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  1. 7 points
    He-Man

    A3 Epoch v1.3.2 Update

    Arma 3 Epoch 1.3.2 has been released! Server Files: https://github.com/EpochModTeam/Epoch Gamemode File Changes: https://github.com/EpochModTeam/Epoch/pull/1008/files Release Notes: https://epochmod.com/forum/topic/46253-a3-epoch-v132-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 . Added Non Lethal Weapons Make opponents unconscious with special weapons Unconscious players can be woken up by a MultiGun with Heal Player attachment after a random timer (60-180 seconds) Paint Garages (with optional map markers) around the map for painting Vehicles Park your Vehicle in / on the Garage and hold Space (DynaMenu) on the Terminal Costs: 500 Krypto (Configurable by Admins) https://plays.tv/video/5d5d721191c8f06d14 Player / Server Statistics (within the E-Pad) Times connected / Playtime (hours) / Max Alivetime (hours) / Distance Walked (Km) Objects Looted / Trades at Trader / Placed Buildings / Crafted Items Karma / Player Revived / Tradermissions Player Kills / AI Kills / Antagonist Kills / Zombie Kills Deaths by Player / Deaths by AI / Suicides K/D PvP / K/D PvE https://plays.tv/video/5d5d716b0b171855fe Hint in Inventory for Heal / Revive / Repair to be used as MultiGun Attachment Item description to Trader items https://cdn.discordapp.com/attachments/474595539107971072/622554669830373399/unknown.png UAV Backpacks - Assemble and then use via DynaMenu (SpaceMenu) Animated Heli Crash (with scattered loot) https://plays.tv/video/5d8a717407926fbfc2 Some Chinese translations (thx to @CHL198011) Fixed Players could instant get killed on contact with new placed BaseBuilding Parts Players Glasses (Goggles) were not correctly added on login / revive Some Building Parts where falling down on build (also when snapped correctly) Texture for Solar Generator / Charger was broken Changed Weapon attachments are no longer dismounted within containers on restarts Clothings (BackPacks / Vests / Uniforms) in storages will no longer get unpacked on restarts Vehicle / Storage Lock Colorized Vehicle / Storage Lock messages Hint how long your Vehicle will stay locked on lock Vehicles locked inside your own PlotPole-Range have now a longer Locktime Inside your PlotPole-Range: 3 days Outside your PlotPole-Range: 30 minutes https://plays.tv/video/5d5d71d2137413ba08 Increased UAV sounds Changed Taru / Huron / Mohawk Door Sounds (more decent sound) changed unarmed jump animation UAV-Support (AI's) will now spawn a bit more away from your Position Changed / Fixed some Epoch asset models Reduced Rain by default Hunger / Thirst / Alcohol loss no longer depends on time multiplier by default Reworked Looting function (Epoch furnitures + additional ground Loot) Server Owners Added an option to force the Gender for Players on Spawn / Respawn with "ForceGender" in cfgEpochClient.hpp Added the FastNights Epoch Event by default to epochconfig.hpp Added Compatibility to Lythium and Livonia Map Added a MultiMap compatibility Make it possible to run also not official supported maps Use the mission.sqm within the epoch._ChangeMe folder Spawn (Debug-Box) is set to [0,0] and spawn positions are random created on restarts Custom Textures (e.g. from Paintshop) can now be saved to the Database set "UseCustomTextures" in epochconfig.hpp to "true" force saving Vehicles after painting by: Client side Scripts: _vehicle call EPOCH_interact; Server side Scripts: _vehicle call EPOCH_server_save_vehicle; To adjust the new BaseLock-Time, use "vehicleLockTimeHome" in epochconfig.hpp Configs for the Painting Garage (available colors / Costs) can be found in CfgPainting.hpp SetUnitLoadout has been replaced by an Epoch function. To simply strip and reload Inventory, use "call EPOCH_ReloadLoadout"; Player Login Mass-Check Another fix to prevent login issues If you still have issues, make sure these positions are very close in your mission.sqm: respawn_east respawn_west all VirtualMan_EPOCH Entities Players playtimes are now shown in the Playerlist in Adminmenu https://cdn.discordapp.com/attachments/474595539107971072/613059969943601208/unknown.png Added a function to jump up for Admins in Adminmenu Admin Teleport on mapclick now use ALT instead of CTRL (prevent creating Linemarkers) Added an option "EnablePhysicsOnBuild" to cfgEpochClient.hpp to disable physics while Building Changed syntax in cfgServicePoints to allow inherits from other Vehicle Classes Some more infos can be found here: https://epochmod.com/forum/topic/34454-repair-rearming-script/?do=findComment&comment=307310 Added a config for the already available FastNight Event to epochconfig.hpp New Weapons + Mags: pvcrifle_01_F NL_pvc_bb_mag -> Knockout nl_Shotgun NL_shot_bb_mag -> Knockout nl_auto_xbow xbow_mag_bolt -> Kill xbow_mag_tranq -> Knockout xbow_mag_exp -> small explosion -> Kill hgun_Pistol_tranq_01 tranq_dart_mag -> Knockout If you run Infistar lower then v260 (not published for now), you have to change this inside your Infistar files! A3AH: 1 Search for: "_addCaseHDMG = 0;" add a new line behind it with: "_addCaseHDMG = player addEventHandler ['HandleDamage',(['CfgEpochClient', 'HandleDamage', ''] call EPOCH_fnc_returnConfigEntryV2)];" 2 Search for: "if(_addCaseHDMG == _roundRandomNumberHDMG)then" change it to: "if(_addCaseHDMG == (_roundRandomNumberHDMG+1))then" 3 Search for: "player addEventHandler ['HandleDamage',''];" change it to: "player addEventHandler ['HandleDamage',(['CfgEpochClient', 'HandleDamage', ''] call EPOCH_fnc_returnConfigEntryV2)];" A3AT: 1 Search for: "player addEventHandler ['HandleDamage',{}];" replace it with: "if (infiSTAR_MOD == 'Epoch') then {player addEventHandler ['HandleDamage',(['CfgEpochClient', 'HandleDamage', ''] call EPOCH_fnc_returnConfigEntryV2)];}else {player addEventHandler ['HandleDamage',{}];};"
  2. 5 points
    Vistor

