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Ghostrider-GRG

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  1. Like
    Ghostrider-GRG reacted to Brody in Binocular Set Range Distance   
    What is this mod
    Its a mod that lets you setrange if you right click on a binocular and rangefinder (very easy you can even do it yourself) 
    Any issues plz tell
     
    You Need
    extra_rc.hpp 
    and a costum folder
     
    instal guide
    install link :  https://www.dropbox.com/sh/4szrw32dsuszhxk/AADnUQwQ27tEFNcpmQLYPaO7a?dl=0
    1. paste these lines in your extra_rc.hpp
     
    so it looks like this IF YOU DONT HAVE THE TEST IN HERE
     
    2. paste the file setview into your custom folder from the download (in your mission file
    yourinstance\custom
     
     
     
    dont know if i need to give somebody credits :D
       

     
  2. Like
    Ghostrider-GRG reacted to Relentless in [RELEASE] DZAI [Updated for 1.0.7]   
    Hello there,
    just want to release DZAI for the new Epoch version. This addon is not made by me. The original author is SnarkIndustries.
    Visit his GitHub: https://github.com/SnarkIndustries
    Sadly, he is no longer active and also his donation link is suspended, so I can just give some credits.
    Special thanks to Salival who updated the addon. I just updated the install instructions, cleaned up the repository a bit
    and fixed broken links and paths.
    Download and installation is provided on salivals github.
    https://github.com/oiad/DZAI
    Greetz Relentless :)
  3. Like
    Ghostrider-GRG reacted to Cherdenko in Vehicle Locator Script   
    Ok so the script seems to be running just fine.
    all credits go to @Logi coz he created this script.
    Original thread:
    /* if you have any problems post them below and ill try to offer support.
    also as it seems changes to infistar are not necassary */
    create a new file called "locate_vehicle.sqf"
    paste this in it
    or this for the masterkey thx to @theduke
     
     
    now you have to execute it through either extra_rc.hpp:
    or clickactions:
     
  4. Like
    Ghostrider-GRG reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Wicked AI 2.2.3
    This release is updated for DayZ Epoch/Overpoch 1.0.6.2.
    >>>Download Here<<<
    The install instructions are in the github readme file for each version.
    Updates for DayZ Epoch 1.0.6.2 (Release 2.2.3)
    Streatman's new attachment system L85 and SVD models. Optional dynamic text mission announcements. ZSC compatible remote message system using a modified version of Salival's remote_message.sqf iBen's mission auto claim addon. Two new options for mission vehicle keys: key in crate & key in vehicle gear. Minor bug fixes with missions. Updates for DayZ Epoch1.0.6.1 (Release 2.2.2)
    Integrated Caveman's mission pack. Optional AI counter in mission marker loops. ZSC check wallet option. Optional mission static spawn points. Updated with 1.0.6+ classnames in weapon arrays and vehicles. Pistol spawning in crates. Credits
    @f3cuk - WAI version 2.2.0
    @ebayShopper - 1.0.6+ updates (release 2.2.1), right click solution for ItemRadio, mod detection method.
    @Caveman - extended mission pack
    @salival - ZSC remote messaging (for dynamic text option), many additional fixes - too numerous to list
    @Zupa - ZSC check wallet
    @theduke - testing and class name updates
    @DAmNRelentless - additional configurable variable and check for ZSC option, dynamic text coding examples
    @iben Auto-claim addon
    @BigEgg Vehicle key in crate solution
     
     
    For complete instructions on how to use iben's autoclaim addon see the following topic
     
  5. Like
    Ghostrider-GRG reacted to mudzereli in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    Outdated, does not work with Epoch 1.0.7
    DEPLOYABLE BIKE 2.8.2
    all of this information is available in an easier-to-read format on github pages>>
    version 2.8.2 updates the code to work with Epoch Mod 1.0.6. Thanks @ebaydayz!
    version 2.8.1 should hopefully fix the long-standing non-moving-bike problem! Thanks @SchwEde!
    FYI: 2.8.0 adds the _condition and _ammo parameters to the config array so you will need to add a value for these parameter in each record of the DZE_DEPLOYABLES_CONFIG array in the appropriate spot if you are upgrading from 2.6
     
