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Ghostrider-GRG

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  1. Like
    Ghostrider-GRG got a reaction from unrealPANDA in [How To] Set up an Arma 3 Epoch Server on a Client PC   
    Setting up an Epoch for Arma 3 server on your PC.
     
    Below is the procedure I have used to set up A3 Epoch servers on my desktop PC. These servers are useful as a test bed when I try out things like the many scripts being released for Epoch. 
     
    Updated for Epoch RC 0.3.0.3
     
    This How To is based upon the Install.txt provided with the Epoch server files. If your server does not start up you may have missed a step or be lacking essential software.
     
    For additional information, please refer to the Epoch developer's Wiki which provides considerable additional information.
    http://epochmod.gamepedia.com/A3Epoch:Arma_3_Epoch#Server_Setup_.26_Information
     
    For an excellent guide on troubleshooting, refer to the FAQ at

     
    For another take on this How To, which provides a more comprehensive discussion of the different things you need to consider for server setup.

     

    What you will need:
     
    A good text editor like Notepad ++ (freeware)
    Visual C++ Redistributable Packages for Visual Studio 2013:
    http://www.microsoft.com/en-us/download/details.aspx?id=40784
     
     
    30 min
    a bit of patience.

    Stage I: create a server directory and add all needed files to your server directory.
     
     
    1) Create a new directory on the disk you wish  to use for your server.  Mine is on an SSD drive E:
    Lets call it: E:\Arma3Server for this tutorial.

    2) Open your ..Steam\SteamApps\Common\Arma3 directory. Mine happens to be in E:\Steam\SteamApps\Common\Arma3.

    3) Copy everything from that directory to your new server directory E:\Arma3Server.

    4) Download Epoch Mod from here http://epochmod.com/download.php. Unpack the .rar file.

    5) Copy @Epoch to your new server directory E:\Arma3Server.

    6) Download the Epoch Server files https://github.com/EpochModTeam/Epoch/tree/master/Server_Install_Pack.

    7) Extract the archive, and copy all files and folders in it to your E:\Arma3Server directory.
     
    Stage II: Adjust the settings for your database:
    8) Open the DB folder of your E:\Arma3Server directory.

    9) Open redis.conf using Notepad ++ or another text editor. It will look like this.
     
    10) Change Changeme9832 in the "requirepass" field to a password you wish to use for your database server such as client321.

    11) In your E:\Arma3Server folder, find and open @EpochHive.

    12) Open EpochServer.ini using Notepad++. In it there will be a section titled [Redis] which looks like this:
     
    13) now change the password to the one you set above for redis.conf, which for this example was client321.
     
    Stage III: Complete configuration of Epoch Server Settings.
    14) Next, in EpochHive.ini you need to specify the path to be used when starting the battleye on the serverside. Look for the following section:
     
    Change the BattlEyePath to the one appropriate for your server.  In our example, this would be E:\Arma3Server\SC\BattlEye
    Now save and close EpochHive.
     
    Stage IV: Configuring Automatic Restarts and other related issues.
     
    In the past automatic restarts have usually been accomplished using BEC, a freeware tool. For reasons outside the scope of this how-to, development and support of BEC was discontinued and Epoch has been moving to integrated Battleye in various ways including providing functions for automatic restarts. If you wish to use BEC, you can download it using the link below:
     
    http://www.armaholic.com/page.php?id=15716
     
    In order to run BEC, you will need to redirect its efforts to phone home. Instructions on how to do so are listed in the post by Dwarfer in this thread.
     

     
    You will also need to set the correct path to your Arma3Server\SC\Battleye folder in the configuration file for BEC which normally would be:  Arma3Server\BEC\Config\Config.cfg.
     
    BEC does still provide valuable functionality such as the ability to play certain messages periodically, but you can also schedule server restarts or utilize other features if you wish. .
     
    Alternatives to BEC for automated server restarts:
    Please see the release notes for Epoch 0.3.0.3 for details on  the built in automated server restart functions. The new method for automated server restarts is recommended if you are setting up a new server.
     