    MGT Epoch Altis

    Features Black Market Traders with every in-game item available for purchase Loot++ Spawn Cars++ BLCKEagles Mission Cap Points WAI Mission (customised by DB) Militarized Cinder bases are indestructible friendly staff and players willing to help Contact DLC items R3F Towing/Lifting/Loading Players are genuinely listened to and changes are implemented quickly 500 part base limit FPS++ Spawn and pack quad/jetski through dyna menu Battleye and infiSTAR protected Reduced weapon recoil and sway Use DLC vehicles without owning DLC (you will still get prompts to buy the DLC) Halvs spawn select system Vehicles stay locked for 24 hours JSRS, Dragonfyre, Blastcore, Dynamic Soundscape, Dyna Sound and Enhanced Soundscape mods allowed New traders Custom Safezones Pay check system Remote garage door opener Vehicle flip option Virtual Garage Incoming missile warning Safe hacking Adjustable view distance via dyna menu Server IP: 164.132.207.106:2302
  3. 4 points
    Credits: Epoch Mod Team for a great mod. He-man for many helpful discussions. RedBaron for helpful discussion and extensive debugging. Shix who's VG for Exile stimulated this effort. Description: provides a set of GUI and scripts by which players can store vehicles in a virtual garage that preserves fuel, damage, weapons loadouts and inventory. The position and orientation of the vehicle at the time it is stored is also saved. Optional storage points can be added by placing pre-specified objects and locations such as airfields and docks. By interacting with these objects, players can store vehicles in virtual hangers or dry docks. The idea of the hangers is that it allows players who like winged aircraft a chance to safely store their jets. A similar logic applies to the dry dock. Provisions to prevent using the virtual vehicle storage to teleport is built in. Some examples of what the player sees are included below. Download: https://github.com/Ghostrider-DbD-/Virtual-Vehicle-Storage-for-Epoch Installation: https://github.com/Ghostrider-DbD-/Virtual-Vehicle-Storage-for-Epoch
  4. 3 points
    Porkeld

    A3_vemf_Re_reloaded

    A3_vemf_Re_reloaded Vemf_reloaded was originally made by IT07 and last commit on vemf_reloaded was in 2017.... I really like this mission script, but in my opinion it was missing some essential features compared to other mission systems. So I decided to add and fix some of the stuff for vemf. Check the Changelog for fixes and new stuff. All credit goes to IT07 for coding this and also a big THANK YOU to Ghostrider [GRG] for helping and always being helpfull when needed :-) Check readme and how to install.txt Download https://github.com/Porkeld/A3_vemf_re-reloaded If you have any questions/bug reports or ideas for vemf_re_reloaded then find me on discord Porkeld#1506
  5. 3 points
    Vistor

