Repair (MultiGun) @he-man Config to completely disable Simulation for BaseParts (if not needed) @he-man Made Radiation configureable by cfgepochclient.hpp @raymix Hints for lock / unlock Vehicles / Storages @he-man Nuisance multiplicator in cfgepochclient.hpp @he-man Reduce rads over time at cost of immunity @raymix Wearable Male & Female wearable full radiation suit @Helion4 December seasonal items (Santa hat / Snowman) @Helion4 Autorun function (suggested by Ghostrider) @he-man Default Key is "W" You can change the key in EPOCH ESC Menu If choosen key is same as "moveforward" (default), you have to 2x tap it, else you only have to 1x tap it If your legs are broken, you get a hint "can not autorun - legs are broken" If the terrain is too steep, you only walk in AutoRun Inside Water, you can not Autorun Helper 3D-Icon + Line on the part, where element is snapped on (while Base-Building) @he-man Config in cfgepochclient.hpp to block ATM's in Plotpole range @he-man Power Sword @helion Fixed False BE kicks since Arma 3 1.80 update. Nightlight now also follow players inside Vehicles @he-man Fixed fault disabled DynamicDebris @morgoth0 SERVER_VARS (BaseSpawn) was not saved on revive @morgoth0 Without Advanced Vehicle Repair, Vehicle upgrade was not available @he-man Base Storages could be deleted if near Loot containers were auto-deleted @he-man Some Tarp Loot was spawned under the Floor @he-man Reworked wall check by getting out of Vehicles @he-man Garden Plot had no physical ground @Helion4 Some Vehicles were missing in EPOCH Admin Spawn Menu @he-man Changed RCon Port is now set to 2307 by default since changes in A3 1.78 prevent use of 2306. @awol SnapPoints for Building objects (especially full / half / quarter Floors) @he-man Some performance tweaks Inventory will be opened automatically, if "you found something" @awol EPOCH Events reworked (Markers will change if players near / event looted) @DirtySanchez Traders will no longer refill sold magazines @he-man Magazines will automatic be repacked in Trader First the trader offers full magazines If no full magazine is available, the Trader offer the last not full magazine Not full magazines are colored: Yellow (nearly full) -> Red (nearly empty) You also get a Tooltip, how much bullets left in magazine The prices are calculated by the left bullets in the magazine Increased snap-distance for Foundations (much easier to find snap positions) @he-man Reworked and added EPOCH Vehicle Classes @he-man Each upgrade increase Speed, Torque, Fuel, Terrainbehaviour, Load and Armor Hatchback >= lvl2 will no longer stuck in forests Added M900 forced without Backseats -> "C_Heli_Light_01_civil_2seat_EPOCH" Added M900 forced with Backseats -> "C_Heli_Light_01_civil_4seat_EPOCH" The Random M900 will also stay available -> "C_Heli_Light_01_civil_EPOCH" Added very low EPOCH variants of VTOL and Xi'an (eventually we have to change them with the next update a bit) Added Door-Animations to some Vehicles by GetIn / GetOut
  4. 16 points

    Epoch 0.5 Release Changelog

    Arma 3 Epoch 0.5 has been released! Client Files: https://github.com/EpochModTeam/EpochCore/releases/download/ Server Files: https://github.com/EpochModTeam/Epoch/archive/ File Changes: https://github.com/EpochModTeam/Epoch/pull/719/files Changelog: [New] Epoch is leaving alpha and entering beta! All Epoch Asset project sources are now available via our GitHub +LFS and under APL-SA license here: https://github.com/EpochModTeam/EpochCore [Added] Added Service Point to Rearm, Repair and Refuel. Thanks to @Ignatz-HeMan [Added] 7 new Keesha camo skins by Craig Hauer aka ComatoseBadger. [Added] 64-bit database extension support for Windows (EpochServer_x64.dll) and Linux (epochserver_x64.so) servers. Linux support is pending testing. [Added] Custom event handler and OnEachFrame hooks added. https://github.com/EpochModTeam/Epoch/tree/experimental/Sources/epoch_code/customs Thanks to @Ignatz-HeMan [Added] Crafting recipe: Mortar (Uses: 12x Rock, 2x dirty water) (Requires: Fire and workbench within 3m). Thanks to @baaljayjay for the suggestion. [Added] Customizability of units spawned by UAV alert via CfgEpochClient > uavAlertUnitSpawnTemplate. (Default: I_Soldier_EPOCH) [Added] Toxic Smoke Grenades can now be found in the world. [Added] Respawn in base feature, each player must interact with Jammer and choose "Make Spawnpoint" to enable. [Added] Selling to traders with bank debt greater than -50000(default), pays the bank debt back to below the limit instead of the player. Thanks to @Ignatz-HeMan [Changed] Epoch Message function now supports custom colors. Thanks to @SPKcoding [Changed] Epoch Event: ChangeWeather has been updated to allow for better random control of weather and defaults to bad weather. [Changed] Optimized database SET and SETEX calls in both SQF and C++. [Changed] Optimized database GETRANGE call. [Changed] Optimized NPC Trading and fixed issue if trade failed. Thanks to @Ignatz-HeMan [Changed] Great White Sharks will now spawn if the player is deep enough in the ocean. [Changed] Objects or Players that have been given "Crypto" variable can be accessed via the dynamic menu (Space Bar) for a "Take Crypto" action. [Changed] Air Drops are now triggered via Epoch Events server side every 45m at random, instead of randomly triggered client side. [Changed] To prevent issues with ownership only Group Leader can place a Jammer. jammerGLOnly = 0 in CfgEpochClient to disable. Thanks to @Ignatz-HeMan and @82ndab-Bravo17 [Fixed] Crash bug when opening base building upgrade menu since Arma 3 1.68. [Fixed] Wrong variable name in EPOCH_clientRevive.sqf. Thanks to @Ignatz-HeMan [Fixed] Sometimes getting stuck only walking. Thanks to @Ignatz-HeMan [Fixed] Repack of Energy Pack is now possible. [Removed] EpochServer extension calls 100 and 101 as they are no longer needed. [Info] Re-add missing comments in some config files. [Info] Numerous other fixes and optimizations. [Info] Requires Arma 3 1.68 or higher.
  5. 14 points

