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vbawol

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Posts posted by vbawol

  1. @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}};


     

  2. [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

  3. 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/

  4. 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.

  5. 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. :tongue:

    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.

     

  6. 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.

  7. This is a part of our security checks, it basically makes sure the data sent to the server not getting spoofed by another player. If you make a new player body then you also must give this new body the proper token to communicate with the server.


    Server Side:

    _tokenToSendToPlayer = _newPlayerObject call EPOCH_server_setPToken;
    ...
    [_newPlayerObject, _tokenToSendToPlayer] remoteExec ['EPOCH_clientRevive',_player];

    Client Side:

    Epoch_personalToken = _tokenSentFromServer;

    (Above is just an example)

    You can see this in action with the player revive functions:
    Server:
    https://github.com/EpochModTeam/Epoch/blob/a4bf2926f12c7e68e1970da42b12f054cbfc279a/Sources/epoch_server/compile/epoch_player/EPOCH_server_revivePlayer.sqf#L255
    https://github.com/EpochModTeam/Epoch/blob/a4bf2926f12c7e68e1970da42b12f054cbfc279a/Sources/epoch_server/compile/epoch_player/EPOCH_server_revivePlayer.sqf#L268

    Client:
    https://github.com/EpochModTeam/Epoch/blob/a4bf2926f12c7e68e1970da42b12f054cbfc279a/Sources/epoch_code/compile/setup/EPOCH_clientRevive.sqf#L36

  8. 0.4 b672 released:
    https://github.com/EpochModTeam/Epoch/releases

    [Added] Indestructible base options via CfgEpochServer (epochconfig.hpp) thanks to @Ignatz-HeMan
    [Fixed] Possible error in serverCommand function.
    [Changed] Revert Player Death function workaround since the issue is now fixed. Thanks to @Ignatz-HeMan

    Changes Since 668:
    https://github.com/EpochModTeam/Epoch/pull/684/commits

     

  9. 35 minutes ago, fonstec said:

    Can the craft crash fix be merged into my existing V4.0 installation. I've downloaded GitHub files but not sure how to proceed. Crash reports are available, BI seemed uninterested as it's a mod issue:rolleyes:. Any advice would be gratefully received as I'm running out of hair to tear out.

    the crafting fix was released with b668. just update your mission file and server pbos.

  10. Hello phm, 

    The best place for bugs like this are the github as things on the forum tend to get lost in all the clutter. 
    https://github.com/EpochModTeam/EpochServer/issues

    This is due to me compiling the epochserver.so for updates/fixes on a newer Debian 8.6 box that has this more updated GLIBC version. I will see about recompiling with GLIBC 3.4.14 as you mentioned in the other thread.

  11. Hey, Guys!

    Now, It is easier than ever to make custom (double click) inventory actions for magazines or weapons/items In Epoch using the "CfgItemInteractions" config either in mission config or via even a client side mod.

    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgItemInteractions.hpp

    For example, Honey has the added action to Empty out the jar instead of eat it:

    interactActions[] = {{"EMPTY","[1,[],'emptyjar_epoch'] call EPOCH_consumeItem;"}};
    


    This shows up as a double click action on the Honey with the text "EMPTY" and will execute the string "[1,[],'emptyjar_epoch'] call EPOCH_consumeItem;" as code via the buttons EH when clicked. Hint: Any code you want can be executed just make sure you use single quotes inside "" or escape any double quotes.

    Another example is that you can Empty or Drink a Gas can (to poison yourself) :tongue::
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgItemInteractions.hpp#L204
     

  12. 12 hours ago, Grahame said:

    Did not know that. Can you provide more info on the sharing of character data but not map-specific location data? That would be great for me, I would share character data between my two servers, cannot see atm how to separate the data without custom code changes

    Epoch was made from the start to do exactly this. :smile: Just simply use a different InstanceID for each server while using the same Redis connection information.

    If the player joins another instance they will simply spawn in the Clone Room and can choose where to go from there. 

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