    To use the built in server restart functions, open @epochhive\epochconfigs.hpp
    In the first line, change
     
    serverRestart         = false; // true sends #shutdown command to server after the time specified in ForceRestartTime
     
    to
     
    serverRestart         = true; // true sends #shutdown command to server after the time specified in ForceRestartTime
     
    17) Stage V: Create your server startup file.
    18) Open a blank document and past the following into it then save it in your E:\Arma3Server directory as something like A3Epoch.bat. Note that if you are using Notepad++, its default is to save files as text files. Select *.* from the drop down menu for choosing the file type before saving you A3Epoch.bat:  Again, the you will need to adjust the paths in this file to suit those for your server.
     
     
     
    20) Stage VI: Configure BattlEye
     
    21) Open the SC\Battleye folder and rename example-BEServer.cfg to BEServer.cfg and change the RConPassword.
    22) Create an empty text file and save it as bans.txt in the SC\Battleye folder. Save and close the above configuration files.
     
    23) Stage VII: Starting and joining your server.
     
    24) In your E:\Arma3Server folder find and open the DB folder then click start-redis.

    24) If you will be using BEC, go to your E:\Arma3Server\BEC folder find BEC, and start it.

    25) Start Arma 3, select Play, then multiplayer and finally in multiplayer select remote. Enter the IP and port for your server, which in our example is 127.0.0.1:2302.
     
    26) Also in your E:\Arma3Server directory should be the A3Epoch file you created above under step 18. Find it and click it.
        When you do, the Arma3server console should open after slight delay, and you should see information including the port number you used above in your A3Epoch startup file.  If you are using BEC, once the   Arma3server is running, BEC should go through a few steps then indicate it has successfully connected to the server.
       
    27) You should now be able to join your server.
  2. Like
    Ghostrider-GRG reacted to RC_Robio in bloody drones   
    Raise that A3 Epoch flag. Many have come and gone. But yet the dev's are still here. These poor bastard's are still hard at it pushing content, update's and patches. Like A2 Epoch I waited patiently and was pleasantly surprised. I feel this will be no different. 
  3. Like
    Ghostrider-GRG got a reaction from MrEnzO in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    I do not believe that is due to the mission system. Have you added any non-epoch vehicles ? We see a bunch of odd script errors when we add ifrits and other Arma vehicles with smoke which require additional BE filters. In any even, if you look around line 13-15 in scripts.txt for a line that begins 7 attachto and add the following to the end of that line you should be all set.
     
    !="_source02 attachto [_object,[0,0,0]];"
  4. Like
    Ghostrider-GRG reacted to axeman in Nothing to see here   
    All good now.
  5. Like
    Ghostrider-GRG reacted to Igi_PL in IgiLoad Script ( Load-up AI Box Creates, New Vehicle Verification ) [Updated 0.3.7.0]   
    mgm - Try with this:
    In "IL_Do_Load" replace this:
     
    if !(_force) then {     _obj_lst = nearestObjects[ _spoint, _supported_cargo, _sdist]; } with this:
    if !(_force) then { //_obj_lst = nearestObjects[ _spoint, _supported_cargo, _sdist]; _obj_lst = []; { if (!(_x isKindOf "AllVehicles") || (_x locked == 0)) then { _obj_lst = _obj_lst + _x; }; } forEach (nearestObjects[ _spoint, _supported_cargo, _sdist]); } This is not tested. AddAction is not good idea for this ;)
  6. Like
    Ghostrider-GRG got a reaction from DanVonTrap in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    Updates in progress for release early next week:
     
    - spawn mines at missions that are cleared when a player reaches the crate.
    - static anti-vehicle launchers can be spawned at missions.
    - players are penalized for running over AI.
  7. Like
    Ghostrider-GRG got a reaction from cyncrwler in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    Updates in progress for release early next week:
     
    - spawn mines at missions that are cleared when a player reaches the crate.
    - static anti-vehicle launchers can be spawned at missions.
    - players are penalized for running over AI.
  8. Like
    Ghostrider-GRG reacted to vbawol in Epoch Server 0.3.0.3 Build 9 Changelog   
    Rolling Server Changelogs

    0.3.0.3 Build 2 
    [Fixed] Scripted server restart was unable to restart if it could not kick all players. It will now perform a mass kick wait 20 seconds and then force restart.
     