    Epoch 1.2 Release Changelog

    After some weeks without sun and without healthy food, we come to the next state... EPOCH-Mod 1.2! We have spent a lot of time to fix / add and change a lot for you in this release. Hopefully we have not added more bugs than new features, so you get to experience our work without issues. For the full changelog, visit: https://github.com/EpochModTeam/Epoch/blob/release/changelog.md Client-Files: - Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/421839251 - several hosters (check the downloads section on https://epochmod.com/) Server-Files: - Github: https://github.com/EpochModTeam/Epoch/archive/release.zip Added Radiation Suits to Loot, Pricing and Itemsort @He-Man Reworked Trader Menu @He-Man Secondary Weapon can now be sold directly from hand Attachments from sold weapons from hand will be put back into your Inventory Weapons in hand are now marked in menu as "in Hand" Solar Charger for EnergyPacks - Put an EnergyPack into the Charger and wait... @Helion4, @He-Man 4 Hoverboard Vehicles: @Helion4 "hoverboard_epoch_1" "hoverboard_epoch_bttf" "hoverboard_epoch_a3" "hoverboard_epoch_cargo" Mountainbike "MBK_01_EPOCH" @Helion4 Helicopter UH1H "uh1h_Epoch" @Helion4 BaseCam + BaseCam Terminal @Helion4, @He-Man Build Cams at your Base and watch them through the Terminal Wooden Stairs with lockable Bars on the top (upgradeable from Wooden Stairs) @Helion4 Wood and Metal Garage Doors as upgradeable Baseparts @Helion4, @He-Man 1/3 Plywood wall directly craftable @Helion4, @He-Man You can now wash yourself with a soap in your inventory at water sources (reduce Soiled) @Helion4, @He-Man 2 new masks (Thor Helmet "thor_mask_epoch" and Iron Man Mask "iron_mask_epoch") @Helion4 Fixed Mine Rocks / Chop Wood was only possible with Swords after 1.1.0 update. @He-Man Alive Toxic Sapper was not toxic @He-Man Binocular with "B" was not working, if you are using R3F or AdvSlingLoad @He-Man Models for Radiation Suits @Helion4 Hopefully less login issues on BaseSpawn @He-Man Kick by using Jet ejector seats @He-Man Wrong calculated Bullets in Traders @He-Man Locked Vehicles were unlocked after upgrade @He-Man Everybody was able to open Hatch on Windows / Doors on foreign Bases @He-Man Ban for "RscMenuTeam" commandmenu @He-Man Adjusted some SnapPoints for Basebuilding to be more accurate @He-Man Advanced Vehicle Repair was broken after last Arma Update (Tank DLC) @He-Man Added missing ItemWaterPurificationTablets to pricing @G-Dog MultiGun was not working on very large Vehicles (VTOL) @He-Man GoldenSeal will no longer disappear when fully grown in a Garden @He-Man Items in Subcontainers (Items in BackPacks in Containers) were not saved @He-Man Drunk effects were not working correctly @He-Man Model / Graphics fix for Cinder Floors @Helion4 Snapped Walls on Stairs sometimes were not fixed correctly @Helion4 Quadbike handling was a bit too slippery @Helion4 Changed Reworked Vehicle Load / Save commands for more precise Vehicle Spawn @He-Man Made Temp-Vehicles tradable (will not be stored in Trader after selling them) @He-Man Wood / Cinder Walls can now snap to each other @He-Man Energy from windsources / solarsources is now calculated by wind / overcast @He-Man Ammo of crafted Mags are calculated by the left ammo of used Mags (example: EnergyPacks) @He-Man Consumed EnergyPacks give only energy calculated by left ammo in the Pack @He-Man Vehicle pricing adjustments "import tariffs" @vbawol Some now Icons for Dynamenu @Forelle Vierkant
  6. 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/
  7. 14 points

    Server Owner Sending Out Hackers ?

    Hi friends, Kind of got out of hand there, but here's my 2 cents: Allowing people to knowingly test hacks on your server to take down other servers is a pretty shitty act, fun, joking or serious. Brushing it off that it's "not your problem" is also a pretty shitty act when infact you have the power to take them off your test server. As a community I believe we should all be helping each other to bring this community higher, we know a2 is long dead and hanging on by a string, let's not be fucking idiots and cut the string. We'll leave this thread for now, Thanks to the OP for bringing this up.
  8. 13 points

