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  1. 8 points
    Helion4

    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
  2. 7 points
    Helion4

    A3 Epoch v1.3 Update

  3. 6 points
    vbawol

    A3 Epoch v1.3 Update

    Arma 3 Epoch 1.3 has been released! Server Files: https://github.com/EpochModTeam/Epoch/releases Gamemode File Changes: https://github.com/EpochModTeam/Epoch/pull/996/files Release Notes: https://epochmod.com/forum/topic/45400-a3-epoch-v13-update/ Full Changelog: https://github.com/EpochModTeam/Epoch/blob/release/changelog.md Client Files: http://steamcommunity.com/sharedfiles/filedetails/?id=421839251 http://www.moddb.com/mods/epoch/downloads/epoch http://www.armaholic.com/page.php?id=27245 (Optional) Server Files are available here: https://steamcommunity.com/sharedfiles/filedetails/?id=1642000412 Note: this is meant for updates only as there is no DB folder and all configs appended with "-example". The first-time install would need this -example part removed from the file name and the DB folder from Server Files on GitHub. Other than that it should just override and update the server pbo's and mission files and dll's .
  4. 6 points
    Helion4

    A3 Epoch v1.3 Update

  5. 5 points
    He-Man

    A3 Epoch v1.3 Update

    Many thanks to @orangesherbet for this nice video to the EpochMod 1.3 update!
  6. 4 points
    I've finally had time to build the Hive extension with a custom player check for a scripts bypass. it's rather basic but may still be quite effective for the majority of those bypassing the scripts filter. To start you must download this custom HiveExt.dll (includes virtual garage calls) and edit your HiveExt.ini as in the one in the linked repo (add the Battleye section to your Hive.ini). https://github.com/icomrade/icomradeHiveEpoch/tree/master/Pre-Compiled Some client side code is required, you can place it inside the !isDedicated check of init.sqf: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/Server Files/MPMissions/DayZ_Epoch_11.Chernarus/init.sqf#L81 waitUntil {(getPlayerUID player) != ""}; LogMyLogin = [getPlayerUID player]; publicVariableServer "LogMyLogin"; You also need to have a line which you log in scripts.txt. the simplest way to get 1 line per login is by adding a textLog to one vehicle's init line for example add an object with an init line to your mission.sqm, or append you desired textLog line to it (this example uses textLog 'Amadeus Amadeus log me Amadeus'; ) class Vehicles { class Item0 { position[]={6391.9619, -0.29052943, 7790.3203}; azimut=487.7664; id=0; side=EMPTY; vehicle="TK_GUE_WarfareBLightFactory_base_EP1"; init="this setPos [6391.9619, 7790.3203, -0.29052943]; textLog 'Amadeus Amadeus log me Amadeus';"; skill=1; }; items=1; }; Server side code is also required, in server_functions.sqf add after the Server_hiveWrite compile! https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/SQF/dayz_server/init/server_functions.sqf#L172 DZE_LegitPlayers = []; DayZ_LegitCheck = { private ["_closeEnough","_index"]; _closeEnough = false; _index = -1; { private ["_PUID","_lastCheckTime"]; _PUID = _x select 0; _lastCheckTime = _x select 1; if (_PUID == _this select 0) exitWith { if ((_lastCheckTime + 60) > diag_tickTime_) then { _closeEnough = true; } else { _index = _forEachIndex; }; }; } forEach DZE_LegitPlayers; if (!