    0.3.0.3 Build 3
    [Fixed] Repack a3_epoch_server.pbo with previous changes.
     
    0.3.0.3 Build 4
    [Fixed] BE kick publicVariable #0 (publicVariable.txt updated)
     
    0.3.0.3 Build 6
    [Fixed] Force save of building to fix issue with data expiring while in play.
     
    0.3.0.3 Build 7
    [Added] Use starter items array if existing trader loads without any items.
    [Added] Example of extended BE settings, will need tweaked if used.
    [Added] propsPos config can now take an array with {vectorDir,vectorUp} instead of azimuth to get precise positioning.
    [Added] Passing a 4th param in propsPos (true) will disable simulation (should be used on objects without doors or other animations)
    [Added] Latest version of redis-server.exe for Windows v2.8.19.1 from https://github.com/MSOpenTech/redis
    [Fixed] Fix possible crash while using Battleye integration under high load (epochserver.dll and epochserver.so updates)
    [Changed] setvariableval.txt updated to filter player object names and changed logging back to kick.
    [Changed] Forced disable simulation of most props in altis.h.
     
    0.3.0.3 Build 8
    [Fixed] forced quality settings too high causing poor performance for non admins.
  9. Like
    Ghostrider-GRG reacted to vbawol in Epoch 0.3.0.4 released - changelog for Arma 1.48+   
    0.3.0.4 Released changelog:  

    While work continues on 0.4 we are going to try something a bit different in terms of staging test builds on the 0.3.x branch. Instead of pushing out releases over the stable build we will now maintain an experimental steam workshop branch that will allow us to more rapidly push fixes and test before rolling anything out to the stable branch. 

    The stable release of server and client is expected the to be released soon provided nothing major pops up. If this way of staging test builds works well we should be able to push more frequent updates to address the more pressing issues as they come up. 
     
    If you are willing to test please install the experimental branch and join one of the servers listed below. Report any new bugs here: https://github.com/EpochModTeam/Epoch/issues
     
    Epoch Experimental Steam Workshop:
    http://steamcommunity.com/sharedfiles/filedetails/?id=455221958
     
     
  10. Like
    Ghostrider-GRG got a reaction from celticwarrior06 in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    Add more stationary weapons if vehicles are mowing them over. I had planned to implement a penalty for killing AI with a vehicle but got side tracked with other things. Your note reminded me to add that to the to-do list along with a more streamlined system for showing mission markers with options for text labels and so forth. I had also considered mines, which are easy to implement and quite effective. Out of curiosity, what vehicles are they using to do the missions ?
  11. Like
    Ghostrider-GRG got a reaction from Nic in Looking forward to 0.4 Milestone and suggestions   
    @DanVonTrap:
    You can change the overall tax rate  in epochconfig.hpp (somewhere around line 80).
    As noted above in this thread, you can now change the pricing and tax rates for individual items to your hearts content. I believe that there are a few threads around that discuss how to do this. 
  12. Like
    Ghostrider-GRG reacted to second_coming in MARKSMAN ITEM ID LIST   
    New DLC Gear

    ASP-1 Kir 12.7mm: Ammo 10Rnd_127x54_Mag
    srifle_DMR_04_F
    srifle_DMR_04_tan_F

    MAR-10 .338: Ammo: 20Rnd_762x51_Mag
    srifle_DMR_03_F
    srifle_DMR_03_khaki_F
    srifle_DMR_03_tan_F
    srifle_DMR_03_woodland_F
    srifle_DMR_03_multicam_F

    Navid 9.3mm LMG: Ammo: 150Rnd_93x64_Mag
    MMG_01_hex_F
    MMG_01_tan_F

    Mk14 7.62mm: Ammo: 20Rnd_762x51_Mag
    srifle_DMR_06_camo_F 
    srifle_DMR_06_olive_F

    Cyrus 9.3mm: Ammo: 10Rnd_93x64_DMR_05_Mag
    srifle_DMR_05_blk_F
    srifle_DMR_05_tan_F
    srifle_DMR_05_hex_F

    SPMG .338: Ammo: 130Rnd_338_Mag
    MMG_02_black_F
    MMG_02_camo_F
    MMG_02_sand_F

    Bipods (NATO):
    bipod_01_F_blk
    bipod_01_F_mtp
    bipod_01_F_snd

    Bipods (CSAT):
    bipod_02_F_blk
    bipod_02_F_hex
    bipod_02_F_tan

    Bipods (AAF):
    bipod_03_F_blk
    bipod_03_F_oli


    AMS Scopes:
    optic_AMS
    optic_AMS_khk
    optic_AMS_snd

    Khalia Scopes:
    optic_KHS_blk
    optic_KHS_hex
    optic_KHS_old
    optic_KHS_tan