    Out of the box, it adds a deployable bike with a right click action on a toolbox and a couple other neat deployables.
    Really, it can be used to deploy just about anything. See the configuration section below.
    For some samples of what it can do, check out this gallery on imgur
     
    Installation
    download the files extract the addons and overwrites folder from the downloaded zip file into your mission file root find this line in your mission file init.sqf (warning: if you have a custom compiles file, find that line instead of the one below!) call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; place this line directly after the line you found call compile preprocessFileLineNumbers "addons\bike\init.sqf"; edit addons\bike\config.sqf to change some options or add different deployables (see configuration section for more info) Warning:
    due to the way the way arma handles numbers and the way addon is coded, using the save-to-database option may not allow you to re-pack some objects if you have Character ID's over 500,000 (which I don't think will be an issue for 99.99% of people).  
    Adding Your Own Custom Actions
    If you use another right click method like extra_rc.hpp and want to switch to my method, see my click actions configuration github page.
    The click actions script is included in the deploy script as part of the core, so you don't need to download anything, just follow the instructions for adding your own actions.
    * note: before attempting to troubleshoot issues with adding your own actions, make sure you are using the most recent version of the addon.
     
    Configuration
    This addon is highly configurable, you can deploy just about anything, not just bikes.
    open addons\bike\config.sqf and edit the array to add your own deployables.
     
    DZE_DEPLOYABLES_CONFIG format -- (note no comma after last array entry)
    DZE_DEPLOYABLES_CONFIG = [ [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [...more stuff here...] ]; DZE_DEPLOYABLES_CONFIG array values (view on github to read easier):
    parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _clickItem | class name of the item to click on | string | "ItemToolbox" _deployOffset | [_side,_front,_up] array to offset the deployable when buiding | array | [0,2,1] _packDistance | how close does the packer need to be to pack the object? | number | 5 _damageLimit | item can't be repacked if damage is > this. (-1 = no re-packing) | number | 0.1 _packAny | can anyone repack the deployable? | bool | false _cargo | clear the cargo of the deployable? | bool | false _ammo | should vehicle ammo be cleared? (does not persist through restart) | bool | true _hive | write deployable to database? | bool | false _plot | require a plot from the owner to build the deployable? | bool | false _simulation | enable simulation (movement/damage) for the object? (true for cars) | bool | true _road | enable road building for this object? | bool | true _deployables | array of class names that can be deployed with this method | array | ["MMT_Civ"] _near | array of items required nearby to build (workshop/fire/fueltank) | array | [] _parts | array of parts required to build (will be taken from player) | array | ["ItemToolbox"] _condition | string of code to evaluate to determine whether action is shown | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}" DZE_DEPLOYABLE_NAME_MAP array -- allows you to rename the deployable (on the right click/messages)
    format (note no comma after last array entry)
    DZE_DEPLOYABLE_NAME_MAP = [ [_class,_name], [_class,_name], [... more ...] ];  array parameters
    parameter    | description                                                         |  type  | example --------------|---------------------------------------------------------------------|--------|-------- _class        | class name of the item you want to replace the name of              | string | "Notebook" _name         | new name to display when right clicking                             | string | "Macbook Pro" Change Log
    version | change --------|------- 2.8.2 | updates for 1.0.6! Thanks @ebaydayz! 2.8.1 | fix from SchwEde that should fix bike not moving. Thanks @SchwEde! 2.8.0 | option to clear vehicle ammo 2.7.1 | better exit reasons 2.7.0 | option to add condition for showing action in config 2.6.1 | fix for unrideable bikes 2.6.0 | road building options, deployable name mapping 2.5.1  | fix a bug where preview items would sometimes disappear  2.5.0  | now uses a modified epoch building system to deploy the objects  2.4.3  | better click actions build conflict detection  2.4.2  | updated for new click actions handler build  2.4.1  | fixed deployables spawning in locked after restart  2.4.0  | multi-part deployables. yay!  2.3.1  | big fix on packing temp objects  2.3.0  | optional saving to database with post-restart memory of deployed items (see warning below about this) | configurable damage limits on re-packing | admin list for packing/deploying instantly & being able to remove all deployables  2.2.1  | positioning fix for deployed items  2.2.0  | option for clearing cargo of spawned items  2.1.0  | change way dependency call is made, only one line needed in init.sqf now for setup  2.0.0  | major update, allow multiple deployables, pretty much any class  1.1.0  | configuration options / code optimization  1.0.0  | release Issues/FAQ
    1) people are getting kicked for createvehicle restriction when building a stone wall
    open your battleye filter createvehicle.txt and change this line
    5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" to this:
    5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" 2) I am using "A Plot For Life" and this is not working!
  6. Like
    Ghostrider-GRG reacted to theduke in [Outdated][RELEASE] Virtual Garage update for 1061   
    Alright so here is the virtual garage.
    ALL CREDITS go to the original authors.
    GZA David for the Virtual Garage script
    Torndeco for the EXT Database
    All i did was change a few variables to update it for 1.0.6.1
     