_closeEnough) then { if (_index >= 0) then { DZE_LegitPlayers set [_index, [(_this select 0), Diag_TickTime]]; } else { DZE_LegitPlayers set [(count DZE_LegitPlayers), [(_this select 0), Diag_TickTime]]; }; _key = format["CHILD:777:%1:",_this select 0]; _key call server_hiveWrite; }; }; "LogMyLogin" addPublicVariableEventHandler {(_this select 1) call DayZ_LegitCheck;}; Finally be sure to add the log line to your battleye filter: scripts.txt!!! for example //check one thing at login 1 "Amadeus" Edit: You may want to manually review these bans, or not idc, but there are sometimes false positives. i.e. the scripts.txt filter fails to log and a legit player will not show up in the scripts.log, subsequently resulting in a ban (strange behavior, probably an issue with the scripts filter on battleye's end). I've observed failure to log on myself when testing, so I use a temp list and transfer overto my real ban list after review
  7. 4 points
    So... Epoch 1.3 added the beautiful Teleport Booths and you use Halv's Spawn scripts? Well, I have some good news for you... you can easily modify things to make it so that when you enter the booth the spawn screens come up automatically - no more scroll wheel or having replacement iPad screens that always seem to fall over Okay, the following assumes that you have Halv's spawn scripts installed in addons/halv_spawn in your mission file. Amend the instructions where appropriate if you put it somewhere else... First, alter the following line in addons/halv_spawn/init.sqf from: _deletedefaultteleporters = true; to: _deletedefaultteleporters = false; Next, comment these two lines in addons/halv_spawn/spawndialog.sqf: //{_x addAction [format["<img size='1.5'image='\a3\Ui_f\data\IGUI\Cfg\Actions\ico_cpt_start_on_ca.paa'/> <t color='#0096ff'>%1</t><t > </t><t color='#00CC00'>%2</t>",localize "STR_HALV_SCROLL_SELECT",localize "STR_HALV_SCROLL_SPAWN"],(_scriptpath+"opendialog.sqf"),_x, -9, true, true, "", "player distance _target < 5"];}forEach (HALV_senddeftele select 0); //diag_log format["[halv_spawn] addAction added to %1",HALV_senddeftele]; Finally, replace the contents of epoch_code/compile/EPOCH_EnterBuilding.sqf with this: /* Author: Aaron Clark - EpochMod.com Contributors: Description: Epoch request teleport Licence: Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike Github: https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/EPOCH_EnterBuilding.sqf */ if !(isNull _this) then{ //[player,_this,Epoch_personalToken] remoteExec ["EPOCH_server_teleportPlayer",2]; [] execVM "addons\halv_spawn\opendialog.sqf"; }; And you are done. Repack and upload the mission file and when you enter the TP booth the spawn screens will magically appear!
  8. 3 points
    fabiannn