    9.3mm Silencers:
    muzzle_snds_93mmg
    muzzle_snds_93mmg_tan

    .338 Silencers:
    muzzle_snds_338_black
    muzzle_snds_338_green
    muzzle_snds_338_sand

    Full Ghillie Suit Arid:
    U_B_FullGhillie_ard
    U_I_FullGhillie_ard
    U_O_FullGhillie_ard

    Full Ghillie Suit Semi-Arid:
    U_B_FullGhillie_sard
    U_O_FullGhillie_sard
    U_I_FullGhillie_sard

    Full Ghillie Suit Lush:
    U_B_FullGhillie_lsh
    U_O_FullGhillie_lsh
    U_I_FullGhillie_lsh

    Carrier Special Rig:
    V_PlateCarrierSpec_blk
    V_PlateCarrierSpec_mtp

    Carrier GL Rig:
    V_PlateCarrierGL_blk
    V_PlateCarrierGL_mtp
    V_PlateCarrierIAGL_oli

     
  13. Like
    Ghostrider-GRG reacted to vbawol in Request: AddAction 0.3.0 ?   
    current dev server build does have the ability to disable this check.
  14. Like
    Ghostrider-GRG reacted to prone in Additional Teleport chutes   
    It wouldn't be hard to add additional spawn points, and existing spawn points to have sewer caps that bring you back to the spawn selection area. (I believe this is what you're looking for?)
     
    a3_epoch_server_settings.pbo > config > maps > altis.h
     
    Look for this section:
    telePos[] = { { "Transport_C_EPOCH", { 23600.5, 18009, 0.233421 }, "", { 13326.5, 14515.2, 0.16426 } }, // Trader city 1 { "Transport_W_EPOCH", { 23585.4, 18000.7, 0.233424 }, "", { 6192.46, 16834, 0.00154114 } }, // Trader city 2 { "Transport_E_EPOCH", { 23615.5, 18000.9, 0.233423 }, "", { 18451.9, 14278.1, 0.00143814 } }, // Trader city 3 { "Transport_N_EPOCH", { 23600.5, 17992.7, 0.233423 }, "", { 0, 0, 0 } } // Northern trader };
  15. Like
    Ghostrider-GRG reacted to happydayz in Additional Teleport chutes   
    do something like this:
     
    { "Transport_EPOCH",   { 14081.0185547,11587.564453,2.51446 }, "", {14104.371094,11567.314453,2.80747}}, //A to B
    { "Transport_EPOCH",   { 14104.371094,11567.314453,2.80747 }, "", { 14081.0185547,11587.564453,2.51446 }} //B to A
  16. Like
    Ghostrider-GRG reacted to mgm in Cruise Control script -modified-   
    @BetterDeadThanZed,
    The other thread got locked - wanted to thank you for mentioning this mod, I wasn't aware such a cool thing existed, I'm using it now, cheers!
     
     
     
     
    My small contribution: I like what Allen created but I wanted to add a feature so that vehicles with turned off engines wouldn't magically continue moving.
    This feature is now added & working fine - sharing my modifications below.
     
     
    SUMMARY OF MY CHANGES
    Full ChangeLog can be found in the linked SQF file in step #4 below.
    New Feature Removed pre-configured "Cruise Control Speed Option" table -- now you can lock your cruise speed to any speed your land vehicle is capable of!
    This is a big improvement IMHO - as detailed in spoiler below.


    New Feature - Conditional Check: Cruise Control can activate/stay running, only when the vehicle engine is on. No more magically flying vehicles with powered off (or damaged) engines! Texts got a revamp - cleaner, easier to follow even at high speed chase and/or in firefight.  
     
     
    COPYRIGHT NOTE
    Just to be clear... I only added one feature and changed text & stuff.
    All credits go to script creator: Allen Kaganovsky @ http://kaganovsky.ca && https://github.com/allen-k
     
     
     
     
    INSTRUCTIONS   Step #1: Choose the correct option that matches your current setup and proceed accordingly:
    Option 1: If you are using a server-side single mission.PBO file ==> Open the spoiler below and proceed with Subtask #1.