    DOWNLOAD
    https://github.com/theduke77/Virtual-Garage
    I use the script a little different than intended.
    The only difference, i use vehicle and air traders to access the virtual garage, intended for use with garages, but requires gem crafting...
    The original instructions are in the download in case someone wants to do it that way
    so on with the instructions..
    Tools Required
    Notepad ++
    PBO Tool
    SQL tool such as HeidiSQL
    First we start with the mission folder.
    copy the scripts folder from the downloads into your mission folder.
    1. Open your init.sqf
    look for
    dayz_randomMaxFuelAmount add this bellow
    DZE_garagist = ["Profiteer4","Worker3","RU_Profiteer4","Hooker1","Worker2"]; save and close
    2. Open your description.ext
    add this at the bottom
    #include "scripts\garage\common.hpp" #include "scripts\garage\vehicle_garage.hpp" save and close
    4. Open your fn_selfactions.sqf
    look for
    //Player Deaths add this above
    //Garage if((_typeOfCursorTarget in DZE_garagist) && (player distance _cursorTarget < 5)) then { if (s_garage_dialog2 < 0) then { s_garage_dialog2 = player addAction ["Vehicle Garage", "scripts\garage\vehicle_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; if (s_garage_dialog < 0) then { s_garage_dialog = player addAction ["Store Vehicle in Garage", "scripts\garage\vehicle_store_list.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; }; still in the fn_selfactions.sqf
    look for
    player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; player removeAction s_player_manageDoor; s_player_manageDoor = -1; add this bellow
    player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; save and close.
    5. Open your variables.sqf
    look for dayz_resetSelfActions = {
    add this before the closing bracket     };
    s_garage_dialog = -1; s_garage_dialog2 = -1; save and close
     
    6. Open your compiles.sqf
    look for
    fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; add this above
    player_getVehicle = compile preprocessFileLineNumbers "scripts\garage\getvehicle.sqf"; player_storeVehicle = compile preprocessFileLineNumbers "scripts\garage\player_storeVehicle.sqf"; vehicle_info = compile preprocessFileLineNumbers "scripts\garage\vehicle_info.sqf"; Still in the compiles, add this at the bottom
    SC_fnc_removeCoins= { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; if(_amount > 0)then{ if (_wealth < _amount) then { _result = false; } else { _newwealth = _wealth - _amount; _player setVariable[Z_MoneyVariable,_newwealth, true]; _player setVariable ["moneychanged",1,true]; _result = true; call player_forceSave; }; }else{ _result = true; }; _result }; SC_fnc_addCoins = { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; _player setVariable[Z_MoneyVariable,_wealth + _amount, true]; call player_forceSave; _player setVariable ["moneychanged",1,true]; _newwealth = _player getVariable[Z_MoneyVariable,0]; if (_newwealth >= _wealth) then { _result = true; }; _result }; vehicle_gear_count = { private["_counter"]; _counter = 0; { _counter = _counter + _x; } count _this; _counter }; save and close
    7A. Open your publicEH.sqf
    If you don't have a custom publicEH.sqf already, go to step 7B
    look for
    if (dayz_groupSystem) then { "PVDZ_Server_UpdateGroup" addPublicVariableEventHandler {(_this select 1) spawn server_updateGroup}; }; add this bellow
    "PVDZE_queryGarageVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_queryGarageVehicle};
        "PVDZE_spawnVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_spawnVehicle};
        "PVDZE_storeVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_storeVehicle};
    7B. Only do this step if you DON'T have a custom publicEH.sqf
    Open your init.sqf again
    look for
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; replace it with this
    call compile preprocessFileLineNumbers "scripts\garage\publicEH.sqf"; Thats it for the mission file
     