    Ignatz Epoch Altis - UNDER NEW OWNERSHIP

    Ignatz Epoch Ignatz Epoch has been transferred to new ownership, therefore I (the new owner) want to let people know there are changes happening on Ignatz and it would be awesome if people can come check those changes out. To list a few of the changed features: Increased loot spawn in city and military areas added high-end vehicle spawns increased view distance 2500 up from 1200 increased number of spawn points increased number of building parts to 300 max Got rid of auto vehicle deletion at base spots Allow menu level 2 to be purchased with crypto increased missions adding SEM which has convoys and bandit camps increased loot at missions Craft quad without materials This is just a few of the changes that have happened to the server, many more are planned, but will come in due time. Please come have a look! IP Address: 176.57.141.174:2302 Discord: Ignatz Discord
  6. 2 points
    A Man

    DayZ Epoch 1.0.7 fake or real?

    Epoch 1.0.7 is no fake at all. We are working hard to get it out this year.
  7. 2 points
    FG_Trap

    Traps server menu

    Made this in my free time awhile ago thought id make it public. Right Alt is the key to open the menu. Install instructions are inside the download. https://github.com/NWDZ-Trapxxgods/traps-menu here is a picture of the server menu
  8. 2 points
    i realize the image sent you was was jpg i want you all to see the full hd version enjoy
  9. 2 points
    Unsanctifier

    Jack's Creations Epoch Artwork

    i made this for a friend, and i apologize if i posted it in a the wrong place as i couldn't fine a place relative to this. I created this using photoshop cc, and Jasc Paintshop pro
  10. 2 points
    I spent some time getting Virtual Arsenal Shop System (VASS) working in epoch recently and figured I'd share that (though may not be the best way to do this, as it's my first time really making anything for arma or epoch). Full credit to: https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System EDIT: I created a fork on github with basically all of the below changes, so you only need to merge description.ext, init.sqf and CfgFunctions.hpp. (Instructions for doing so are at the top of the readme in the repo.) https://github.com/Alsekwolf/VASS-Virtual-Arsenal-Shop-System Step 0: get the "VASS" folder from that Github and place it at the root of your mission file. Step 1: Add to description.ext #include "VASS\gui\cfgGUI.hpp" Step 2: Add to CfgFunctions (Default for epoch would be in mission file \epoch_config\Configs\CfgFunctions.hpp) class TER { class VASS { file = "VASS\fnc"; class shop { preInit = 1; }; class getItemValues {}; class VASShandler {}; class addShopCargo {}; class addShop {}; class resetTimer {}; }; }; Step 3: Now you are going to need an object in SQF code at wherever you want the shop to be accessed, something like private _objects = []; private _objectIDs = []; private _item1 = objNull; _item1 = createVehicle ["Land_CashDesk_F",[11843.6,13031.7,0.0419998],[],0,"CAN_COLLIDE"]; _this = _item1; _objects pushback _this; _objectIDs pushback 1; _this setPosWorld [11843.6,13031.7,6.992]; _this setVectorDirAndUp [[-0.956641,0.29127,0.00066811],[0.000698392,0,1]]; trader123 = _this; _this setVehicleVarName "trader123"; publicVariable "trader123"; but you won't want to use that, it does need a name Variable though, like "trader123" shown there (the rest of the code will assume you use trader123, or change it in any occurrences). Step 4: Create a SQF somewhere in the mission file, mine will be TraderCFG\Trader.sqf and add this code to it // Client Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (hasInterface) then { _shop = [trader123,"Shop test"] call TER_fnc_addShop; }; // Client Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Shop Inventory ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _cargoArray = [ // array in format: "class", price, amount "arifle_MSBS65_F",100,true, "arifle_AK12_F",100,5, "arifle_AKM_F",50,5, "arifle_MX_F",75,5, "hgun_P07_F",20,5, "optic_DMS",10,5, "optic_ACO_grn",5,5, "B_AssaultPack_mcamo",25,5, "U_B_Wetsuit",25,true, "U_B_HeliPilotCoveralls",10,true, "U_B_CombatUniform_mcam",15,5, "30Rnd_762x39_Mag_F",5,true, "30Rnd_65x39_caseless_mag",13,true ]; // Shop Inventory //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Server Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if(isServer) then { // Objects ///////////////////////////////////////////////////////////// private _objects = []; private _objectIDs = []; private _item1 = objNull; _item1 = createVehicle ["Land_CashDesk_F",[11843.6,13031.7,0.0419998],[],0,"CAN_COLLIDE"]; _this = _item1; _objects pushback _this; _objectIDs pushback 1; _this setPosWorld [11843.6,13031.7,6.992]; _this setVectorDirAndUp [[-0.956641,0.29127,0.00066811],[0.000698392,0,1]]; trader123 = _this; _this setVehicleVarName "trader123"; publicVariable "trader123"; // Objects ///////////////////////////////////////////////////////////// // Add Shop Inventory ///////////////////////////////////////////////// [trader123, _cargoArray, 2] call TER_fnc_addShopCargo; // Add Shop Inventory ///////////////////////////////////////////////// }; // Server Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Replace all the code inside "// Objects //" with the object code you got in step 3, and make the any occurrences of "trader123" match what you name yours. Step 5: you'll need to add that file to run in your init.sqf, something like call compile preprocessFileLineNumbers "TraderCFG\Trader.sqf"; Step 6: navigate to "VASS/fnc/fn_VASShandler.sqf" and in change "getMoney" to be like case "getMoney":{ /* Description: VASS wants to know how much money the unit has Parameter(s): 0: OBJECT - Unit whose money is requested Has to return: NUMBER - Unit's money */ params ["_unit"]; _Crypto = EPOCH_playerCrypto; _Crypto; }; Step 7: you'll need 2 files, name doesn't really matter but mine are "TraderSetMoney_init.sqf" and "TraderSetMoney.sqf" in TraderSetMoney_init or whatever you name it, put if(isServer)then{ Alsekwolf_server_TraderSetMoney = compileFinal preprocessFileLineNumbers "TraderSetMoney.sqf"; "Alsekwolf_TakeGive" addPublicVariableEventHandler {(_this select 1) call Alsekwolf_server_TraderSetMoney}; }; (Change the TraderSetMoney.sqf name to whatever you make that file, or add if its in a folder and not root mission file) Step 8: put the following code in "TraderSetMoney.sqf" or whatever you name it _this call EPOCH_server_effectCrypto; Step 9: put the following code in your init.sqf and make it match your naming [] ExecVM "TraderSetMoney_init.sqf"; Step 10: in "VASS/fnc/fn_VASShandler.sqf" change "setMoney" to match case "setMoney":{ /* Description: VASS changes the amount of money the player has Parameter(s): 1: OBJECT - Unit whose money will be changed 0: NUMBER - Amount of money changed (can be positive or negative) Has to return: Nothing */ params ["_unit", "_change"]; Alsekwolf_TakeGive = [player,_change]; publicVariableServer "Alsekwolf_TakeGive"; }; That should be everything, I'm really sorry if I missed anything, it's been about 2 weeks of trying different things to get this working. Also sorry for the bad writing of instructions, not great at that.
  11. 2 points
    I have Identified the cause of the dissapearing bodies which was due to how simulation was being managed. I just pushed an update to the experimental branch that disables the script that manages simulation along with a bunch of other minor bug fixes. I will get back to this after New Years to finish the remaining updates which deal with: new ways to identify locations to spawn missions; updated simulation management.
  12. 2 points
    Schalldampfer