    Option 2: If you are using a server-side mission folder (without any mission.PBOs) ==> Ignore the first spoiler above, simply proceed with Step #2.
    Step #2: In your mission directory, create a new subdirectory custom
    Step #3: In the new custom directory, create a new subdirectory cruiseControl
    Step #4: Save the file from the following link as "custom\cruiseControl\cruiseControl.sqf" http://pastebin.com/raw.php?i=qpfxmsxY
    Step #5: In your epoch.Altis\init.sqf, add the following to the very bottom:



    Step #6: In your "epoch.Altis\initServer.sqf"   [or "epoch.Chernarus\initServer.sqf", and so on, modify the underlined bit] to suit your map,     add the following to the very bottom:



     
  17. Like
    Ghostrider-GRG reacted to sparrow8332 in [Release] Spawn Selection Dialog Menu - v1.0   
    SPAWN SELECTION MENU  v1.0
     
     

    . AUTOMATIC WORLDNAME DETECTION + MAP IMAGE CHANGE
    . AUTOMATIC CHANGES THE SPAWN BUTTONS ON THE MENU TO POINT TO YOUR MAP SPAWN LOCATIONS
    . CUSTOMIZE SPAWN LOCATIONS IN CONFIG
    . CUSTOMIZE MAP IMAGE + INSTALL LOCATION
    . ESC KEY DISABLED WHILST MENU IS ACTIVE
     
     
     

     
     
     
    INSTALATION

    Download and follow the instructions below. 
     
    https://github.com/sparrow8332/A3-Epoch-Spawn-Menu
     
     
     
    description.ext
    #include "spaz_spawn.hpp" onPlayerRespawn.sqf
    if (isNil "inSpawnPoint") then { inSpawnPoint = false; }; waitUntil { inSpawnPoint }; createDialog "spaz_spawn"; [] execVM "Spaz_Spawn.sqf"; noesckey = (findDisplay 8332) displayAddEventHandler ["KeyDown", "if ((_this select 1) == 1) then { true }"]; Add a Sensor in your Mission.sqm
    class Item0 { position[] = {8886.766,102.1,9097.741}; //respawn_west Location a = 10; b = 10; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; name = "SPAWNPOINT"; expCond = "(player distance SPAWNPOINT) < 10;"; expActiv = "hint ""You are in the clone room""; inSpawnPoint = true;};"; expDesactiv = "inSpawnPoint = false;"; class Effects{}; }; To change your spawn locations + map images go to Spaz_Spawn.sqf
    Altis_Map = "images\map1.jpg"; Statis_Map = "images\map2.jpg"; Bronholm_Map = "images\map3.jpg"; Chernarus_Map = "images\map4.jpg"; Altis_Spawn_North = [0,0,0]; Altis_Spawn_South = [0,0,0]; Altis_Spawn_East = [0,0,0]; Altis_Spawn_West = [0,0,0]; Altis_Spawn_Centeral = [0,0,0]; Statis_Spawn_North = [0,0,0]; Statis_Spawn_South = [0,0,0]; Statis_Spawn_East = [0,0,0]; Statis_Spawn_West = [0,0,0]; Statis_Spawn_Centeral = [0,0,0]; Bronholm_Spawn_North = [3516.31,17886.3,0.00151825]; Bronholm_Spawn_South = [15296.9,163.178,0.00105]; Bronholm_Spawn_East = [13281.8,12691.9,0.00137055]; Bronholm_Spawn_West = [792.478,7133.28,0.00152135]; Bronholm_Spawn_Centeral = [9367.02,8402.27,0.00139618]; Chernarus_Spawn_North = [0,0,0]; Chernarus_Spawn_South = [0,0,0]; Chernarus_Spawn_East = [0,0,0]; Chernarus_Spawn_West = [0,0,0]; Chernarus_Spawn_Centeral = [0,0,0]; Set up for Altis / Stratis / Bornholm / Chernarus
     
     
    BE Filters:
     
    Scipts.txt line #40
    ​!"createdialog "spaz_spawn"; Scipts.txt line #53
    !"(findDisplay 8332) displayAddEventHandler [\"KeyDown\",\"true\"];" Scipts.txt line #21
    !="[] execVM "Spaz_Spawn.sqf";"
  18. Like
    Ghostrider-GRG reacted to Halvhjearne in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    Please bear with me if this spawn dialog is not perfect, as it is my first time creating one ...
     