    [RELEASE] WAI 2.2.5

    Wicked AI 2.2.5 This release is for DayZ Epoch/Overpoch >>>Download<<< Due to reports of poor performance on high population servers. I have rewritten this mod so it runs more efficiently. Most of the work is code optimization and bug fixes, but I did add some new features. Review of changes Each mission only spawns one thread with one loop unless it has a para-drop, then it spawns two. The patrol missions also spawn two threads for now. The mission files no longer suspend, waiting for the mission to complete to spawn the crate loot and remove the mission data. The minefield feature no longer spawns an individual thread for each mine. It uses a player check radius. Players in vehicles receive a bold red warning when they are 200 meters from the edge of a mine field. Optional mission vehicle entry messages. Improved mission clean up. All mission objects and data are deleted including unclaimed vehicles and AI unit groups. The AI monitor loop has been replaced by a modified version of the server scheduled function sched_corpses. AI vehicles no longer spawn their own vehicle monitoring threads. It is all handled in the mission thread in a queue. The invisible static gun glitch has been fixed. The static spawns have a dedicated monitoring loop much like the mission system. One loop manages all vehicles and deletes AI unit groups. Where possible, I moved commonly used code blocks to compiled functions. I made a few new missions - hero outpost, bandit outpost, and farmer. Captured MV-22, medical camp, and weapon cache missions have been reworked for improved aesthetics and/or functionality. Rewritten auto claim feature that is fully integrated. Boat patrols - examples in the static mission files. Redundant and\or unnecessary code has been removed from some of the files. I cleaned up and standardized the formatting in the mission files and elsewhere. Helicopters for AI drops and patrols start at a random distance of 3k to 4k away from the mission instead of way down by debug island. Added a new check for mission locations. As they are used, positions get added to an array and checked in find_position.sqf, so missions will not spawn in the same spot twice. Optional indestructible mission vehicles. The AI and mission clean up times and spawn schedule in config.sqf have been converted to minutes for easier reading. Fixed an issue with the spawn time delays in the mission init file. Adjusted the distance the vehicles spawn from the crate so there is no trouble with accessing gear when near a locked vehicle. You can disable static gun placements, vehicle patrols, and paratrooper drops on missions with variables in config.sqf AI numbers have been standardized on all missions. You can adjust the numbers. Easy = 5-10, Medium = 10-15, Hard = 15-20, Extreme = 20-25. I removed the cache units feature because it spawns a thread with a monitoring loop for each unit group and it only works on ground troops. I moved the Dynamic Text mission announcements up the screen and made the text a little smaller so it is not so overwhelming. Added a second dynamic text option for the minefield warnings. Fixed the "auto-repair" glitch on mission vehicles. This also fixes the inability to repair mission vehicles due to the hitpoint variables not being set. Notes The AK_74 and RPK_74 variants have been disabled in config.sqf until the patch because the 45rnd 5.45mm magazine was removed in the A2 OA 1.64 corepatch and they post errors to the logs. The format of the missions has changed, so if you have your own custom missions they will have to be adjusted. I have updated the mission example file and created a new mission example file for a single spawn point mission. They are heavy on comments to help server owners create their own missions. I have left extensive comments throughout the updated files if you want to understand more about how the updated code and functions work. Since this is a major coding overhaul, this release will not be merged into the main github repository until all potential bugs, errors, and incompatibilities have been corrected. Please report errors, discrepancies, and general weirdness in this topic. Also, most of the files have been altered, so please use this version as a base and merge your custom files into it, paying attention to the changes. Optional Mission Vehicle Entry Messages If you turn this option on players will get a message that says either "You have claimed this vehicle! It is now saved to the database." or "WARNING: This vehicle will be deleted at restart!" depending on if you have vehicle hive saving turned on or not. This feature can be toggled with this variable: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L101 Indestructible Mission Vehicles This option will disable the damage handlers on mission vehicles until a player enters them. It can be toggled on and off with this variable: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L99 Avoid Same Spot This option will prevent a mission spawning in the same spot twice by adding the position to an array. The find position function will check that a new position will not be selected that is within 200 meters of one that was previously used. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L80 Enable/Disable Static Gun Placements, Vehicle Patrols, and Paradrops I added this feature for scalability and because someone asked for it. These are the variables to set true or false. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L115-L117 Auto-Claim The original author of the auto-claim feature is no longer a part of this community. I wrote my own version of it which is fully integrated. I never really used this mod myself in the past, so please let me know if I need to add features that were there previously. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L222-L229 Boat Patrols There is really no difference between a boat patrol and a land vehicle patrol other than the classname of the vehicle the fact that they spawn offshore. I have placed examples in the static mission files and I left my Skalisty Island test boat patrols commented in the chernarus.sqf file. To activate them, enable the static_per_world feature in config.sqf and remove the comments from this section: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L114-L147 When creating boat patrols you should make sure that the distance you place them offshore is at least the distance of the radius used for waypoints, otherwise the waypoints will be on land and the AI might not handle the boat correctly. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L140 Mission Cleanup All mission data and mission objects will be removed from the map after mission completion or mission timeout, including the ai unit groups and unclaimed mission vehicles. You can remove the crates from cleanup if you want them to remain on the map for looting by toggling this variable to false: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L94 If a player is within 75 meters of the crate, it will not be deleted as it is assumed that it is still being looted. To "claim" a mission vehicle, a player simply has to get into it and it will not be deleted. Invisible Static Gun Glitch Credit to salival for discovering that this was a JIP issue and the fix is to have the AI get out and back into the static gun at regular intervals. During testing, I could not even see this happening unless I added a sleep, so players shouldn't notice. Static Spawn Manager Instead of having each static spawned group and vehicle spawn its own monitoring thread, the data is added to a multi-dimensional array and monitored in one loop. The monitor is spawned from the static init.sqf file and will shut down when all null AI groups have been removed from the array. The Overwatch configs have been moved to its own file in the configs folder. The file is not loaded unless the Overwatch mod is detected. According to KillZone Kid and other Arma super nerds, when selecting random things from arrays, it is faster to use a statement like this: selection = array select (floor (random (count array))); instead of calling BIS_fnc_selectRandom. I replaced several instances in files where it is called repeatedly like dynamic crate and group spawning. This might save a millisecond or two :). That is all of the updates I can think of right now. If I can remember more, I will add them. Thanks to @MerlijnD and @LadyVal for testing my initial files. Credit to @salivalfor the invisible static gun glitch fix. Credit to @ibenfor the original IWAC. Credit to @BigEgg for the localization solution Credit to @Schalldampfer for testing and finding bugs Credit to @Grahame for assistance in discord with mission vehicle spawning issue
  9. 13 points
    The development of Epoch Mod for DayZ Standalone has officially begun and we are seeking community collaborators to help develop Epoch Mod for DayZ Standalone. The goal will be to make an open source and a community developed mod licensed as DayZ Public License Share Alike (DPL-SA). We are looking for community developers that want to work towards a common goal: Everyone working together to make all their work properly compatible and in one place. If you want to become a Collaborator on the project you must: Have references showing some of your work. Be able to fork, compile, test, and merge your changes on your own. Submit work via pull request to the experimental GitHub branch found here: https://github.com/EpochModTeam/DayZ_SA_Epoch/tree/experimental Contact one of the Epoch Devs in discord to get added to the community dev roles on discord. Agree to the code of conduct and that your work will be released via steam workshop by EpochModTeam and licensed as DPL-SA . We are accepting merge requests for following features: Barter based NPC Traders - that only sell what has been sold to them and use in-game items as currency, Enemy Soldier AI, Trader Missions, Better Zombie AI, End game improvements, Lockable storage, Vehicle Ownership, Custom Items weapons, and vehicles of all types, End game improvements like skills and attributes. The development process is slower now due to the lack of documentation however progress should speed up with time. The first release of an experimental build should happen soon but we cannot give any time frames. Join our Discord: https://discord.gg/p35Rr2P
  10. 13 points


  11. 13 points
  12. 12 points

    [Release] Virtual Garage for

    Hi guys, Here's my version of Virtual Garage, it's not far off a full rewrite but includes some of the original code that the original author contributed. Fixes a lot of problems and adds a lot of newer features: Single UI for storing/retrieving vehicles Dynamic pricing based on vehicle type/classname Dynamic limits based on vehicle type/classname Adds support for removing a helipad nearby Able to see storage in stored vehicles RPT logging for storing/retrieving vehicles Fixes dupes for more than 2 people depositing the same vehicle Supports briefcases and coins Localization support (currently german and russian) Has uninstall information for the previous version Please see my github repo for install instructions: https://github.com/oiad/virtualGarage
  13. 12 points

