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Ghostrider-GRG

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  1. Like
    Ghostrider-GRG reacted to Sneer in Repair & Rearming script   
    Thank you! I'll try it out tonight.
     
  2. Like
    Ghostrider-GRG reacted to FG_Trap in [RELEASE] Traps server menu   
    Made this in my free time awhile ago thought id make it public.
    Right Alt is the key to open the menu.
    Install instructions are inside the download.
    https://github.com/NWDZ-Trapxxgods/traps-menu
     
     
    here is a picture of the server menu
     
  3. Like
    Ghostrider-GRG got a reaction from He-Man in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    post your spawnlocations.sqf and i'll show you how to edit it to make all locations available.
  4. Like
    Ghostrider-GRG reacted to Grahame in most current/user friendly AI mission build.   
    Best A3E mission system at this time is BlckEagl's... 
    By default there is no init.sqf in the Epoch mission PBO no.
  5. Like
  6. Like
    Ghostrider-GRG reacted to Helion4 in Dayz Epoch (2019)   
  7. Like
    Ghostrider-GRG reacted to Helion4 in W.I.P Images from Dayz(SA) Epoch   
    All these images can be found on our discord, if you are not a member already, hop on and keep up to date with the progress of the mod.










     
  8. Like
    Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I just pushed Build 176 which includes some bug fixes to the github master branch.
  9. Thanks
    Ghostrider-GRG reacted to axeman in To Bot or Not to Bot   
    A bit of progress with the bot. Built in pathing I'm still to find, or wait for them to release to modders :)
    I put some serious hours into a pathing / collision avoidance system for local agents that never made it into A3 Epoch. That's going to come in handy now. 
    I will update with progress here and on the discord,  join here : https://discord.gg/0k4ynDDCsnMzkxk7
  10. Thanks
    Ghostrider-GRG got a reaction from Tarabas in Painshop ... paint/set custom textures on Backpack, Uniforms and vehicles.   
    I have made a fork of Halve's github entry for his paintshop scripts and added a few lines to support saving textures on bases and vehicles to the database when this is available sometime down the road. Many thanks to He-Man for his help with this and for considering adding the needed database calls to Epoch.
     
    https://github.com/Ghostrider-DbD-/paintshop
  11. Thanks
    Ghostrider-GRG got a reaction from Tarabas in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    I guess I'll go through it and test all those options at some point. I do not use the features that add gear on my server so was not aware there were issues.
    Glad you got it working.
  12. Like
    Ghostrider-GRG reacted to Locodino in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    I read it somewhere in the forum post but to fix the bouncing back into the air you can disable sntiteleport cheat in @epochhive folder in teh file epochah.hpp then set antihack_antiTeleportCheck = "true"; false to disable antiTeleport checks.
  13. Like
    Ghostrider-GRG got a reaction from Helion4 in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    I have merged all of the changes I"ve made over the past few years into a forked version available at:
    https://github.com/Ghostrider-DbD-/halv_spawn
    Credit for the fixes goes to those who have posted in this thread including Megaz, Dr Slyme and Grahamme - I have only compiled their work.
     