    The Short intro:
     
    This is an easy 2 line install, "complete" Spawn system with everything described in the headline and more ...
     
     
    The Long Intro:
     
    This is an easy 2 line install, "complete" spawn system (3lines if you want dead body check, 4 if you do not have my killfeed installed already)
     
    you can:
     
    Select gear screen (can be switched off) Add random gear (if above is switched off or not all items are selected) 2 levels of Custom gear for donors setup custom spawns setup 2 levels of donor spawns set a custom name to any custom location (if none is added it will just use nearest city name if one is avalible) add pictures to your spawn room (one for each wall, no pictures included) replace default teleporters with custom ones (to disable the default teleport option) or just add an extra scroll option to the default teleporters spawn near group leader (can be switched off) spawn near jammer (can be switched off completly now so nobody gets any errors) disable spawns near players dead body, with configurable distance (requires my killfeed installed) run credits or other script on spawn (simple credits file is included) User can select to spawn with halo jump or ground spawn (or can be set to forced in any way you want) will work on any map that spawns a "Debug_static_F" (even unsupported maps, alltho you might need to add spawn locations)  
    i have already added spawn locations for altis, stratis, bornholm and chernarus any other map will ned custom locations added.
     
    NOTE: a player that has already spawned or did not spawn in near the clone room, will NOT have the option to spawn, if you teleport there to test it, pls relog before clicking the scroll action on the console, or it will NOT show anything.
     
    to install this you will need to download the attached files and add them to your mission, then add this line in your init.sqf (outside any if statements):
    [] execVM "addons\halv_spawn\init.sqf"; now in description.ext add the very top:
     
    if you already have a Halv_defines.hpp, then you can skip the step below, as you do not need another, infact your server will fail to load if you have more than one in description.ext!.
    (but perhaps check when it was last edited and see if you perhaps need to update it).
     
    if you do not have a Halv_defines.hpp, then you need to add this line:
    #include "addons\halv_spawn\Halv_defines.hpp" once you have the above line, add directly below it:
    #include "addons\halv_spawn\spawndialog.hpp" VERY IMPORTANT:
     
    most text is translated to multiple languges, so put this file in the root folder of your mission.pbo along side with your init.sqf, mission.sqm and description.ext or NO text will be shown in ANY dialog EVEN ENGLISH!!!
     
    http://pastebin.com/t3gYneqE <<== Stringtable.xml  
    you are now done, the rest is extra ...
     
     
     
    if you want dead body check to work, you will need to install (or update) this:
     

     
    if/when you have installed that, open up halv_fnc_playerdied.sqf and right after this:
     
    if you want donor spawns to work, you will have to add your or whoever you want on the lists uid in spawn_settings.sqf like this:
    //UID's for lvl 1 spawn's _level1UIDs = ["12312453","12312453","12312453"]; //UID's for lvl 2 spawn's _level2UIDs = ["12312453","12312453","12312453"]; //this is to allow any lvl 2 to spawn on lvl 1, comment out to seperate the two _level1UIDs = _level1UIDs + _level2UIDs; same goes for spawn_gear_settings.sqf, you will need to add your uid in both or only the one where you added yours will work.
     
    besides that, please check ALL the settings files or for more info you can ask me here ... (but please refrain from stupid questins already answered in the settings files)
     
     
    if you have infistar antihack, you will need to in run.sqf add this number here, like this:
    _allowedDialogs = [-1,602]; to this:
    _allowedDialogs = [-1,602,7777];   i do not currently have a good picture of the dialog, so if someone could share could pls one i can use?   I will not support changing this so players cannot get all items (including donor items) or locations on random spawns.
    If you have problems with players killing themself to get better weapons/spawns, it means you have too good options for donors or only shit options for non donors, level it out instead of giving donors OP spawns!
      have fun
     