    Over9000 Epoch Panthera

    In my opinion, the best server that currently exists. Especially Panthera. There is no server that can compete with Over9000. There are many scripts available and the XP system makes it impossible to get everything done in 1 day. You have to do something that I personally find a good solution. In addition, there are always new updates / bug fixes and also the info menu is very well described. The admins on the server are very nice and Keep what they promise. Every time I needed an admin, A Man was there for me. They even respond to the wishes of the players, which I find very good. I can only recommend the server. Its totaly worth it to Check it out!
  9. 2 points
    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
  10. 2 points
    Are you looking for a Super-Dooper OMG we've got 100000 cars, 4x loot and safezones server with flying unicorns pooping out loot all over the map? Well then, this isn't the server for you. If you don't want any of that mamby-pamby BS, read on! The Killin Zedz community, which was formed in early 2013, has returned to run a DayZ SA server! Over the years, we've had servers for DayZ mod as well as it's offspring (Epoch mod for example). We expanded into Arma 3 mods as well, but the community was shut down earlier this year due to a lack of anything new to play and boredom. Now we're back! IP AND PORT: 108.62.141.59:2302 Features include: Custom coastal spawns Increased zombie spawns - Good luck getting into a military area on your own! 3PP view with weapon cursor NORMAL loot and stamina Accelerated time (24 hours passes during a 4 hours server cycle) Four hour server restarts Located in New York (East coast USA) MODS ON THE SERVER We are using the following mods on the server: Arctic Latitudes - This causes the sun to be low in the sky and the night time has a twilight effect. No more pitch black nights! Sullen Skies - More clouds and gloominess to help create the atmosphere. DisableBaseDestruction - Bases can only be disassembled from the inside. Increased Lumens - Even with the twilight nights, it can get dark in the woods and buildings, so this will help make light sources brighter. Build Anywhere - Is there a 1% grade on the ground? No problem, now you can build there! Zombies Health Rebalance - The zombie health varies depending on the type/clothing/protection (ie: A soldier zombie is harder to kill than a shirtless old man zombie) DayZ Expansion Chat - Brings back chat in the server! RPCFramework - Required for the Chat mod. Summer Chernarus - Chernarus is so green and colorful! Gorez - Adds blood splatter, a blood trail on wounded players until they bandage and a pool of blood under dead players and zombies. Melee Weapons Pack - A bunch of new melee weapons! HOW TO JOIN THE SERVER I recommend you download DZSALauncher at http://www.dayzsalauncher.com/. Once you've installed it, just search for "killinzedz" and you'll find the server. All mods will download automatically. If you insist on using BI's official DayZ Launcher, you'll need to subscribe to the individual mods in this collection: https://steamcommunity.com/sharedfiles/filedetails/?id=1597575287 You can either join the server using DZSALauncher, and these mods will be downloaded automatically, or you can download the mods, activate them in the official DayZ Launcher, and then join the server from in-game. The DZSALauncher is MUCH MUCH easier. There's no application process. Just join our Discord server at http://Discord.me/killinzedz and join us on the game server. You can even join the Discord server through your browser, without downloading and installing the Discord software! We also have a Steam group that everyone is welcomed to join too! https://steamcommunity.com/groups/killinzedz
  11. 2 points