    Now for the server 
    Copy the garage folder from the download, into the compiles folder in your dayz_server folder
    1. Open your server_functions.sqf
    look for this
    spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf"; add this bellow
    "extDB" callExtension "9:DATABASE:Database2"; "extDB" callExtension format["9:ADD:DB_RAW_V2:%1",1]; "extDB" callExtension "9:LOCK"; server_queryGarageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_queryGarageVehicle.sqf"; server_spawnVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_spawnVehicle.sqf"; server_storeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_storeVehicle.sqf"; fn_asyncCall = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\fn_async.sqf"; Save and close
    Thats it for the server PBO
     
     
    BattlEye
    Add to publicvariable.txt:
    !="PVDZE_queryGarageVehicle" !="PVDZE_storeVehicle" !="PVDZE_spawnVehicle" 
     
    Infistar
    Infistar: 
    Add to _ALLOWED_Dialogs:
    2800,3800
     
    Now for the database
    Using heidi (or your favorite sql tool)
    Open SQL.txt and copy everything in there and run a query on your database.
    This will create a database called extdb
    Copy the @extdb folder to the root of your server.
    In your server launch BAT. add @extdb; before @dayz_epoch_server
    Open the @extdb folder, edit the extdb-conf.ini and change the username and password to suit your needs.
    (you might need to give all permissions for that user for the new database in heidi)
     
    All done.  Log in and go visit your vehicle traders!
    Cheers Enjoy!
     
    EDIT: updated the instructions for the fix of ANY/gear and it not taking coins. Please refer to step 6
    EDIT 22/03/2017 : Added a fix for client RPT error (Step 5) Also changed the variable for the currency
  7. Like
    Ghostrider-GRG reacted to Tech_Support in [RELEASE] Server/Bec-Monitor-Auto Restart-Auto Backup Sql DB Script   
    Script from
    And
    I just made it 1 .bat file easy to use all you need to do is edit the Config settings section and the command line.
    Make a new .bat file on your desktop of your windows vps or dedi
    Paste this in it
    If you run multiple servers create a file for each server on your desktop all you have to do is change the command lines and the config settings to suit each server on each file.
    This script will re-run everything from this label :arma2oaserver every time the server cmd box is closed so yes if bec shuts down the server after x amount of hrs the script will backup your sql will re-start Bec & the Server
    If your server cmd box closes for some unknown reason this will terminate connection with Bec and so Bec shuts down but dont worry the script will backup your database then restart bec and your server (dont believe me try it run this script then close your server cmd box while this script is running and watch the magic lol) 
     
  8. Like
    Ghostrider-GRG reacted to theduke in [RELEASE] Advanced Alchemical Crafting v3.3 UPDATED for 1.0.6.1   
    Basically all i did was go through the variables and classnames of items that have changed from 1051 to 1061.
    Its been tested and works.
    Follow the original thread for install instructions ONLY.
    Download the updated pack.
    This is my personal pack also, i've added fuel pumps and static m2s as part of the craftable items.
    ALL CREDIT GOES TO THE ORIGINAL AUTHORS Raymix and Hogscraper
    https://github.com/theduke77/Advanced-Gem-crafting
     
