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Posts posted by vbawol
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Forum updated, testing 1234..
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0.4 b669 available for download on experimental: https://github.com/EpochModTeam/Epoch/tree/experimental
Workaround for playerRespawnTime always returning -1 when the player is killed, that also prevented player time to be revived. Thanks goes to @Ignatz-HeMan and @SPKcoding for the fix!
Changes since 668:
https://github.com/EpochModTeam/Epoch/commit/985660122957217d15533acc0fd127470fe63904 -
That file has moved to the mod configs, You can still define your own via the mission config (description.ext) just make sure you start the path with a "@" if the sound is in a mod/addon. if the sounds is in the mission file you would omit the "@".
https://community.bistudio.com/wiki/Description.ext#CfgSounds -
0.4 b668 released:
https://github.com/EpochModTeam/Epoch/releases[Fixed] Crash when opening crafting menu since A3 1.66. [Fixed] workaround for HandleDisconnect not firing since A3 1.66. b660 [Fixed] changed playableUnits to allPlayers [Changed] improved Epoch_selectInventoryItem function [Changed] improved inventory locked check with arma 1.66 features. Known Issue: Killed event handler is not firing since 1.66 release.
Changes Since 655:
https://github.com/EpochModTeam/Epoch/pull/669/commits@viper179, Ideally crash dumps should be sent to BI.
Also, are you referring to this? https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgBuildingLootPos.hpp#L20-L21- Brian Soanes and Sp4rkY
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I and a few of the community are trying to hash it out now. https://discord.gg/z3cnWF8
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Unfortunately not yet, this is what is in b660:
- changed playableUnits to allPlayers
- improved Epoch_selectInventoryItem function
- improved inventory locked check with arma 1.66 features.
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These are the issues I know about at this time:
- Player killed handler not working.
- HandleDisconnect not working "sometimes"?.
- crash when opening crafting menu.
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Gametracker needs to add https support (if they do the links will start working again without changes), as we enforce it on the site so we don't get mixed content warnings.
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Just posted some fixes and improvements for Arma 3 1.66 to the experimental branch b660 here: https://github.com/EpochModTeam/Epoch/tree/experimental
All changes since b655 - 660: https://github.com/EpochModTeam/Epoch/compare/experimental
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Just now, He-Man said:
Ya! Looks like someone is listening
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Enhanced Arma 3 Inventory
by Aaron Clark - http://www.epochmod.comRequires: Arma 3 version 1.66 or greater.
Features:
- Dynamic Inventory (Double-Click) SubMenu.
Extendable with from mission config 'CfgItemInteractions'
Example: https://github.com/EpochModTeam/Enhanced-Arma-3-Inventory/blob/master/Sources/epoch_enhanced_a3_inventory/config.cpp#L86-L121- Armor Stats.
Adds visual representation to inventory (progress bars) that show armor levels of Uniform, Vests, and Headgear as well as total armor at the bottom. When selecting or dragging the total armor bar shows a preview to show if you are gaining or reducing armor. Max armor levels are dynamically calculated from all available armor bearing items.Licence:
Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alikeGithub:
https://github.com/EpochModTeam/Enhanced-Arma-3-InventoryDownload:
http://steamcommunity.com/sharedfiles/filedetails/?id=809527168Please Note: This mod is not needed if you already run Epoch as this functionality is already built-in.
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I Just pushed a fix https://github.com/EpochModTeam/Epoch/commit/c86d4577e43907d7db247784d21016372c4cbb2f to allow vehicles that are spawned with Zeus available since b657 from here: https://github.com/EpochModTeam/Epoch/tree/experimental
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69.162.70.162 hosted by http://www.gtxgaming.co.uk/
more info TBA -
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Creation of Arma 3: Epoch Mod started on December 15th 2013, and while community support has had its ups and downs along with the contest it did encourage us to spend more time working on the project. Epoch was a top 10 finalist in the MANW total conversion category and won the popular community vote and that I am very grateful for.
Epoch Development Team are all volunteers and have each put in hundreds if not thousands of unpaid hours into helping create and release Epoch Mod for everyone to enjoy. Making game ready Arma assets, game modes etc. is not easy and can be very time-consuming. Special thanks go to all those that have supported us throughout our development! Epoch Mod would not exist without you!