    After new Arma Update : class Halv_spawn_dialog { idd=7777; moveingenabled=false; class controls { class HALV_spawn_backtext: HALV_IGUIBack { idc = -1; x = 0.195876 * safezoneW + safezoneX; y = 0.840914 * safezoneH + safezoneY; w = 0.159794 * safezoneW; h = 0.0219945 * safezoneH; }; class HALV_spawn_frametext: HALV_RscFrame { idc = -1; x = 0.195876 * safezoneW + safezoneX; y = 0.840914 * safezoneH + safezoneY; w = 0.159794 * safezoneW; h = 0.0219945 * safezoneH; }; class HALV_spawn_back: HALV_IGUIBack { idc = -1; x = 0.180412 * safezoneW + safezoneX; y = 0.115097 * safezoneH + safezoneY; w = 0.628866 * safezoneW; h = 0.769807 * safezoneH; }; class HALV_spawn_frame: HALV_RscFrame { idc = -1; text = "Acryl-Gaming.de"; x = 0.180412 * safezoneW + safezoneX; y = 0.115097 * safezoneH + safezoneY; w = 0.628866 * safezoneW; h = 0.769807 * safezoneH; }; class HALV_spawn_mapframe: HALV_RscFrame { idc = -1; x = 0.35567 * safezoneW + safezoneX; y = 0.137091 * safezoneH + safezoneY; w = 0.438144 * safezoneW; h = 0.725818 * safezoneH; }; class HALV_spawn_map: HALV_RscMapControl { idc = 7775; text = ""; x = 0.35567 * safezoneW + safezoneX; y = 0.137091 * safezoneH + safezoneY; w = 0.438144 * safezoneW; h = 0.725818 * safezoneH; widthRailWay = 1; class LineMarker { lineDistanceMin = 3e-005; lineLengthMin = 2; lineWidthThick = 0.013; lineWidthThin = 0.005; textureComboBoxColor = "#(argb,8,8,3)color(1,1,1,1)"; } }; class HALV_spawn_listboxframe: HALV_RscFrame { idc = -1; x = 0.195876 * safezoneW + safezoneX; y = 0.18108 * safezoneH + safezoneY; w = 0.159794 * safezoneW; h = 0.659834 * safezoneH; }; class HALV_spawn_list: HALV_RscListBox { idc = 7776; x = 0.195876 * safezoneW + safezoneX; y = 0.18108 * safezoneH + safezoneY; w = 0.159794 * safezoneW; h = 0.659834 * safezoneH; onLBSelChanged = "if(HALV_SELECTSPAWN)then{_this call Halv_moveMap}; false"; onLBDblClick = "if(HALV_SELECTSPAWN)then{_this call Halv_spawn_player}else{_this call HALV_player_removelisteditem;}; false"; }; class HALV_spawn_haloframe: HALV_RscFrame { idc = -1; x = 0.195876 * safezoneW + safezoneX; y = 0.137091 * safezoneH + safezoneY; w = 0.0773196 * safezoneW; h = 0.043989 * safezoneH; }; class HALV_spawn_butframe: HALV_RscFrame { idc = -1; x = 0.273196 * safezoneW + safezoneX; y = 0.137091 * safezoneH + safezoneY; w = 0.0824742 * safezoneW; h = 0.043989 * safezoneH; }; class HALV_spawn_butselectspawn: HALV_RscCheckbox { idc = 7781; x = 0.273196 * safezoneW + safezoneX; y = 0.137091 * safezoneH + safezoneY; w = 0.0824742 * safezoneW; h = 0.043989 * safezoneH; //\A3\Air_F_Beta\Parachute_01\Data\UI\Portrait_Parachute_01_CA.paa strings[] = {"$STR_HALV_HALO"}; //\a3\soft_f_beta\Truck_01\Data\UI\Truck_01_covered_CA.paa checked_strings[] = {"$STR_HALV_GROUND"}; onCheckBoxesSelChanged = "if(_this select 2 == 0)then{HALV_HALO = true;systemChat localize ""STR_HALV_HALO_SELECTED"";}else{HALV_HALO = false;systemChat localize ""STR_HALV_GROUND_SELECTED"";};false"; tooltip = "$STR_HALV_PRESSSELECT_HALO_OR_GROUND"; colorTextSelect[] = {0.6,0.298,0,1}; };//102,51,0 - 0.4,0.2,0 //153,76,0 - 0.6,0.298,0 class HALV_spawn_halocheck: HALV_RscCheckbox { idc = 7780; x = 0.195876 * safezoneW + safezoneX; y = 0.137091 * safezoneH + safezoneY; w = 0.0773196 * safezoneW; h = 0.043989 * safezoneH; strings[] = {"$STR_HALV_SELECT_GEAR"}; checked_strings[] = {"$STR_HALV_SELECT_SPAWN"}; onCheckBoxesSelChanged = "_this call HALV_switch_spawngear;false"; colorText[] = {0.8,0,0,0.8}; tooltip = "$STR_HALV_SELECT_GEAR_OR_SPAWN"; }; class HALV_spawn_text: HALV_RscStructuredText { idc = -1; text = "ts3.acryl-gaming.de"; x = 0.195876 * safezoneW + safezoneX; y = 0.840914 * safezoneH + safezoneY; w = 0.159794 * safezoneW; h = 0.0219945 * safezoneH; }; class HALV_gear_list: HALV_CT_TREE { idc = 7779; x = 0.35567 * safezoneW + safezoneX; y = 0.137091 * safezoneH + safezoneY; w = 0.438144 * safezoneW; h = 0.725818 * safezoneH; onTreeDblClick = "_this call Halv_ontreedoubleclick; false"; onTreeSelChanged = "_this call Halv_ontreeselected; false"; colorPicture[] = {0,0,0,0.4}; colorPictureSelected[] = {0,0,0,0.4}; colorPictureDisabled[] = {0,0,0,0.4}; colorPictureRight[] = {0,0,0,0.4}; colorPictureRightSelected[] = {0,0,0,0.4}; colorPictureRightDisabled[] = {0,0,0,0.4}; }; }; };
  12. 2 points
    In your case 973.9 could also be 973.90005, but the log will cut (round) it. Thats what I expect to be the Problem.
  13. 2 points
    Custom Trader locations at Klen and Green Mountain. New lootable locations at NEAF, Between Stary & Novy and Prison Island Bridge. Our own custom mod-pack that adds 100+ new custom gun skins, food and clothing. Join us by filtering for "APEX" on the DZSALauncher Or Join our discord at Http://Discord.me/ApexZ
  14. 2 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
  15. 1 point
    JasonTM