    UPDATE 05/19/2017
    Fix for Plot 4 Life users - Friends cannot build even if added to plot. Thx to @SryImAnooB
    The fix is now included in the github download.
  9. Like
    Ghostrider-GRG reacted to Grahame in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4.1 (Updated for Epoch 1.0.6)   
    I take no credit for this mod created by @OtterNas3, I have simply made the few small changes necessary for it to work on Epoch 1.0.6 servers. See the following thread for more details:
    https://epochmod.com/forum/topic/5972-release-vehicle-key-changer-for-making-masterkey-v-14-updated-06152014/
    UPDATE, 01072017: Added Tank class vehicles to those able to be claimed and unlocked
    Instructions:
    (1) Download the new archive from dropbox
    (2) Download and unpack your mission file.
       (a) Copy the contents of custom/VehicleKeyChanger to a custom/VehicleKeyChanger folder in your mission file.
       (b) Open your missions init.sqf in your editor of choice. Find the line that reads,
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; and add the following line after it:
    _nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; (3) Repack the mission file and upload it back to your server.
    (4) Download your dayz_server PBO file and unpack it. Copy the server_updateObject.sqf file in the downloaded archive to the compile folder in there.
    (5) Repack the dayz_server.pbo and upload it to your server.
    You are good to go. For config and other options see the original thread listed above.
  10. Like
    Ghostrider-GRG reacted to salival in [Release] Zabns Take Clothes [Updated for 1.0.7]   
    Zabns Take Clothes is part of Epoch 1.0.7.1 now.
    Hi,
    Since Zabn is MIA I have updated his Take Clothes script to 1.0.7 compatible.
    Github with install instructions and download location: https://github.com/oiad/TakeClothes
     
     
    **** For Epoch 1.0.6.2 only **** >> Download <<
    Visit this link: https://github.com/oiad/TakeClothes/tree/Epoch_1.0.6.2
    (original install url: http://opendayz.net/threads/release-zabns-take-clothes-2-0.19290/)
    (original discussion url: http://opendayz.net/threads/help-discussion-zabns-take-clothes.13198/)
     
  11. Like
    Ghostrider-GRG reacted to juandayz in 1.6 Safezone   
    I JUST LEAVE THIS ONE CUZ I KNOW YOU GUYS GONNA NEED IT..
     
    The very old safezone script by infistar... i was using it in 1.0.5.1  and made some changes to use in 1.6.
    Instructions:
        1. Copy paste the code of below into a file called 16_safezone.sqf - save the file.
        2. Paste this 16_safezone.sqf into mpmissioms\instance_11.chernarus\custom\
        3. Open your init.sqf
        4. At the very bottom of the file add this line:  [] execVM "custom\16_safezone.sqf";
        5. Save the init.sqf and restart your server.
        6-WARNING!!! if ure using some kind of mod that allow vehicles with GodMode out of safezones..  then you will need in 16_safezone.sqf change the path for veh_handleDam.sqf by the path that youre using your custom veh_handleDam.sqf
    this line:  fnc_veh_handleDam = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\veh_handleDam.sqf';
        16_safezone.sqf
     
    OPTIONAL:
    @BetterDeadThanZed here you got.
    REMOVE LOOT FROM TRADER CITIES AND PLOT POLES. (should removes zeds from trader places and poles too)
     
     
  12. Like
    Ghostrider-GRG reacted to DirtySanchez in DP Build Everything Arma Core / eXpansions / JBAD   
    DP Build Everything Arma Series of Addons
    Core / Expansions / JBAD
    with EPOCH Compatibility and a custom Vector Build system
    Steam Core: https://steamcommunity.com/sharedfiles/filedetails/?id=892365572
    Steam Expansions: http://steamcommunity.com/sharedfiles/filedetails/?id=883811083
    Steam JBAD: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=897730436

    Original Release Thread and Support:
    http://epochmod.site.nfoservers.com/donkeypunch/index.php?topic=711.0
    This addon supports all Arma 3 gamemodes but has been getting upgrades to support multiple mods.
    2300+ Arma 3 Assets including all DLCs and Expansions (Hence Build EVERYTHING Arma)
    Epoch custom interaction system will also work with the next DPBEA Update.
    Epoch support files will also be included in mod for changes to EPOCH functions and config.