    [RELEASE] WAI 2.2.5

    I'm now testing enemy artillery in my server, and got it working (not balanced yet) 1. Activate artillery module by adding this in dayz_server/WAI/init.sqf (Because I use this BIS_ARTY_LOGIC for all mortars, we can use only 1 type of mortar in the the server. I think I'd better create new BIS_ARTY_LOGIC in spawn_static.sqf and use it in arty_fire.sqf .. but I haven't tried this yet) 2. To add brain of artillery to each mortar (which you will spawn by using spawn_static function), add this into dayz_server/WAI/complie/spawn_static.sqf 's Line183 or around - where one of the static weapon is prepared for battle. 3. Now this is the brain of artillery. Create dayz_server/WAI/complie/arty_fire.sqf with this content (Most settings are hard-coded here so far, and may be inbalanced) Notes: To spawn artillery, put this code in the random mission If the mortar's group find a player, they will try to bombard him. I think the mortar unit doesn't have good eye, so I'm combining the group to another static weapons or cars like
  13. 2 points
    @Schalldampfer I found out, that Epoch_server_cargosave will not 100% work on killed Vehicles. It will not pushback backpacks and items, but weapons, magazines and subcontainers. Maybe an issue in Arma, not sure. But I have added a workaround to the experimental files, that Backpacks (and items within Backpacks) will also work now. But Items are still an issue (this means ItemGPS, ItemCompass, ItemWatch, weapon attachments ..., but no Epoch Items like mortar, metal....) So here is the needed change in the Epoch Files: https://github.com/EpochModTeam/Epoch/commit/297b2c04734b872b8769c3f972cf29c4b80c000e And I have another (in the case better code) you can simply run in your Init (without any other changes in any other files): if (isserver) then { addMissionEventHandler ["EntityKilled",{ params ["_killed", "_killer", "_instigator"]; if (_killed isKindOf "Landvehicle" || _killed isKindOf "SHIP" || _killed isKindOf "AIR") then { if (!istouchingGround _killed) exitwith { _killed spawn { _start = diag_ticktime; waituntil {uisleep 2; (isTouchingGround _this && speed _this < 1) || diag_ticktime - _start > 10}; if (!isnull _this && !(surfaceiswater (getpos _this))) then { _pos = getPos _this; ["groundWeaponHolder" createVehicle [_pos select 0, _pos select 1, 0], _this call EPOCH_server_CargoSave] call EPOCH_server_CargoFill; }; }; }; _pos = getPos _killed; ["groundWeaponHolder" createVehicle [_pos select 0, _pos select 1, 0], _killed call EPOCH_server_CargoSave] call EPOCH_server_CargoFill; }; }]; }; You can call in any script, the Server is running on startup. Oh and thx to @Tarabas for his hint about the Eventhandler "EntityKilled". I was not aware about it before
  14. 2 points
    sam_