    regards
    Halv
     
    Link:
    https://github.com/Halvhjearne/halv_spawn
  19. Like
    Ghostrider-GRG reacted to Darth_Rogue in How to optimize server-FPS and server performance   
    From Dwarden on Reddit, replying to my comments about the community needing better education on editing the basic.cfg:
    [–]DwardenTech Community Manager[S] 1 point an hour ago there are several factors which play role but the thing is, after 1.46 the old basic.cfg might not be true (since 1.42 we optimize networking) also by my fastest servers usually up to 40-50 players the server had flatline 50fps over 50 players the FPS slowly drops, over 72 players negative effect gets multiplied each 2 players playable 20+ fps threshold is 100-110 players which I would like to push to 128 in future if optimizing goes well So by having this knowledge and adding in the knowledge of our current performance levels that we're talking about here in this thread, we can extrapolate that by using the Epoch mod and whatever other addon scripts we have, it's dropping server performance by about 40-50% more than a stock Arma server.  One thing that we have to keep in mind is that BI can only optimize their own code so much.  They can't possibly take into account whatever mods or scripts are out in the wild.  If they're aiming for 20 server FPS with 128 connected players on a stock server, then probably the best we can hope for is going to be around 70 players with our current script packages.  Granted, the script addons package (welcome messages, death messages, status bar, respawn loadouts, etc.) will vary from server to server, and consequently the performance and player count will vary right along with it, but that's probably a solid baseline to shoot for.  As Epoch development continues and they have a chance to optimize the final code it may get better over time, leaving a little more headroom, but we will have to wait and see.  
  20. Like
    Ghostrider-GRG reacted to vbawol in Forum reinstall complete   
    The forum was just re-installed to ensure that everything was clean and functioning correctly.
  21. Like
    Ghostrider-GRG reacted to Darth_Rogue in [SOLVED]R3F disable lift and tow for locked vehicles   
    Title says it all.  Anyone wanna help me take a crack at it?  We would be releasing the edits once we get it working.
     
    Update 5/21 - This is now working on locked vehicles.  Replace your surveiller_conditions_actions_menu.sqf file contents with this:
     


     
     
    Thanks, Halv!
  22. Like
    Ghostrider-GRG reacted to EliteWarfare in IgiLoad Script ( Load-up AI Box Creates, New Vehicle Verification ) [Updated 0.3.7.0]   
    Hello everyone so if your having trouble with RF3_LOG Towing script here's 
    IgiLoad Script all Credits go to IgiLoad Creators, Also Credit to the guy who added Vehicle Verification to IgiLoad Script
    ALSO I DID NOT CREATE THIS SCRIPT
    All i did was put the BE Filters for you guys
     
     
    Download This: IgiLoad Download Here! :D 
     
     
    [UPDATED!] Epoch: 0.3.9.0
    Come take a look at our Server! IP:  192.99.16.15:2402
     
    Install-Video: COMING SOON!
     
    1. Open your PBO file
     
    2. Create or open your init.sqf Put this in there with NotePad++ or whatever you got :P
    [] execVM "IgiLoad\IgiLoadInit.sqf"; 3. Add the BE Filters 
     
    4. Boom your Done go have fun! ;)
     
    If you edited your BE Filters and dont want nothing changed here's the BE Filters
     
    attachto.txt:
    5 "" !"Epoch_Male_F" !"C_Offroad_01_EPOCH" !"C_Quadbike_01_EPOCH" !"C_Hatchback_01_EPOCH" !"C_Hatchback_02_EPOCH" !"C_SUV_01_EPOCH" !"C_Van_01_box_EPOCH" !"C_Van_01_transport_EPOCH" !"B_SDV_01_EPOCH" !"B_MRAP_01_EPOCH" !"B_Truck_01_transport_EPOCH" !"B_Truck_01_covered_EPOCH" !"B_Truck_01_mover_EPOCH" !"B_Truck_01_box_EPOCH" !"O_Truck_02_covered_EPOCH" !"O_Truck_02_transport_EPOCH" !"O_Truck_03_covered_EPOCH" !"O_Truck_02_box_EPOCH" !"ebike_epoch" !"K01" !"K02" !"K03" !"K04" !"C_Rubberboat_EPOCH" !"C_Rubberboat_02_EPOCH" !"C_Rubberboat_03_EPOCH" !"C_Rubberboat_04_EPOCH" !"C_Boat_Civil_01_EPOCH" !"C_Boat_Civil_01_police_EPOCH" !"C_Boat_Civil_01_rescue_EPOCH" !"jetski_epoch" !"B_Heli_Light_01_EPOCH" !"O_Heli_Light_02_unarmed_EPOCH" !"I_Heli_Transport_02_EPOCH" !"I_Heli_light_03_unarmed_EPOCH" !"O_Heli_Transport_04_EPOCH" !"O_Heli_Transport_04_bench_EPOCH" !"O_Heli_Transport_04_box_EPOCH" !"O_Heli_Transport_04_covered_EPOCH" !"B_Heli_Transport_03_unarmed_EPOCH" !"B_Parachute_02_F" setvariable.txt: #0 5 "" !="default_mass" !="box_num" !="slots_num" !="can_load" !="can_outside" !="zload" !="load_offset" !="can_copilot" !="usable_ramp" !="zload_cargo" !="doors" !="attachedtruck" !="slots" !="attachedpos" !="cargo_offset" scripts.txt:
    7 setvelocity !="_chute setVelocity _velocity;"
    7 setDamage !="_cargo setDamage 0;"
    createvehicle.txt:
    #0 5 "" !"B_Parachute_02_F" publicvariable.txt:
    5 "" !="IL_SetMass" !="IL_SetScore" PS. If you still need help just hop on my ts3 and look for (EliteWarfare or EliteAnimations) TS3 IP: 74.123.104.102
    also go to the Just Need Help Channels...
  23. Like
    Ghostrider-GRG reacted to machine6fd in Add a custom image to the spawn box   
    Add a custom image to the spawn box.. You can put what ever image you want in this and make it your own :)
     