    A vector building system has been created specifically for EPOCH and built into the DPBEA addon.
    It uses the same custom key setup that EPOCH has provided on the ESCAPE menu and adds the Vector Tilt key setup.
    Once tested I will pull it out of DPBEA and release the Vector Building system in Server Addons section for those that would like to use it with or without DPBEA
     


     
  13. Like
    Ghostrider-GRG got a reaction from thomashirt in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Build 53 has the behavior for helicopters from Build 46 plus bug fixes.
    https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/tree/Version-6.58-Build-53
    The only remaining issue I have seen is that it throws errors when prohibited kills occur.
  14. Like
    Ghostrider-GRG got a reaction from zxbutchxz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Build 51, Version 6.58 uploaded.
    This build fixes a few bugs and typos that primarily affect those running the missions on Exile.
  15. Like
    Ghostrider-GRG reacted to Grahame in Epoch 0.5 / static weather   
    Yeah, not sure what the problem would be since what you said you'd done seemed syntactically correct... If you are copying mine for a clear day note that I comment out the carnival spawner 
  16. Like
    Ghostrider-GRG reacted to Grahame in Epoch 0.5 / static weather   
    Works for me on Altis with:
    WeatherStaticForecast[] = {75.5,0,{0,0,0},0.4,{1,1},0}; // Default: {75.5,0,{0,0,0},0,{1,1}}; // Clear day; {19,1,{1,1,40},1,{5,5}}; // Cold Foggy Rainy Overcast Windy; Format: {temp <scalar>,rain <scalar>,fog <array>,overcast <scalar>,wind <array>} events[] = { //{ 3600, "CarnivalSpawner", 0 , 1}, // SECOND <scalar>, EVENT <string>, INIT <scalar> 1 = run script at startup, 0 normal delay, PREPOSTFIX <scalar> 1 = use pre/postfix path (inside epoch settings pbo) 0 = use full file path // { 1800, "PaydayEvent", 0, 1}, // { 1200, "MessageServer", 0, 1}, { 2700, "AirDrop", 0 , 1}, { 2400, "EarthQuake", 0 , 1}, //{ 900, "ChangeWeather", 1 , 1}, { 1200, "ContainerSpawner", 0 , 1}, { 300, "PlantSpawner", 0 , 1} //No comma on last Entry };  
  17. Like
    Ghostrider-GRG reacted to RC_Robio in Epoch Discord Server Open   
    Some more changes incoming. I know that you guys and gals like having contact with the devs in Discord. But a lot of information is already available to you on the forums. And it seems like nobody likes to search these forums. VBAwol put a lot of time and effert into these forums. So I will be restricting things on Discord. You have to let these people do what they do. The forums at epochmod.com is where you should come first for your questions. And use the search, more then likely your question has already been answered. https://epochmod.com/forum/search/ Most questions are about third-party mods. The discord is for just Epoch and Epoch only. If you feel this is unfair then you can send me an email at [email protected]. or my ICQ account.
  18. Like
    Ghostrider-GRG got a reaction from zxbutchxz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Version 6.58 build 50 uploaded just now.
    https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/tree/Version-6.58-Build-50
    Bug fixes:
    mission timouts no longer prevent missions from respawning;
    a minor bug with the code that handles the end of a mission was sorted;
    time acceleration tested and verified that blck_timeAcceleration = false now disables it.
    Missions end properly when using multiple loot crates;
    Added:
    A new FAQ
    more documentation in the configs.
    Known Issues:
    AI Patrol vehicles are not disabled when the mission is completed with AI in the vehicle. If AI are deleted before vehicles and players are allowed to take vehicles then the vehicle is not properly disabled.
    Please PM me with issues.
  19. Like
  20. Like
    Ghostrider-GRG reacted to vbawol in Epoch 0.5 Release Changelog   
    Arma 3 Epoch 0.5 has been released!

    Client Files:
    https://github.com/EpochModTeam/EpochCore/releases/download/0.5.0.0/Epoch_Client_0.5.0.0.zip

    Server Files:
    https://github.com/EpochModTeam/Epoch/archive/0.5.0.0740.zip
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/719/files