    [Release] Wicked AI 2.2.3 [1.0.6+]

    Wicked AI 2.2.3 This release is updated for DayZ Epoch/Overpoch >>>Download Here<<< The install instructions are in the github readme file for each version. Updates for DayZ Epoch (Release 2.2.3) Streatman's new attachment system L85 and SVD models. Optional dynamic text mission announcements. ZSC compatible remote message system using a modified version of Salival's remote_message.sqf iBen's mission auto claim addon. Two new options for mission vehicle keys: key in crate & key in vehicle gear. Minor bug fixes with missions. Updates for DayZ Epoch1.0.6.1 (Release 2.2.2) Integrated Caveman's mission pack. Optional AI counter in mission marker loops. ZSC check wallet option. Optional mission static spawn points. Updated with 1.0.6+ classnames in weapon arrays and vehicles. Pistol spawning in crates. Credits @f3cuk - WAI version 2.2.0 @ebayShopper - 1.0.6+ updates (release 2.2.1), right click solution for ItemRadio, mod detection method. @Caveman - extended mission pack @salival - ZSC remote messaging (for dynamic text option), many additional fixes - too numerous to list @Zupa - ZSC check wallet @theduke - testing and class name updates @DAmNRelentless - additional configurable variable and check for ZSC option, dynamic text coding examples @iben Auto-claim addon @BigEgg Vehicle key in crate solution For complete instructions on how to use iben's autoclaim addon see the following topic
  14. 12 points

    Arma 2: DayZ Epoch

    Hello all, We are pleased to announce the release of ArmA 2 DayZ Epoch, [will shortly be] available for download at: http://epochmod.com/a2dayzepoch.php or use the direct links. Client Package Server Package We've further refined Epoch 1.0.6/, fixing and expanding many of the features that were added. Please see the change-log below for a list of new features, fixes, and changes. Throughout the update process we have kept up to date with changes from DayZ mod 1.9.0 Server admins should read the README.TXT included in the server package. BE and server profile/config directories should be placed outside of the A2/OA folder, i.e. in a folder C:\DayZ_Epoch_Server_Config to prevent hackers from obtaining RCON/admin passwords! Addons from and older are not guaranteed to be compatible with 1.0.6 releases and greater. Please see the updated resources forum for mods which are guaranteed to be compatible, otherwise please be thorough when testing older mods on your 1.0.6 server. A list of variables that have change is available as part of the 1.0.6 changelog txt file included in the client package. https://epochmod.com/forum/forum/122-resources/ Single currency has been updated for 1.0.6 and newer, please see the following thread for DL and info:
  15. 12 points
    Will be updated @BigEgg mods: @mudzereli mods: @theduke mods: @ebayShopper mods: @Hooty mods: @salival mods: @JasonTM mods: @DAmNRelentless mods: @Anhor mods: @juandayz mods: @S4M mods: @Cherdenko mods: @Schalldampfer mods: @killerkiwi mods: @Bricktop mods: @Brody mods: @omc // @oldmatechoc mods: @neverwinter80 @icomrade mods: @Joshyy mods: @Grahame mods: @hellraver mods.: @kingpapawawa mods: @TheVampire Mods:
  16. 11 points

    A3E DZMS

    ARMA3 DayZ Mission System (DZMS) This is a purely derivative port of the DayZ Mission System to ARMA3/Epoch. I have added functionality where appropriate (equipping uniforms for example) and stripped and replaced ARMA2 or DayZ/Epoch specific code in this implementation. The DayZ Mission System is a very good, lightweight and modular mission system. Credits There are a lot of people who have contributed to DZMS on A2/DayZ/Epoch. Please check the links below for many of them. Personally they all have my thanks for providing a solid mission system that has been a lot of fun to play in the years I've spent on DayZ/Epoch: Download Download from GitHub at: https://github.com/morgoth0/A3E-DZMS Installation Instructions If using Vanilla ARMA3/Epoch, and you just want to just try it out simply download and upload the DZMS.pbo in the @EpochHive folder into the @EpochHive/addons folder on your server. The source files, including the three config files are located in the DZMS folder on GitHub Coming soon All the missions included within the latest version of DZMS 1.1 uploaded by @JasonTM will be implemented using CUP Terrains Core for use on maps and servers that support it. A module to support Static weapons at missions More diverse and varied loot tables for custom crates A port of the DZMS Hotspots code for roadblocks and other such interesting things The ability to run multiple major, minor and hotspot missions Better configuration instructions and a mission file design tutorial
  17. 11 points
    My husband and I made new roads and towns/villages for Chernarus. After lots of request of my husband to share it, so other servers can use it I finally decided to do it. My husband built about 15 Km of new roads North of the map with little village. I built 2 big towns, one called Skalkatown and Pesha. There is some pictures of it http://imgur.com/a/2ToKo Download the files here https://www.dropbox.com/sh/fl7oqiz2aputyah/AACC1Ct3sKHOsEm15f5RwMI5a?dl=0 1- Put the Map folder in your dayz_server 2- Open your server_functions.sqf and add this to the bottom of the file; And you're good to go. I hope you will enjoy it. We spent hundreds hours on that project. Make it perfect and natural like if its part of the map was not an easy thing. I have other creations that I will soon add.
  18. 10 points

    NEW Custom NEAF

    For the epoch community!!! HI mates, this time I bring the airport northeast. Imagen.1 imagen.2 imagen.3 1. create folder "custom_maps" and put in your server. // You can put the name that you want. 2. put into the custom folder "NEAF_S4M.sqf" // You can put the name that you want. 3. in your server_functions.sqf Files Here!!! P.D: I'm still working on this, I'll update it again...And sorry for my english.
  19. 10 points