    [RELEASE] WAI 2.2.5

    Wicked AI 2.2.5 This release is for DayZ Epoch/Overpoch 1.0.6.2. >>>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 1.0.6.3 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
  16. 1 point
    Some time ago I started a youtube channel doing DayZ Epoch tutorials. Surprisingly, my DayZ Epoch 1.0.6.1 server install video has amassed over 2500 views (and people say this game is dead). Here are some updated videos for 1.0.6.2. There are other videos on my channel that are still relevant. How to Install a DayZ Epoch 1.0.6.2 Server Things you will need to download: PBO Manager MySQL Community Server 5.7.22 HeidiSQL Notepad++ Notepad++ SQF Highlighter (optional, but highly recommended) 7-Zip How to Upgrade Your DayZ Epoch 1.0.6.2 Server to an Overpoch Server Things you will need to download: Overwatch Server Key Overwatch mission.sqm (to copy and paste from) My Overpoch Loot Tables My Non-ZSC Overpoch Trader Files Midget Porn (Just kidding) How to Install Epoch Admin Tools Do not install these with infistar. How to Install Wicked AI for DayZ Epoch and Overpoch How to install infistar admin tools/antihack and infistar's free BRC rcon tool Fix for the unfortunate error in infistar v1448 How to make Battleye filter exceptions for Infistar and other mods Downloads Eraser1's scripts.txt Exception Generator Ebay's Guide to Battleye Filters How to Install Ebay's Testkit Download Battleye Filter Tutorial using Ebay's Testkit and infistar's BRC rcon tool Server Install: Troubleshooting "session lost" and "wait for host" type issues. How to install BattlEye Extended Controls for automatic restarts I am planning on doing more of these when I get time.
  17. 1 point
    Nice!!! widthRailWay = 1; Fixed the error message! Many Thanks!!!
  18. 1 point
    Tanoa Server is up to date Arma 3: 1.92 Epoch: 1.31 IP: arma.no-ip.info Port: 2302
  19. 1 point
    Litl Lebowski

    help solve the error in RPT

    wow wow man y angry fury im give y comment line 6 and be happy
  20. 1 point
    TML

    Over9000 Epoch Panthera

    Every time you log in you see the beautiful sun, the beautiful ocean, the mountains, just Panthera ... It's a beautiful map on a great server with so many features, so many things you can do and actually no frame drops. It doesnt get boring on Over9000. You will not regret it to join it.
  21. 1 point
    Mig

    AI Convoys 1061+

    https://github.com/dreamforceinc/andre_convoy
  22. 1 point
    Problem solved, outdated server_publishObject.sqf was the problem.
  23. 1 point
  24. 1 point
    A Man

    Over9000 Epoch Panthera

    Update 1.60 is out now. Here are the changes: https://github.com/AirwavesMan/Over9000-Panthera/blob/v1.60/Changelog 1.60.txt
  25. 1 point
    Yeah it needs an exception in publicvariable.txt. to execute every 30 minutes you just need to execute LogMyLogin = [getPlayerUID player]; publicVariableServer "LogMyLogin"; in a loop + uisleep 1800; in the most basic example [] spawn { while {1 == 1} do { LogMyLogin = [getPlayerUID player]; publicVariableServer "LogMyLogin"; uisleep 1800; }; };
  26. 1 point
    spitfirez404

    [Release] Anti Combat Log 1.0.6.1

    Yes it was indeed Infistar in AH.sqf I just commented it out. //_fnc_punish_combatlog = { //isInCombat = player getVariable['startcombattimer',0]; //if(str _isInCombat != '0')then{ player setDamage 1; }; //}; And in the AHconfig.sqf and turned off _UCL = false; // Use Anti Combat Log /* true or false */ Works now! :) Thanks for your help @SmokeyBR
  27. 1 point
    A Man

    Over9000 Epoch Panthera

    Bumb
  28. 1 point
    Mig

    Buried Treasure Event

    Hello all, Here is a new random event. These are tombs that appear randomly on the map with only zombies, Once the players on the spot an action is available to search the graves, On eight of the tombs only one contains loot. Github Link
  29. 1 point
    Okay. Then I will do some final tests and add it to Experimental files. Thx for testing it
  30. 1 point
    A Man