    Changelog:
    [New] Epoch is leaving alpha and entering beta! All Epoch Asset project sources are now available via our GitHub +LFS and under APL-SA license here: https://github.com/EpochModTeam/EpochCore
    [Added] Added Service Point to Rearm, Repair and Refuel. Thanks to @Ignatz-HeMan
    [Added] 7 new Keesha camo skins by Craig Hauer aka ComatoseBadger.
    [Added] 64-bit database extension support for Windows (EpochServer_x64.dll) and Linux (epochserver_x64.so) servers. Linux support is pending testing.
    [Added] Custom event handler and OnEachFrame hooks added. https://github.com/EpochModTeam/Epoch/tree/experimental/Sources/epoch_code/customs Thanks to @Ignatz-HeMan
    [Added] Crafting recipe: Mortar (Uses: 12x Rock, 2x dirty water) (Requires: Fire and workbench within 3m). Thanks to @baaljayjay for the suggestion.
    [Added] Customizability of units spawned by UAV alert via CfgEpochClient > uavAlertUnitSpawnTemplate. (Default: I_Soldier_EPOCH)
    [Added] Toxic Smoke Grenades can now be found in the world.
    [Added] Respawn in base feature, each player must interact with Jammer and choose "Make Spawnpoint" to enable.
    [Added] Selling to traders with bank debt greater than -50000(default), pays the bank debt back to below the limit instead of the player. Thanks to @Ignatz-HeMan
    [Changed] Epoch Message function now supports custom colors. Thanks to @SPKcoding
    [Changed] Epoch Event: ChangeWeather has been updated to allow for better random control of weather and defaults to bad weather.
    [Changed] Optimized database SET and SETEX calls in both SQF and C++.
    [Changed] Optimized database GETRANGE call.
    [Changed] Optimized NPC Trading and fixed issue if trade failed. Thanks to @Ignatz-HeMan
    [Changed] Great White Sharks will now spawn if the player is deep enough in the ocean.
    [Changed] Objects or Players that have been given "Crypto" variable can be accessed via the dynamic menu (Space Bar) for a "Take Crypto" action.
    [Changed] Air Drops are now triggered via Epoch Events server side every 45m at random, instead of randomly triggered client side.
    [Changed] To prevent issues with ownership only Group Leader can place a Jammer. jammerGLOnly = 0 in CfgEpochClient to disable. Thanks to @Ignatz-HeMan and @82ndab-Bravo17
    [Fixed] Crash bug when opening base building upgrade menu since Arma 3 1.68.
    [Fixed] Wrong variable name in EPOCH_clientRevive.sqf. Thanks to @Ignatz-HeMan
    [Fixed] Sometimes getting stuck only walking. Thanks to @Ignatz-HeMan
    [Fixed] Repack of Energy Pack is now possible.
    [Removed] EpochServer extension calls 100 and 101 as they are no longer needed.
    [Info] Re-add missing comments in some config files.
    [Info] Numerous other fixes and optimizations.
    [Info] Requires Arma 3 1.68 or higher.
     
     
  21. Like
    Ghostrider-GRG reacted to Grahame in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    So SEM has playableunits() calls which I believe are problematic after the last ARMA 1.66 update. I have uploaded a fixed version to my dropbox:
    https://www.dropbox.com/s/c0gh9g8j22ugqsl/sem.pbo?dl=0
    It also has @He-Man's fix for the spawn vs call that created a hang at server restart. You may want to use your own mission and config files though. Mine are customized for my Tanoa server.
  22. Like
    Ghostrider-GRG got a reaction from zxbutchxz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I will be uploading the dev branch Build 6.58 build 44. Feedback is appreciated.
    3/20/17 Version 6.58 Build 44 (For Epoch ONLY at this point).
    [Fixed] Time acceleration was not working.
    [Fixed] blck_timeAcceleration now determines if time acceleration is activated.
    [Fixed] The mission described by default2 in the blue missions folder now spawns correctly.
        You can use this as a guide for how to place loot crates or static weapons at specific locations like inside or on top of structures.
        Loot vehicles are now spawned correctly.
        Loot crates positioned at specific locations are now spawned correctly.
        static weapons to be spawned at specified positions are now spawned correctly.
        That mission is disabled by default.
    [Added] option to disable time acceleration (blck_timeAcceleration = true; line 30 of blck_config.sqf)
    [Added] options to have armed heli's patrolling the missions and for them to drop AI.
    [Added] options to have paratroops drop over missions as an alternative to the above.
    [Added] Code optimization for GMS_fnc_spawnMissionAI.sqf and several other AI spawning scripts.
    Added] Formalizing exception handling for the case in which a createGroup request returns grpNull.
        If this happens during mission spawning the mission will be aborted and all mission objects and AI will be deleted.
        This should prevent the mission system from crashing causing no further missions to spawn.
    [Added] a new configuration that sets a cap on the maximum number of spawned missions.
        blck_maxSpawnedMissions = 4; // Line 181 of blck_configs.sqf
    [Added] a function blck_fnc_allPlayers which returns an array of allPlayers (as a temporizing fix till BIS patches the allPlayers function.
        