    What mine looks like.



     
    Add this to your mission.sqm directly above "class Markers"
    class Vehicles { items=1; class Item0 { position[]={1024.3561,5.8548489,2013.7371}; // For Altis us {23600.611,2.8548489,17990.768} azimut=180.4026; offsetY=5; id=1; side="EMPTY"; vehicle="UserTexture10m_F"; skill=0.60000002; init="this setObjectTexture [0, ""image.jpg""]"; }; }; Save any image,jpg you want in your mission root folder. Make it square or it will stretch or warp. Mine is 800x800px but i'm sure more or less wont hurt, The user texture will not grow or shrink but the image will. 
     
    *EDIT* Removed set texture not needed per VEMP whom I trust knows what hes talking about :)
     
    *EDIT #2*
     
    Alternative method to adding the image to spawn box by: Halvhjearne
     
    1. Create a file called: Debugpic.sqf
    2. Paste this code inside.
       
    /* DebugPic script by Halv, idea from machine6fd's mission.sqm version */ //Change to your picture/path below _pic = "custom\problemsolving.jpg"; //======================== Do not touch anything below this point ========================\\ if(isServer)then{ diag_log "[DebugPic]: Waiting for 'Debug_static_F' to be build ..."; waitUntil{count(nearestObjects [getMarkerPos "respawn_west", ["Debug_static_F"], 30]) > 0}; _list = nearestObjects [getMarkerPos "respawn_west", ["Debug_static_F"], 30]; _box = _list select 0; _rPos = _box modelToWorld [-0.226563,-9.76563,-5.04319]; _rDir = (getDir _box)+180; _obj = createVehicle ["UserTexture10m_F", _rPos, [], 0, "CAN_COLLIDE"]; _obj setDir _rDir; _obj setPos _rPos; _obj enableSimulation false; _obj setObjectTextureGlobal [0,_pic]; diag_log format["[DebugPic]: build texture in %1 @ [%2,%3] with texture '%4'",worldName,_rPos,_rDir,_pic]; }; 3. save and upload to mission file.
    4. add image file "custom\problemsolving.jpg" or rename.
     
    Working on Altis, Chernarus, and Bornholm (confirmed)
    Original post can be found
  24. Like
    Ghostrider-GRG reacted to IT07 in [scarCODE] EPOCH Anti-PvP by IT07   
    EPOCH Anti-PvP
    by IT07
     
    WHAT IT DOES
    It prevents players from shooting at other players by removing the projectile if fired (directly!) at the player.
    The script is one simple file that runs on the client through the missionfile so a server manager is supposed to install this on his/her server.
     
    DOWNLOAD & INSTALLATION
    https://github.com/IT07/A3_ScarCode_ScriptBundle
     
    Please enjoy :D
  25. Like
    Ghostrider-GRG reacted to maca134 in M3Editor - A3 3D Editor   
    More info goto http://maca134.co.uk/portfolio/m3editor-arma-3-map-editor/
     
    I will not be announcing updates on this forums anymore.
    a3_epoch_custom.zip
    @m3editor.zip
    convert.htm
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