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vbawol

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vbawol last won the day on January 9

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About vbawol

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  1. @AncientHawk When spawning the vehicle you need to run this command server side: _veh call EPOCH_server_setVToken; // _veh is a reference to the newly spawned vehicle object. (example: _veh = createVehicle ["I_Heli_Transport_02_EPOCH", _startpos, [], 0, "FLY"]; _veh call EPOCH_server_setVToken;)
  2. Double check that you have merged any changes from the player Death functions. Also, use this version of EPOCH_clientRevive: https://github.com/EpochModTeam/Epoch/blob/9eb855710760d1ccff69531e18efa960c0f5202b/Sources/epoch_code/compile/setup/EPOCH_clientRevive.sqf
  3. @Toby77 with steam workshop server and mod dependencies, it should not be much of an issue to use. Using the built in Arma 3 launcher will automatically download the needed mods. Also, keep in mind this is a 2 year old thread and I have already added basic support for using CBA alongside Epoch.
  4. Also,likely way out of date. FYI, changes have been made a while back to improve our support of CBA, if you have issues with CBA and Epoch please report them on the github : https://github.com/EpochModTeam/Epoch/issues
  5. @Hux is your antagonistSpawnIndex set to 0 for the sharks by chance? By default it should be allowing 2 sharks per player at most. CfgEpochClient.hpp antagonistSpawnIndex[] = {{"Epoch_Cloak_F",1},{"GreatWhite_F",2},{"Epoch_Sapper_F",2},{"Epoch_SapperB_F",1},{"I_UAV_01_F",2},{"PHANTOM",1},{"B_Heli_Transport_01_F",1},{"EPOCH_RyanZombie_1",12}};
  6. 0.4 b675 released: https://github.com/EpochModTeam/Epoch/releases [Fixed] Skip saving of already killed vehicles. @Ignatz-HeMan [Fixed] Load all vehicles magazines correctly. @Ignatz-HeMan [Fixed] Typo in helper scripts (EPOCH_server_movePlayer and EPOCH_server_teleportCheck) [Fixed] Make player revive code wait for data propagation similar to player load. Should reduce chances of loading into an empty body. [Changed] Added some apex backpacks to BE filter. [Changed] bools converted to string or a number in configs. [Changed] EPOCH_fnc_returnConfigEntry(V2) now also supports 0/1 via config when default input is a bool. Note: this commit may address issue with Bad conversion: bool rpt spam. It is suggested to use the following format for storing booleans in configs: 1 = true "true"=true 0 = false "false"=false Changes Since 672:https://github.com/EpochModTeam/Epoch/pull/694/commits
  7. Sorry for the delay next update I should have this recompiled. Till then you can always try to compile it yourself from source: https://github.com/EpochModTeam/EpochServer
  8. You can change the default loadout: https://epochmod.com/forum/topic/43026-default-loadout/ [Added] Ability to fully change default player loadouts via CfgEpochServer configs: (defaultGoggles, defaultHeadgear, defaultBackpack, defaultVestFemale, defaultVestMale, defaultUniformFemale, defaultUniformMale, itemsInContainers, weaponsInContainers, normalMagazines, weaponsAndItems) Custom per player loadouts, could be added easily. This is the file that is responsible for assigning the default loadout and can be edited to your liking. Below is an example of how to add custom loadouts to A3 Epoch. Insert this code (and edit as desired) just below the default loadout section: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_player/EPOCH_server_loadPlayer.sqf#L79 if (_playerUID in ["12345678","45678910"]) then { // Change these to equal the STEAM64ID of each player you want to have this loadout. _uniform = "U_Test_uniform"; _class = "Epoch_Female_F"; _vest = "V_F41_EPOCH"; if (_this select 1) then { //true == male _uniform = "U_Test1_uniform"; _class = "Epoch_Male_F"; _vest = "V_41_EPOCH"; }; _goggles = ""; _headgear = ""; _backpack = ""; _linkedItems = ["ItemMap","EpochRadio0"]; _itemsInContainers = []; _weaponsInContainers = []; _normalMagazines = []; _weaponsAndItems = []; }; GLHF! If you are wanting to edit loadouts for players that already have items, directly editing the database should work. Use/Download: https://redisdesktop.com/
  9. The Sharks are kinda slow to move and should eventually find you if you stay in deep water. Ideally, they should be made to move faster so they can be more of a threat. Also, we need to make sure the player gets a reward for killing it.
  10. Just because something no longer works properly do to an Arma update does not mean we should just ditch it. If that really was the case we would end up with no assets however that would mean fewer bugs to work on. The shoebox is lootable you just need to be right on top of it ATM. I did try to adjust the model on 0.4 to fix this but will have to take another look at it for 0.5.
  11. Happy new year! May 2017 be prosperous for all!
  12. You are in the right place @Calaban . It's ok guys he is talking about my Space Engineers server. Seems it did crash at some point, I have restarted it. Thanks for the heads up, I will likely have some time soon to play as well.
  13. BTW, That He-Man mentioned does allow Zeus spawned vehicles and any that have a token set server side as you mentioned. We may be able to add some code to also allow EDEN editor spawned vehicles too, provided it still restricts who can spawn a vehicle properly. If you are not concerned about it then, you could certainly just remove the checks for invalid vehicles.
  14. it is in the mission file: CfgEpochClient.hpp
  15. After 3 years Space Engineers has come a long way and still has a ton of potential. http://forums.keenswh.com/threads/update-01-166-stable-space-engineers-beta.7390358/