Plans for next year include working with the community to further refine the MP survival framework and adding more support for singleplayer editor based missions and scenarios. The 1.0 update will bring a massive release of all remaining asset sources under APL-SA, and will be considered in the hands of the community to fork and develop as they choose.
Happy Holidays and New Year! Cheers to the pursuit of the next big thing!
Quote"I think the next big thing could be opening up Arma 3 to paid user-made content. It’s great to see talented mod-makers pulling off amazing missions, add-ons and mods as free content, but if we manage to find some incentive for the best mod-makers to develop more content, I think we can raise the bar even higher. I want to push this effort in two distinct ways, and I consider these as a priority for next year. We are going to announce more specific details in the coming months."
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Came across a cool looking gamemode that also uses Epoch mod and figured I would share it here.
QuoteGamemode:
Dead by Armalight - an ArmA III multiplayer mode, where 4 survivors try to escape from maniac , who wants to kill them. Survivors need to activate 4 generators (out of 5) by repairing them.
They need to work in team to activate all of these. When generators are activated, access to the fuse boxes will be opened. Now begins the final part. They need to use these fuse boxes to open the gates (2 gates in different places) and escape from maniac . If they can't, after short period of time access to the secret hatch will be opened, but, only for one player.
If survivors can't escape from maniac , then he'll exterminate them. His aim is to restrict access to the gates.
...5Read more and downloads: https://forums.bistudio.com/topic/197400-mp-dead-by-armalight/
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We would certainly consider adding support if someone was willing to contribute the changes needed. While I would like to support every mod, the reality is every additional feature added or mod we support can tend to increase the scope of the project.
Epoch Survival gamemode is Open Source and we do welcome forks and pull requests here: https://github.com/EpochModTeam/Epoch
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0.4 b668 released:
https://github.com/EpochModTeam/Epoch/releases[Fixed] Crash when opening crafting menu since A3 1.66. [Fixed] workaround for HandleDisconnect not firing since A3 1.66. b660 [Fixed] changed playableUnits to allPlayers [Changed] improved Epoch_selectInventoryItem function [Changed] improved inventory locked check with arma 1.66 features. Known Issue: Killed event handler is not firing since 1.66 release.
Changes Since 655:
https://github.com/EpochModTeam/Epoch/pull/669/commits- RC_Robio, Ghostrider-GRG and waynewr
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Good news http://opendayz.net/ looks to be back
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You can download 0.4 from moddb, armaholic or with steam workshop via steamcmd: https://github.com/EpochModTeam/Epoch/blob/release/Tools/Install/InstallEpoch.cmd
Unfortunately, I have not heard back from the host of our HTTP file mirrors so we maybe just stuck with the legacy downloads for now.
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That message likely means that your client files (@Epoch) still need to be updated.
Also, check that your have updated the epochserver.dll/so. If using linux use the latest .so from the experimental branch on the github.
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I have "fixed" this issue with Epoch AH with a simple workaround as it seems with Arma 3 1.64, if the server deletes an object while your looking at it your game crashes.
https://github.com/EpochModTeam/Epoch/blob/c15ea5c42b1a04f2cc2c82ac9e1b3e03172fd6d3/Sources/epoch_server/init/server_securityfunctions.sqf#L1043-L1045 -
Your right as the player is dead, the default vars are being used instead. I will try add a proper system to persist certain vars past player death soon.
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Untested but this should work, add the code below just before this line: '[_playerObj, _defaultVars] call EPOCH_server_savePlayer;'
// preserve vars _preserveVars = ["Karma"]; { _cIndex = EPOCH_customVars find _x; _defaultVars set [_cIndex,_vars select _cIndex]; diag_log format["Epoch: DEBUG: preserved %1", _x]; } forEach _preserveVars;
Need help with things spawning out of map
in Discussion
Posted
Hello Sneer,
You just need to change the instance ID so that that it is not the same as you had on Altis. If each server has its own instance ID you can actually run two or more servers on the same database sharing character data.
https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/EpochServer.ini#L3