    Skalka City: Map edit

    https://youtu.be/b-MtH3sAKvU Download Link https://github.com/sam563/map/blob/master/skalka.sqf Before https://imgur.com/FAxEtFH After https://i.imgur.com/wDCll41_d.jpg?maxwidth=640&shape=thumb&fidelity=medium HOW TO INSTALL add map\skalka.sqf to your mission file In your init.sqf in if (isServer) then { add the line: call compile preprocessFileLineNumbers "map\skalka.sqf"; INFO To disable vehicle wrecks, dead bodies, tents etc... to fit better into epoch change: _apocalyptic = true; to _apocalyptic = false;
  15. 2 points
    I think BI have changed the behavior for waituntil loops with the latest update. I do not know this scripts, but you could try the following: Replace this line: waitUntil{if({if(cursorTarget isKindOf _x)exitWith{1}}count['Car','Air','Motorcycle','Tank','Ship'] == 0)then{uiSleep .2;false};if(({if(cursorTarget isKindOf _x)exitWith{1}}count['Car','Air','Motorcycle','Tank','Ship'] == 1) || !isESVP)then{true}}; with: waituntil {{cursorTarget isKindOf _x} count ['Car','Air','Motorcycle','Tank','Ship'] > 0 || !isESVP}; And replace this line: waitUntil{if(locked cursorTarget isEqualTo 0)then[{uiSleep .2;false},{if((locked cursorTarget isEqualTo 1) || !isESVP)then{true}}]}; with: waitUntil {(locked cursorTarget isEqualTo 1) || !isESVP};
  16. 2 points
    Ghostrider-GRG

    2019 New Server Manager help

    Definitely take a look at the status bar / earplugs / other cool things in He-Man's github at: https://github.com/Ignatz-HeMan For missions you have a few choices. for traditional styles of missions SEM by Kiloswiss is nice (and grahame or He-Man may have an updated one), and I have been developing blckeagls for some time. https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/tree/Experimental-6.94 Vampire has made a very nice town invasion / base attack system that was updated a while ago. Finally, if you like roaming AI, A3EAI has been working well for me. I can send you a dropbox link if you like.
  17. 2 points
    vbawol

    New Mod based on Epoch?

    You can use our released sources on GitHub to build a new Mod. Please use another name than Epoch for your mod, give proper credit and keep the same license: https://www.bohemia.net/community/licenses/dayz-mod-license-share-alike for A2 and https://www.bohemia.net/community/licenses/arma-public-license-share-alike for A3 Also, If released to the public you need to also share your work in the same way it was shared to you (GitHub). If you want to include assets that are not available on the GitHub you may need to ask for further permissions.
  18. 2 points
    Best A3E mission system at this time is BlckEagl's... By default there is no init.sqf in the Epoch mission PBO no.
  19. 1 point
    Tanoa Server is up to date Arma 3: 1.98 Epoch: 1.3.3 IP: arma.no-ip.info Port: 2302 Discord Zombielandepoch
  20. 1 point
    Mig

    [RELEASE] Epoch ,OriginsMod pack.