    Mysql

  31. 1 point
    82ndAB_Bravo17

    after update 1.3

    If you mean a vanilla epoch.altis.pbo then that would be in the distribution zip file, if you mean a blank database that the server will start afresh from then you can either rename the current dump.rdb file (Redis will create a new file next time it starts up) or just change the number on the DB = line in EpochServer.ini. Stop both the server and redis before doing either option. The first way is probably preferable since it will lead to less memory usage.
  32. 1 point
    JasonTM

    [RELEASE] WAI 2.2.5

    The mission marker colors are based on mission difficulty. If you want to change to AI type (Hero and Bandit), then change this block of code: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/mission_winorfail.sqf#L22-L27 To this: _color = call { if(_missionType == "MainHero") exitWith {"ColorRed"}; if(_missionType == "MainBandit") exitWith {"ColorGreen"}; }; Also change these: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/airdrop_winorfail.sqf#L26-L31 https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/patrol_winorfail.sqf#L20-L25
  33. 1 point
    Grahame

    after update 1.3

    Did you comment the include of CfgDisabledCommands.hpp in epoch_config/sandbox_config.hpp?
  34. 1 point
  35. 1 point
    82ndAB_Bravo17

    after update 1.3

    You need to replace the old epoch.altis file with the new one, along with the client files and the pbo files in @epochhive\addons, the battleye .txt files and update any changes in the epochconfig.hpp file. That error most likely means that you have missed a file or two, look in the .rpt file and see what the error is.
  36. 1 point
  37. 1 point
    @WeepiestLem0n Hello and welcome, take a look at that link. There is everything you need with a decent explanation:
  38. 1 point
  39. 1 point
    ответ был выше. обновить инфистар до актуальной версии
  40. 1 point
    Sneer

    Deployable Sleeping Bags as Spawn Points

    FYI Step 2 and step 5 there are issues with copying and pasting. If you manually type those lines out then its fine.
  41. 1 point
    I am a bit confused, because the player masscheck has failed. But... "DEBUG: Final Player mass check: FAILED (973.9 != 973.9)" the masscheck should return true here. Eventually @vbawol has an idea? Is the output not as accurate as the internal values? Should we eventually add a small tolerance into the script? 0.1 or so?
  42. 1 point
    FG_Trap

    Over9000 Epoch Panthera

    Man does good with his servers.
  43. 1 point
    postapocalyptic Kamenka map editions for Chernarus Images - https://imgur.com/a/6kahqey Download - https://github.com/ItJustWorks2/DayZ/blob/master/Kamenka.sqf
  44. 1 point
    It's not April 1st yet
  45. 1 point
    Cubitron

    Over9000 Epoch Panthera

    Some Feedback: If you want a unique Server with unique Scripts and a lot of costum then play on this server. the most server are copy and paste . Why can i this say? I had own Servers a few years :-) btw english not my native ;-)
  46. 1 point
    A Man

    Over9000 Epoch Panthera

    Updated main post Feature List. We have released 51 big server updates until now and we will go on updating.
  47. 1 point
    daryl922

    Walking Dead Hilltop

    install: -dayz_server create folder -Open server_functions.sqf -search "#include "mission_check.sqf"" add it below execVM "\z\addons\dayz_server\ChernarusBuildings\hilltop.sqf" https://drive.google.com/open?id=1oxc6A6GgY5EwJi0dPdlf2dh5lt5C1amS
  48. 1 point
    Cyrus

    Epoch 1.0.6.2 Class names full lists

    i have seen a lot of people looking for epoch 1.0.6.2 class names with very little information available on where to find the full lists if you are planning on doing some custom loot crates for static mission spawns. I found on the Epoch Github Repo all the items available to 1.0.6.2. I hope that others find it as useful as I have. >Full lists here<
  49. 1 point
    salival

    Epoch 1.0.6.2 Class names full lists

    Pinned, thanks for posting it, I should have done it when I commited it to github
  50. 0 points
    SO for anyone that see's this server, and wants to play on it - Dont. Server owner change has made the server impossible to play. Groups of 9 people that rule the server with help from admins bending rules. DO NOT JOIN GENESIS anylonger.
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