    [Release] Safe Zone Relocate

    Hi, Here's a simple safe zone relocation script for vehicles. Simple relocate only safe zone script. Extremely quick and low overhead since we're only scanning the safe zone array instead of every vehicle. Uses the Epoch DZE_SafeZonePosArray for convenience. Install instructions and download link: https://github.com/oiad/safeZoneRelocate
  20. 10 points
    Better late than never.
  21. 10 points
    This is a reworked and updated version of JAEM originally from @OtterNas3 This version is compatible with DayZ Epoch A complete set of install instructions is provided on my github repository Download here Let me know if you have trouble understanding them or if I made a mistake. New Features ZSC support - you can choose between Epoch currency or ZSC to pay for your evac chopper. Deploy Anything - you can use Mudzereli's right-click actions to call the evac chopper instead of using the built in self-action loop. Plot pole and plot friends restriction - to prevent players from placing evac helipads in obnoxious places, they have to build them on their own plots or their friends plots. I have placed all of the config variables in one place in varables.sqf. The variables all have explanatory comments. Adjust them to your preferred settings: // Evac Chopper Config Variables evac_chopperPrice = 1; // This is the price players pay in full briefcases to set up an evac chopper (between 1-12 briefcases). Players must have the briefcases in their inventory. evac_chopperUseZSC = false; // If you have ZSC installed you can set this to true and have players pay the amount below to set up an evac chopper. evac_chopperPriceZSC = 100000; // Price for evac chopper if you have ZSC Installed and evac_chopperUseZSC set to true. evac_chopperMinDistance = 500; // Minimum distance for player to call evac chopper. Do not set this lower than 500. evac_chopperZoneMarker = 0; // Evac zone marker type (0 = Landingpad | 1 = Smoke). evac_chopperNeedRadio = 0; // 1 - Require player to have a radio in gear to call evac chopper | 0 - Doesn't require radio to call evac chopper. evac_chopperUseClickActions = false; // If you have Mudzereli's Deploy Anything installed and are going to use click actions to call the evac chopper, set this to true (disables call chopper self-action loop). Functionality Instructions if you have any other mods which save classname "HeliHRescue" to the database, be aware that this particular classname is used along with ownerID to make this mod work. If you already have an instance of HeliHRescue saved to the database with your playerUID, then you will get a message stating that you cannot create another when trying to set an evac chopper. To create an evac chopper you need a keyed helicopter, a plot pole, and the money to make the purchase. You have to have the key in your inventory to set and clear the evac chopper field. Walk up to the helicopter and you will get blue self actions for setting and clearing the evac chopper field. You do not have to have the key on you to call the evac chopper. There is a flight status monitor that appears in the same place as the debug monitor, so you will want to have the debug toggled off to view it. If you use Mudzereli's right click actions, make sure to set variable evac_chopperUseClickActions to true to disable the built in self action loop. If your helicopter is destroyed simply place a new one on the rescue helipad. The call evac chopper function finds the nearest heli (within 10 meters) of your rescue helipad. It does not return your money when you disable the evac chopper. Known Issues There is only one known issue at this time. If the player is killed while the evac chopper is in route, the helicopter will not return to base. The pilot lands at the evac zone, gets out of the heli and just stands there. The helicopter remains locked. The way the code is written, it looks like it should work, but everything I have tried thus hasn't fixed it. I might try using some diagnostic logs to try to find where the breakdown is later. As long as you don't die before it gets there, it's smooth sailing. Enjoy! OtterNas3's original release topic
  22. 10 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: @_Lance_ for deep addon testing and most usefull feedback. Thanks to him we know, how IWAC works under heavy load on populated server (12 concurrent missions :)) @totis, who brings great ideas into this script and did a great tester job! @DAmNRelentless for offering German translation and taking care of addon Github repo. @salival for his ZSC remote msg script which we are using ... 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 v1.3.1 [Last update: 2018-01-16] === 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... === Later in time... === Q: mr. yeahBUT Hey! IWAC is now part of WAI by default? A: mr. no_name Yes, it is. Since v1.2. It's updated for Epoch --- Q: mr. yeahBUT I don't get it... Seems v1.3.1 is out and it's not the same version as WAI has inside the package. What does it mean? A: mr. no_name Well, it's just a little improvement. Couple days ago several people made a fix for "mission overlapping". We decided to stick with our approach. If you update to v1.3.1, you will get 2 new options in your 'customsettings.sqf' file (see bellow + detailed info in 'customsettings.sqf'_). Now, what is important: 'iben_wai_ACcoordProtectorTimer' gvar means: "If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time." Protection is processed only if: valid spot for new mission was already found; there is at least 1 item in 'iben_wai_ACprotectedCoord' array (that means, at least one mission was completed and coordinates has to be protected agains new mission spawn). If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0. Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files). iben_wai_ACcoordProtectorTimer = 300; // @since v1.3 if (iben_wai_ACdevmode) then { iben_waiACfindPosLimiter = 999; // @since v1.3 }; // :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true, // :: you will see in your server RPT somenthing like that: // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts" --- 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... ===
  23. 10 points