    Hi, Epoch 1.0.6.2 / OriginsMod 1.8.3 pack This is the salival pack that I modified to adapt it to Taviana 3.0. https://epochmod.com/forum/topic/44789-salivals-mod-pack-all-my-mods-tested-working/ I added the following mods to it: - DZAI - WAI - Select Spawn I made some modifications so that the mod works on Taviana 3.0. There is still some modification to make, I will update regularly. *** download: *** https://github.com/MigSDev5/Epoch_origins_pack Edit: if you want me to add things in particular, please let me know.
  21. 1 point
    Thank-you THACHO_Gewch , I fixed it about an hr after I put this post up, I just forgot to delete the post
  22. 1 point
    We stopped Arma3 to concentrate on Arma2. Welcome here.
  23. 1 point
    He-Man

    Can't get my server to run, please help

    Ich kenne mich mit Nitrado nicht so aus. Aber wir sollten hier auch keine Konversation auf Deutsch starten. Wenn Du noch immer nicht weiter bist, komm mal in den Epoch Discord und schreib mich da einfach mal an. Dann sollten wir das hoffentlich hin bekommen. https://discord.gg/0k4ynDDCsnMzkxk7
  24. 1 point
  25. 1 point
    Mig

    [RELEASE] New Event The Fugitive.

    updated
  26. 1 point
    vbawol

    Forum Updated: this is only a test

    Only a test, nothing to see here...
  27. 1 point
    Zepheris

    Unlimited Revive

    I have a private Epoch server that my friends and I play on. We're not PVP and have issues with trying to stay alive. With that, I was looking for a way to setup unlimited revives as well as bypass needing a Defibrillator. I'm going to show you how to setup unlimited revives and then show you the code I used to bypass the Defibrillator. Before I start, I wanted to give a huge thank you to (in no special order) AWOL, Vampire, Ghostrider, He-Man, and Grahame for giving their time to help me on Discord! Ok, here's what we need to do. Extract your mission pbo file (mine is bornholm.pbo) and go into epoch_code\compile\setup\EPOCH_clientRevive.sqf https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/compile/setup/EPOCH_clientRevive.sqf#L59 Find line 59 and change it to true 58 // set token and can revive to false 59 Epoch_canBeRevived = true; 60 Epoch_personalToken = _personalToken; Next step, extract your epoch_server.pbo file in @epochhive\addons Find EPOCH_server_revivePlayer.sqf in @epochhive\addons\epoch_server\compile\epoch_player https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_player/EPOCH_server_revivePlayer.sqf#L119 Find line 119 and comment out the code 116 _newPlyr setVariable ["SETUP", true]; 117 _newPlyr setVariable ["PUID", _playerUID]; 118 _newPlyr setVariable ["GROUP", _playerGroup]; 119 //_newPlyr setVariable ["REVIVE", false]; 120 _newPlyr setVariable ["SERVER_VARS",_player getVariable ["SERVER_VARS",[]]]; 121 _newPlyr setVariable ["EPOCH_playerPlayTime",_player getvariable ["EPOCH_playerPlayTime",0],true]; Ok, thats it. You now have unlimited revives. Last part. If you don't want to use the Defibrillator, you can copy the following code. This will require the player to have at least 100 energy in order to revive a dead player. Makes it a lot easier, but also prevents players from dying and then running back to revive everyone else. Lets go back to your mission pbo and find this file epoch_code\compile\EPOCH_DefibrillatorUse.sqf https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/compile/EPOCH_DefibrillatorUse.sqf#L20-L57 Replace lines 20-57 with the following code: if (isplayer _unit) then { _energyneeded = 100; if (EPOCH_playerEnergy - _energyneeded > 0) then { _output = ["Energy", -_energyneeded] call EPOCH_giveAttributes; _unit spawn { player playMove 'AinvPknlMstpSnonWrflDnon_medic0'; player playMove 'AinvPknlMstpSnonWrflDnon_medicEnd'; uisleep 8; if (alive player && isplayer _this) then { [_this,player,Epoch_personalToken] remoteExec ['EPOCH_server_revivePlayer',2]; }; }; } else { ['Not enough energy to revive',5] call Epoch_Message; }; } else { ['This Player can not be revived',5] call Epoch_Message; }; That should be it. Assuming you made all of the changes that I did, you can revive as many times as you want and a defib not necessary.
  28. 1 point
    FreaksV2.0

    Custom Xml files for mods.