    [Changed] Coding improvements for waypoint generation.
        Tried a new approach to generating waypoints to make AI more aggressive without the overhead of the last method.
        
    [Changed] Redid the mission spawner to spawn one random mission every 1 min for mission for which timers say they can be spoawned.
        This will continue until the cap is reached then randomly select a mission from those that are ready to be respawned to be spawned next.
        If you want the various missions to have an equal chance of being spawned at all times, give the the timers for blue, red, green and red timers the same values for Min and Max.
    [Chaged] logic for detecting whether a player is near the mission center or loot crates to test if a player is near any of an array of location or objects.     
    To Do - consider moving back to storing AI in a group-based manner (doable easily, needs testing).
            Build a template for static missions (planned for Ver 6.60).
            Write a static mission spawning routine (planned for Ver 6.60).
  23. Like
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I will be uploading the dev branch Build 6.58 build 44. Feedback is appreciated.
    3/20/17 Version 6.58 Build 44 (For Epoch ONLY at this point).
    [Fixed] Time acceleration was not working.
    [Fixed] blck_timeAcceleration now determines if time acceleration is activated.
    [Fixed] The mission described by default2 in the blue missions folder now spawns correctly.
        You can use this as a guide for how to place loot crates or static weapons at specific locations like inside or on top of structures.
        Loot vehicles are now spawned correctly.
        Loot crates positioned at specific locations are now spawned correctly.
        static weapons to be spawned at specified positions are now spawned correctly.
        That mission is disabled by default.
    [Added] option to disable time acceleration (blck_timeAcceleration = true; line 30 of blck_config.sqf)
    [Added] options to have armed heli's patrolling the missions and for them to drop AI.
    [Added] options to have paratroops drop over missions as an alternative to the above.
    [Added] Code optimization for GMS_fnc_spawnMissionAI.sqf and several other AI spawning scripts.
    Added] Formalizing exception handling for the case in which a createGroup request returns grpNull.
        If this happens during mission spawning the mission will be aborted and all mission objects and AI will be deleted.
        This should prevent the mission system from crashing causing no further missions to spawn.
    [Added] a new configuration that sets a cap on the maximum number of spawned missions.
        blck_maxSpawnedMissions = 4; // Line 181 of blck_configs.sqf
    [Added] a function blck_fnc_allPlayers which returns an array of allPlayers (as a temporizing fix till BIS patches the allPlayers function.
        
    [Changed] Coding improvements for waypoint generation.
        Tried a new approach to generating waypoints to make AI more aggressive without the overhead of the last method.
        
    [Changed] Redid the mission spawner to spawn one random mission every 1 min for mission for which timers say they can be spoawned.
        This will continue until the cap is reached then randomly select a mission from those that are ready to be respawned to be spawned next.
        If you want the various missions to have an equal chance of being spawned at all times, give the the timers for blue, red, green and red timers the same values for Min and Max.
    [Chaged] logic for detecting whether a player is near the mission center or loot crates to test if a player is near any of an array of location or objects.     
    To Do - consider moving back to storing AI in a group-based manner (doable easily, needs testing).
            Build a template for static missions (planned for Ver 6.60).
            Write a static mission spawning routine (planned for Ver 6.60).
  24. Like
    Ghostrider-GRG got a reaction from Hux in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I will include an option to disable this for the next version. In the meantime, if you are comfortable modifying code, comment outline 39 in ...\custom_server\compiles\units\GMS_fnc_rewardKiller.sqf as shown below.
           // [_killer,_reward + _killstreakReward] call blck_fnc_giveTakeCrypto;
  25. Like
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Looking into the issue with mission respawning now.
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