    HELLO. THIS IS THE SECOND VERSION TO TEST. ITS FULLY WORKING JUST RIGHT NOW. BUT NEEDS SOME TESTS IN REAL SERVERS. SO I GONNA POST HERE TO EVERYONE WHO WANNA USE THIS MOD IN HES SERVER AND WANNA SHARE HERE ABOUT HIS EXPERIENSE (cause lag, rpt errors, etc). https://ibb.co/jkBAo5 *WHAT ITS THIS: *Players need piss: ( every time you drink thers a chance to need pee. Get a tree to make pee) *Players need poop: ( every time you eat thers a chance to need poop. Get a tree to make pee) (use toilet paper and waterbottles to get a better clean) *Players need fix tooths: ( every time you drink or eat thers a chance to get a broken/rotten tooth) (use a knife, string and nails to fix your tooth) (use antibacterial wipe and antibiotics to get a better fix) *Players need sex: (every time players spawns thers a chance to need sex) (sex alone, sex with death animals, dead zeds, others players). (get a tent to masturbate if u don like zeds,humans or animals) *Woman characters can be pregnant: (pregnancy gonna made loose blood) *Womans need abort her child: (you will need the sames items to fix tooth to made your abort) *Randoms Heart attacks on players: (get epinephrine to stop the heart attack) Tnks to @iben (take a look on this guy i think he gonna be the next zupa here) for find some errors and fix them. Tnks to @Hooty , @S4M @Kimarik for tests and ideas They was very helpfull. Tnks to @oldmatechoc for helpme with icon positions. And Tnks to @Sandbird this idea becomes to me when i was updating his walk amongst dead mod, So this mod have a strong base on his code. DOWNLOAD: http://www.mediafire.com/file/o9eb7h99202zv5s/zims.rar UNINSTALL THE FIRST TEST REALIZE (only if u already install it) TO GET THE LAST VERSION. *INSTALL THE LAST VERSION YOU GONNA NEED A CUSTOM VARIABLE.sqf and CUSTOM COMPILES.sqf and CUSTOM FN_SELFACTIONS.sqf (i guess you alredy have one or know how to do it.) 1-Open your init.sqf and at VERY BOTTOM PASTE: 2-Open your description.ext 3-Custom Compiles.sqf 4-In your variables.sqf (custom) 5-Changing your custom PublicEH.sqf 6-In your custom fn_selfactions.sqf 7- Paste the zims folder into mpmissions\yourinstance\scripts\
  24. 10 points
    (skip to the end for a tl;dr if you wish) Hello, I'm Dan also known as orangesherbet- haven't been active on these forums for some time but I've been a tester and supporter of Epoch since the early days in 2012. More importantly, I've made lasting friendships with the development team and surrounding community of Epoch Mod. With the release of version 0.5, I wanted to organize an event that would bring all of us together to celebrate the time we've spent playing, testing, and developing (I'm not a dev) the mod! The event itself will take place on Chernarus, where everything started! We will have several activities for participants including a race from Kamenka debug line to NE Airfield, a melee arena, demolition derby, "Tower of Terror" built by community developer and friend SLI, stunt contest, fishing, and base building! I'll be hosting the event on my stream and Discord, but I do want to make it clear that this event is about the celebration of Epoch Mod's development and not a promotion for my stream or Discord server. I would recommend participants join my Discord server as that is where players will be welcomed to chat with each other and the admins to help us stay organized and have fun! Feel free to leave the Discord server at the conclusion of the event if you wish. We do have another Epoch Event in the near future and I will share that information with everyone once we have a date set! tl;dr ------------------------------ Event Info: Date: Saturday April 22nd, 2017 Start Time: 12pm EST / 5pm GMT (Find your time here: http://bit.ly/2pm6kXR via WorldTimeBuddy) Event will be at least 6 hours. Game Mode / Map: Epoch Mod Chernarus Server Information: Event has been completed Discord Server (for information, support): https://discordapp.com/invite/orangesherbet Free to use program- please use the text channel #event for help with anything regarding the event. Mods required for the event (all available on Steam Workshop, total file size over 14gb): Epoch Mod, CUP Units, CUP Vehicles, CUP Terrains - Maps, CUP Terrains - Core, CUP Weapons, CBA_A3, Ryan's Zombies and Demons Stream channel if you care to watch the event: https://twitch.tv/orangesherbet ------------------------------ Thanks to [VB]AWOL, SLI, Pumba, Konc, Robio, TipsyJack, somyc, Buddha187, and Philanthropy for help setting up this event and [VB]AWOL for providing the event server. Promo image made by SLI. Stay Tuned for server info Saturday morning!
  25. 9 points
  26. 9 points
  27. 9 points
    Hello guys, do you remember old "Paint vehicles" script? Let's look back to idea fathers: === CREDITS: All credits goes to its original authors: DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) (visit them on github) Maca134 for orginal color vehicle script. @Zupa for the idea of painting vehicles in two different colors. @0verHeaT for script public release - this version we are updating for (see original thread) @raymix for list of paintable vehicles for this script (see original thread) --- Special Thank you goes to @DAmNRelentless for taking care of Github repo. === This script was updated for Epoch and upgraded. === FEATURES: Vehicles can be painted in two different colors Only vehicles which you own can be painted (vehicles with key) Only vehicles in ColourVehicles array can be painted Script is designed to be used along with Single currency. Player will pay for painting vehicles. UPDATED: Color values are saved in the worldspace field in database NEW: Vehicles can be unpainted to default state (default textures are loaded) UPDATED: Vehicles can be painted using GUI with visual enhancements. Use PaintVehicles defines.hpp for defining custom GUI color scheme UPDATED: Script is now fully compatible with Virtual Garage and Vehicle Key Changer (VKC) script thanks to @salival (2017-08-22). All scripts by @salival and this one prior update date should be upgraded to get much better player experience! UPDATED: for Epoch === Changelog: [2017-05-22], v1.0 | Initial release [2017-05-25], v1.1 | Optimized compiles: 5 files reduced to 1. See changes: [commit ae29c13] [2017-08-20], v1.2 | Regular code maintenance. See changes: [commit 682f99a] and [commit 7cd8fce] [2017-10-23], v1.3 | Roll back to full version of player_forceSave (uniCoins fix: Issue not related to script itself). [2017-12-04], v1.4 | Safer manipulation with data sending to server. Basic defines fix - from sqf to hpp. See changes: [commit 2735dea] [2017-29-04], v1.5 | Update for Epoch [2017-29-04], v1.5.1 | FIX: fn_selfAction path (thx @hooty): [commit 38fe105] === How it looks like: === database screenshot === MiniShowcase === How to install: We are not using common way how is script included to current folder structure (like grab whole folder and put it to the root of mission folder) - that's why read carefully, use repo folder structure (or similar) and compare tool like diffmerge! If you have troubles, just ask here or send me PM. Source files are available at Github repo. You can download them from here. For client side we need these folders in the root of your 'MPMissions\Dayz_Epoch_11.Chernarus' folder: actions: we will store file with scroll action menu command Paint vehicle here compile: we will store core script client files here Configs: we will store defines && dialog config files for script GUI here gui: we will store your "Money" or "Coins" picture here (Change path inside: `dayz_code\compile\player_paintVehicle.sqf`) init: we will load all compiles and variables from here ... and finaly files: description.ext: we will load your defines and dialogs from here via master.hpp init.sqf: we will load your custom compiles and variables from here For server side (dayz_server) we need to touch these files: compiles\paintVehicles (copy whole folder to compiles) compiles\server_updateObject.sqf system\server_monitor.sqf init\server_functions.sqf (compile init.sqf) === Battleye // Add an exception to publicvariable.txt !="PVDZE_veh_Color" === infiSTAR // Add an exception to allowed dialogs 571113 === ...that's all, Have Fun!! Cheers... ===
  28. 9 points