    There so many new and good mods coming out every day. The trouble is, some mods require type.xml or event.xml script to be added. Like vehicles, clothes, food, ect. Then when Dayz devs puts out an update it sends these .xml files back to default. Then I was thinking what if we had a custom type.xml and a type.xml file (same with the event too), where we can put the mod script into and have the game call from both files. example: All the mod's type.xml scripts will go into "custom type.xml" The dayz update new data will stay in the "type.xml" So we can continue to get all the new update items and it wont effect the mods that we have on our server, and vice versa. This would be a win win for the Devs and the modding community. I was thinking of just adding custom type.xml call script, but cant find where the type.xml call script is located at in the pbo files. "Any Ideas" on how to go about doing this will be very helpful and appreciated.
  29. 1 point
    i used that till now. It did work, but inconsistant, and i wasn't able to find out when it changes to halv and when to epoch spawn :D. So now it's optional, as one prefer and it's another option for serveradmins too
  30. 1 point
    hello try this; https://opendayz.net/threads/release-epoch-overpoch-origins-1-8.22050/ that helped me to get it to work
  31. 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.
  32. 1 point
    Try the mission.sqm from the experimental files. This should fix the issue https://github.com/EpochModTeam/Epoch/tree/experimental/Sources/mpmissions/epoch.Tanoa
  33. 1 point
    Hooty

    DayZ SA PvP Game mode | Vanilla++ Project

    These guys are killing the DayZ scene with their mods, and now a Fully Custom Death Match Server !!! Once again VPP 4 THE WIN!!!
  34. 1 point
    Khyron

    [RELEASE] WAI 2.2.5

    That was it, TY!
  35. 1 point
    Vistor

    DMG Problem in Base

    As he-man said in the post, changing from 1 to 0, not 0 to 1 fixes it! misread it or something
  36. 1 point
    He-Man

    Repair & Rearming script

    @Sneer I have changed the script, so it can also be used in Editor. - Run you Epoch Mission file in Editor - Place all Vehicles you want to configure for the ServicePoint - Run this Script in console - Read out the Variable "NewVehiclesAndAmmo" - Paste the array you get from the variable into an empty file - Replace all [ by { - Replace all ] by } - Replace all 999999 by the price you want for the Ammo - Add it to cfgservicepoint Sure, you have to add some line breaks, to make it a bit easier to get an overview. But in general, you get a final config (with the above changes)
  37. 1 point
    He-Man

    Repair & Rearming script

    @Grahame You can use this script to find all Vehicles on the map with weapons, but not currently in the default Epoch ServicePoint. This Script will give you the needed config entries for cfgServicePoint.cfg but you have to sort it a bit and change the price from 999999 to what you want. _allveh = allmissionobjects "landvehicle" + allmissionobjects "ship" + allmissionobjects "Air"; NewVehiclesAndAmmo = []; _AlreadyFound = []; _AmmoConfig = (missionconfigfile >> "CfgServicePoint" >> "VehiclesAndAmmo"); _VehiclesWithAmmo = ("true" configClasses _AmmoConfig) apply {configname _x}; _VehiclesWithAmmo = _VehiclesWithAmmo + ((getarray (missionconfigfile >> "CfgServicePoint" >> "VehiclesAndAmmo")) apply {_x select 0}); { _type = typeof _x; { if ((tolower _type) == (tolower _x)) exitwith { _AlreadyFound pushback _type; }; } foreach _VehiclesWithAmmo; if !(_type in _AlreadyFound) then { _AlreadyFound pushback _type; _magsturrets = (magazinesAllTurrets _x); if !(_magsturrets isequalto []) then { _entry = [_type,[]]; _tmp = []; _cnts = []; { _find = -1; _curmagturret = _x; { if (str _curmagturret isEqualTo str _x) exitwith { _find = _foreachindex; }; } foreach _tmp; if (_find == -1) then { _tmp pushback _x; _cnts pushback 1; } else { _cnts set [_find, (_cnts select _find) + 1]; }; } foreach _magsturrets; { (_entry select 1) pushback []; (_entry select 1 select _foreachindex) pushback (_x select 0); (_entry select 1 select _foreachindex) pushback (_x select 1); (_entry select 1 select _foreachindex) pushback (_cnts select _foreachindex); (_entry select 1 select _foreachindex) pushback 999999; (_entry select 1 select _foreachindex) pushback (_x select 2); } foreach _tmp; NewVehiclesAndAmmo pushback _entry; }; }; } foreach _allveh; Edit: I have changed the Script, so it is compatible to Epoch 1.3.1 and also the upcoming Epoch 1.3.2. The Output is an Array like this: [["B_G_Offroad_01_armed_EPOCH",[["100Rnd_127x99_mag_Tracer_Yellow",[0],4,999999,100]]],["B_HMG_01_high_F",[["FakeWeapon",[-1],1,999999,1],["100Rnd_127x99_mag_Tracer_Red",[0],4,999999,100]]],["O_UAV_01_F",[["Laserbatteries",[0],1,999999,1]]]] Add some linebreaks and tabs for a better overview like this: [ [ "B_G_Offroad_01_armed_EPOCH", [ ["100Rnd_127x99_mag_Tracer_Yellow",[0],4,999999,100] ] ], [ "B_HMG_01_high_F", [ ["FakeWeapon",[-1],1,999999,1], ["100Rnd_127x99_mag_Tracer_Red",[0],4,999999,100] ] ], [ "O_UAV_01_F", [ ["Laserbatteries",[0],1,999999,1] ] ] ] Replace the 999999 by the price for this kind of magazine, like you want. Then you should be able to add the Vehicles to the cfgServicePoint. Do not copy / paste it, but add new entries with the same syntax like others already in the cfg
  38. 1 point
    If you haven't fixed this issue yet, I found a solution. Go to tradermenu.sqf and comment out ALL the log calls such as "//diag_log format["%1",_x];" AND change TO Hope this helos.
  39. 1 point
    Brian Soanes