    Well this is the result of my best enemy "what if?". I just start it as a simple mod.. but with the running of the days the "what if" appear more and more, ending in a mod who uses all epoch files. Many tnks to @iben @oldmatechoc @Hooty @Th3-Hunter333 for all support and tests. *What is DEATHMATCH: Is a mixture of Wasteland and Epoch with a system of Ranks Exclusive only for UTES map. You can choise between play a clasic DeathMatch or Epoch-DeathMatch *Mission Cache Size: Less than 500kb. *Install: The install is pretty simple, you just need 10 minutes for create a fresh server files, create a database, overwrite all with DeathMatch files and edit some paths. *What´s inside?: *What´s was writed exclusive for DEATHMATCH? Important!: this not was writed thinking in infistar. You can use it with infi but you will need entry a lot of filters. VIDEO: heres the rpt: https://pastebin.com/mtV4Ppk1 Install: dowload latest version from here: http://www.mediafire.com/file/yhls7avnhatq7b8/UTES+DEATHMATCH+v2.rar OUT OF DATE DO NOT USE IT: http://www.mediafire.com/file/jekbn6o45wxm1g6/UTES+DEATHMATCH.rar DETAILED CONFIGS by @Cherdenko https://mega.nz/#!yMADTRwb!l9OUVYDXwQFtbBBhtKhsZE8Xmwr5ndk4A-hgUXEr_xw
  29. 9 points


  30. 9 points

    Epoch 0.5 Release Changelog

    On stable branch now: 0.5 b757: [Added] "MeleeRod" (Fishing Rod) to Crafting Menu (1x Rope,1x Stick,1x Metal Scraps) @Ignatz-HeMan [Added] Vehicle and Loot tables can be set via epochconfig settings (forcedVehicleSpawnTable, forcedLootSpawnTable) to force specific vehicle or loot tables. [Changed] Removed "Alpha" text from debug monitor. [Changed] Add flag to enable database unit test. enableUnitTestOnStart = 1 in epochconfig.hpp to enable [Changed] Delete rest of unused clientside Airdrop Event code. @Ignatz-HeMan [Changed] further optimized db call for weather script. [Updated] redis-server.exe to latest version: 3.2.100 from: https://github.com/MSOpenTech/redis/releases [Fixed] some missing semicolons in CfgPricing. @SPKcoding [Fixed] Joining and leaving a group and optimize with added usage of params. @Ignatz-HeMan [Fixed] Group invites from the same Group where not possible until relog. @Ignatz-HeMan [Fixed] Heal not working when using SafeZones with VehicleGodmode and only HitPoint is damaged. @Ignatz-HeMan [Fixed] fix deleteVehicle BE kick with sharks [Fixed] CBA related Battleye kicks with current CBA version. [Fixed] Static weather settings not working. @82ndab-Bravo17 [Fixed] Battleye kicks for CUP weapon and attachment BE kicks. [Fixed] Battleye kicks for towing tractor from CUP. [Fixed] Fixed / updated and added Trader Missions and ported to run it on Events instead fsm. @Ignatz-HeMan [Fixed] Several minor fixes, cleanup, and private array updates. [Fixed] Fix for Weaponholder disappearing while adding loot. @Ignatz-HeMan [Info] SQF parser analyzer: https://www.reddit.com/r/armadev/comments/681236/released_static_analyzer_for_sqf_and_integration/ Thanks to @LordGolias
  31. 8 points
    I guess this is currently not compatible with my RLNT Weapon HUD. If you want to use this as nfcStyle you would have to make the changes yourself or wait until I update it, thanks. Studying is taking a ton of time :* 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
  32. 8 points

    A3 Epoch v1.3 Update

    Thursday 31 Jan will be the date of the update. This update has seen us focus on adding some ported Vehicles, Weapons & Backpacks. Those of you that played Arma 2 & DayZ Epoch will recognize some of the included content. As well as adding more content, we have improved many things, and also fixed some others, some highlights of the update also include:- The E-pad Tablet, can be used for server hosts to add custom scripts, server info and even supports html - some apps are included by default (see github changelog) Suicide option with animation Rusty textures for some vanilla A3 Vehicles Admin Menu - you can now 'Search All' configs when spawning objects Loot Rebalance - improvements to the logic of the loot spawner. Jail wall & lockable jail door models are now included in the base building object selection As always, please visit the Epoch discord or post here on the forum if you have suggestions, ideas and requests for further updates. To view a more detailed Changelog visit - Changelog - GitHub Enjoy Epoch 1.3
  33. 8 points
    Hello Epoch-Community! Today I want to release our RLNT Weapon HUD! Basic information: Game version: Epoch (Overwatch and Origins compatible) Maps: compatible with all maps Addons: compatible with all addons The RLNT Weapon HUD grants a clean visual HUD for all Epoch players to display their weapons. Also you can setup something that we call Quick-Slot-Items. These are items you can choose which will be also displayed in the HUD and accessible by hotkeys. I know you want to see how it looks like so here is a little preview: Feature requests and bug reporting: We have an own chart to display all things we are currently working, things that are already done and things that are already suggested or reported. Look it up here! If you want to report or suggest anything else that is NOT already mentioned on this chart, do that here! Features: General Multi-Weapon-Support (compatible with one or two primaries Quick-Slot-Items (adjustable item type and amount) Visibles (toggable in config) hotkeys weapon names (localized) item names (localized) item amounts Customizables (adjustable in config) hotkeys item type item amount colors of the boxes colors of the texts colors of the hotkeys Other The script/addon includes a huge error prevention mechanic. Whenever it detects an error in your installation or in your configuration it will either automatically fix it or inform you. It also detects the amount of boxes that are needed to display everything you set up. The Weapon HUD has a huge config you can adjust to fit your personal preferences. Everything you need to know is explained in there. It also supports custom weapons and items. You can now toggle the Weapon HUD with a function in case you want to include a button in your player menu! And if that's not enough for you, here is a picture overview: Credits: Authors: Relentless (GitHub) Thonikum (GitHub) @Sp4rkY - taught me most in SQF (GitHub) @salival - always helping me with issues when my brain is mud again (GitHub) @iben - often helps with issues, also got the GitHub design from him (GitHub) LordGolies - made an awesome Atom SQF-linter (GitHub) Epoch-Discord - filled with nice guys that often help (join the Discord) Download and install instructions: Downloading is not recommended at the moment, we are working on some fixes -> watch the table Everything is explained on our RLNT GitHub! Changelog (real changelog [here]):
  34. 8 points

    Epoch 1.2 Release Changelog

  35. 8 points
  36. 8 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
  37. 8 points


  38. 8 points
    One at a time! Please have your documents and identification out and ready to be checked! Checkpoints generated dynamically on the roads in infected territory coming soon.
  39. 8 points
  40. 7 points

    A3 Epoch v1.3 Update

  41. 7 points
    I got certain configs updated in the EpochCore client files allowing a few extra nice features to be deployed in A3/Epoch, and I'll start off by posting the information to set up portable generators to allow fuel pumps to be used for refueling vehicles if auto-refueling is turned off on your server. Installation Instructions (1) Add the portable generator "kit" to your loot tables and trader price lists. The class name is KitGenerator (2) Add the files in this downloadable archive to a folder in your mission called, for example, sounds: https://www.dropbox.com/s/75gq2rezy1tcbe2/generator_sounds.zip?dl=0 The license file is required! It is a Creative Commons Attribution Only license for the sound file. (3) Add the following lines to your mission file's custom description.ext (replacing the path for the generator1.ogg sound with the location in which you put it): // Portable Generator Sounds class CfgSFX { class Generator { sounds[] = {"Generator"}; name = "Generator"; Generator[] = {"sounds\generator1.ogg","db+10",1,200,1,0,0,0}; Empty[] = {"",0,0,0,0,0,0,0}; }; }; class CfgVehicles // NOTE: CfgVehicles definitions are only permitted in description.ext for sound sources. It cannot be used for CfgVehicles customizations { class PortableGenerator { sound = "Generator"; }; }; (4) Create a file in the folder of your mission file where you store your own scripts, e.g. custom called PortableGenerator.sqf and paste the following code into it: (5) Add the following lines to your mission's init.sqf (replacing the path with whatever you used in step (4)): if(hasInterface) then{ PortableGenerator = compileFinal preprocessFileLineNumbers "custom\PortableGenerator.sqf"; }; (6) Add the following to epoch_config/Configs/CfgItemInteractions.hpp: class KitGenerator : Item_Build_base { buildClass = "Generator_EPOCH"; }; (7) Add the following to epoch_config/Configs/CfgBaseBuilding.hpp: class Generator_EPOCH : Default { removeParts[] = {{"KitGenerator",1}}; GhostPreview = "Generator_Ghost_EPOCH"; staticClass = "Generator_EPOCH"; simulClass = "Generator_SIM_EPOCH"; limitNearby = 2; bypassJammer = 1; }; class Generator_SIM_EPOCH : Generator_EPOCH { removeParts[] = {}; }; class Generator_Ghost_EPOCH : Generator_SIM_EPOCH {}; (8) Add the following code to epoch_config/Configs/CfgActionMenu/cfgActionMenu_target.hpp: // Portable Generators class generator_refill { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && !(dyna_cursorTarget getVariable [""GeneratorFueled"",false]) && !(dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 2] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\vehicle_refuel.paa"; tooltip = "Refuel generator"; }; class generator_start { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && (dyna_cursorTarget getVariable [""GeneratorFueled"",false]) && !(dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 1] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\Replace_Engine.paa"; tooltip = "Start generator"; }; class generator_stop { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && (dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 0] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\Remove_Engine.paa"; tooltip = "Stop generator"; }; RePBO your mission file and upload it to the server. That should be it.
  42. 7 points
    This is a Treasure hunting event on Skalisty Island. This script spawns crates somewhere on the island. The mission for players is to find them. You can configure the number and reward of crates. This script also spawns some boats, graves and ore veins. No AI Included. GitHub link: https://github.com/Schalldampfer/SIPTH
  43. 7 points
  44. 7 points
    VIDEO: If (You dont have a custom compiles.sqf or a custom keyboard.sqf) exitWith { step1;}else{ proceed with step 2; } forEach user; 1-Making a custom compiles.sqf and custom keyboard.sqf 2-In your CUSTOM!!! keyboard.sqf at bottom but before the last "_handled" paste: 3-Create remote_key.sqf (mpmissions\your instance\scripts\ )
  45. 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.
  46. 7 points
    *Allow players to attach zombies in open vehicles class. *To make it the players gonna need an "equipe_rope" in inventory. *Be near of a vehicle type in this list _allowedVehicles = [ "hilux1_civil_3_open_DZE", "datsun1_civil_3_open_DZE", "hilux1_civil_1_open_DZE", "datsun1_civil_1_open_DZE", "V3S_Open_TK_CIV_EP1", "V3S_Open_TK_EP1", "KamazOpen_DZE" ]; *Aim to a zed to get the option "attachZed" *When players detach zeds, they (zeds) comes with 15seconds of godmode. and while they are attached have a godmode. *Vehicles in _allowedVehicles have the option to release zeds from inside. INSTALL: 1-create this path mpmissions\your instance\attachzeds\ 2-in this new path create this sqfs attachzed.sqf detachzed.sqf create detachzed_veh.sqf 3-now go to your custom fn_selfactions.sqf (this part is based on takes clothes and salival´s bury /butcher) 4-in a custom variables.sqf if u have some kind of error on rpt about undefined variable ..find: dayz_resetSelfActions = { below add: s_player_zhide4 = -1; s_player_zhide5 = -1;
  47. 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?
  48. 7 points


  49. 7 points

    [Release] Vehicle Deployment

    I needed a nice deploy script that was minimal but did everything I needed it to do. So I made my own :) I need to do some optimizing with this code (change the config into arrays - other small things) but it works great :) What it does: Allows players to deploy a Bike, ATV, or a Mozzie (by default). Compatible with almost all (if not all) vehicles. Required parts can include both magazines and toolbelt items (or weapons in general if needed). Vehicles can be deployed on high buildings, bases, or bridges without issue. The server owner can: Configure what vehicles players can deploy Decide if the player will go through an animation while deploying the vehicle Decide if the player can deploy the vehicle while within someone else's plot area Decide if the player can deploy the vehicle while in combat Decide if the vehicle can be sold at traders Decide if the player can deploy the vehicle while in a vehicle Decide if the vehicle should have it's ammo removed when deployed Decide if the player can deploy the vehicle on a ladder Decide what parts each vehicle needs to be deployed Decide what the display name of the vehicle will be on all messages that appear during the process I have made the files more configurable (I normally don't have all of the config options - I put them there for other people to be easily able to configure it in whatever way they like), so there might be a bug or two I am unaware of, so please post if you find one :) Download and install instructions on my github: https://github.com/BigEgg17/Vehicle-Deployment#installation
  50. 7 points
    Hey few days ago i posted a new and stupid mod "whistle" ,but from here comes the idea to made a tie up players and whistle zeds to come and eat the player tied up. I ask for help of everyone here, can be nice made a new script/mod thogeters I think use the old knock out system as base to write it: BASE MODS: INSTALLING: (WORKING): (07/3/17)
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