    MGT Epoch Altis

    Added: Advanced Urban Rappelling
  40. 1 point
    Rotzloch

    New Mod based on Epoch?

    Hello I have a question. Is it allowed to create a new Mod that is based on Epoch? So taking the Epoch pbo's and modify them as needed? Thanks and kind regards Roland
  41. 1 point
    @Vladick AHconfig.sqf i believe you are looking for
  42. 1 point
    A Man

    how to disable combine bars in adv trader?

    @nova If you want to disable gems as currency just set the gemwortharray empty. Like this: DZE_GemWorthArray = []; It is in the configVariables.sqf. You can put it in your init.sqf after the configVariables.sqf call.
  43. 1 point
    Helion4

    W.I.P Images from Dayz(SA) Epoch

    All these images can be found on our discord, if you are not a member already, hop on and keep up to date with the progress of the mod.
  44. 1 point
    Looked around and saw that some people were requesting this, it is actually quite simple: What it does: Makes vehicles indestructible within the plot area (default 30 meters) , but only if they are locked and no players are in them. Step 1: In your custom compiles.sqf add: (NOTE - CHANGE THE FILE PATH TO FIT YOUR NEEDS) fnc_veh_handleDam = compile preprocessFileLineNumbers "FILE\PATH\HERE\veh_handleDam.sqf"; below the if (!isDedicated) code block. Example: if (!isDedicated) then { /*************/ /* Code Here */ /*************/ }; fnc_veh_handleDam = compile preprocessFileLineNumbers "FILE\PATH\HERE\veh_handleDam.sqf"; Step 2: Copy veh_handleDam.sqf into your mission file from \z\addons\dayz_code\compile\veh_handleDam.sqf Step 3: In veh_handleDam.sqf find: _total = _this select 2; Below it add: if (locked _unit && {count (crew _unit) == 0} && {count (_unit nearEntities ["Plastic_Pole_EP1_DZ", DZE_PlotPole select 0]) > 0}) exitWith {0}; Done! NOTE: You can change the distance it applies to by changing the DZE_PlotPole variable: DZE_PlotPole = [30,90]; Or, you can set it independent of the variable by changing it to this: if (locked _unit && {count (crew _unit) == 0} && {count (_unit nearEntities ["Plastic_Pole_EP1_DZ", 40]) > 0}) exitWith {0}; and modifying the number (in this case it is 40) to whatever you would like. Keep in mind that the number represents the radius from the plot pole in meters.
  45. 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<
  46. 1 point
    Does anyone have a script to harvest these or know the class names?
  47. 1 point
    This will unlock vehicles that are left inside safezones and if they are not taken within 15 minutes it will remove them. Step 1. Define your safe zone positions in config Variables or below #include "configVariables" DZE_SafeZonePosArray = [ [[4064,11665,0],510], // Bash [[6326,7809,0],510], // Stary [[11447,11364,0],510], // Klen [[12944,12766,0],510], // Hero Camp [[1606,7803,0],510] // Bandit camp ]; ^^ above are my safezones, you could also add the aircraft dealer if you wish Step 2. go to your server_monitor.sqf located in dayz_server\system find then find this below it add this directly below that This is what it should look like If you wish to change the settings e.g the range at which it deletes vehicles, or if you want vehicles to be removed faster or instantly simple edit the "uiSleep (60 * 15);" if you want to remove the 15 minute wait, just remove that line of code or comment it out. Leave a comment if you need any help.
  48. 1 point
    Thx for your continued support @salival Great work on all your updates!
  49. 1 point
    seelenapparat

    ore veins location?

    the spawnpositions are not predefined. they are spawning randomly.
  50. 1 point
    damn son, talk about a hit to FPS!
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