  14. Like
    Ghostrider-GRG got a reaction from Helion4 in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    Added updated HSPricing to my fork of Halves excellent script which includes pricing for the items up through Epoch 1.3.1 and blckeagls default vehicles.
    https://github.com/Ghostrider-DbD-/Halve-s-Blackmarket-Traders-Updated
  15. Like
    Ghostrider-GRG got a reaction from He-Man in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    I am happy to share the Halve spawn script with updates. Just shoot me a PM here or on discord.
  16. Like
    Ghostrider-GRG reacted to He-Man in A3 Epoch v1.3 Update   
    Many thanks to @orangesherbet for this nice video to the EpochMod 1.3 update!
  17. Like
    Ghostrider-GRG reacted to Grahame in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    So... Epoch 1.3 added the beautiful Teleport Booths and you use Halv's Spawn scripts? Well, I have some good news for you... you can easily modify things to make it so that when you enter the booth the spawn screens come up automatically - no more scroll wheel or having replacement iPad screens that always seem to fall over 
    Okay, the following assumes that you have Halv's spawn scripts installed in addons/halv_spawn in your mission file. Amend the instructions where appropriate if you put it somewhere else...
    First, alter the following line in addons/halv_spawn/init.sqf from: 
    _deletedefaultteleporters = true; to:
    _deletedefaultteleporters = false; Next, comment these two lines in addons/halv_spawn/spawndialog.sqf:
    //{_x addAction [format["<img size='1.5'image='\a3\Ui_f\data\IGUI\Cfg\Actions\ico_cpt_start_on_ca.paa'/> <t color='#0096ff'>%1</t><t > </t><t color='#00CC00'>%2</t>",localize "STR_HALV_SCROLL_SELECT",localize "STR_HALV_SCROLL_SPAWN"],(_scriptpath+"opendialog.sqf"),_x, -9, true, true, "", "player distance _target < 5"];}forEach (HALV_senddeftele select 0); //diag_log format["[halv_spawn] addAction added to %1",HALV_senddeftele]; Finally, replace the contents of epoch_code/compile/EPOCH_EnterBuilding.sqf with this:
    /* Author: Aaron Clark - EpochMod.com Contributors: Description: Epoch request teleport Licence: Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike Github: https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/EPOCH_EnterBuilding.sqf */ if !(isNull _this) then{ //[player,_this,Epoch_personalToken] remoteExec ["EPOCH_server_teleportPlayer",2]; [] execVM "addons\halv_spawn\opendialog.sqf"; }; And you are done. Repack and upload the mission file and when you enter the TP booth the spawn screens will magically appear!
  18. Like
    Ghostrider-GRG reacted to He-Man in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I think you have set dynamicloadout. So the Loadout will be taken random from your pricing list:
    https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/%40GMS/addons/custom_server/Configs/blck_configs.sqf#L286-L287
     
    This setting is fine, because you have some random AI's.
    If there are not wanted uniforms / backpacks / Headgears... you can disable them here:
    https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/%40GMS/addons/custom_server/Configs/blck_configs.sqf#L286-L287
  19. Like
    Ghostrider-GRG got a reaction from Grahame in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Thanks - I expect to be making a few more changes to that branch before merging it with the Master.
    If anyone notes any odd behavior related to simulation management please let me know.
  20. Thanks
    Ghostrider-GRG reacted to Grahame in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    LOL, and I had just downloaded it earlier for the Black Tide relaunch... Nice timing!
    Good job guys, best A3 mission system right now!
  21. Like
    Ghostrider-GRG got a reaction from Grahame in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    There is a new build now in testing available on the github which includes many bug fixes and code enhancements.
    Many thanks to He Man for looking through and working on the code.
    https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/tree/V-6.88-Build-160
  22. Like
    Ghostrider-GRG got a reaction from He-Man in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    There is a new build now in testing available on the github which includes many bug fixes and code enhancements.
    Many thanks to He Man for looking through and working on the code.
    https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/tree/V-6.88-Build-160
  23. Like
    Ghostrider-GRG reacted to JasonTM in [RELEASE] WAI 2.2.6   
    Wicked AI 2.2.6
    This release is for DayZ Epoch/Overpoch 1.0.6.2.
    <<<Download Here>>>
    Due to reports of poor performance on high population servers. I have rewritten this mod so it runs more efficiently.
    Most of the work is code optimization and bug fixes, but I did add some new features.
    Review of changes
    Each mission only spawns one thread with one loop unless it has a para-drop, then it spawns two. The patrol missions also spawn two threads for now. The mission files no longer suspend, waiting for the mission to complete to spawn the crate loot and remove the mission data. The minefield feature no longer spawns an individual thread for each mine. It uses a player check radius. Players in vehicles receive a bold red warning when they are 200 meters from the edge of a mine field. Optional mission vehicle entry messages. Improved mission clean up. All mission objects and data are deleted including unclaimed vehicles and AI unit groups. The AI monitor loop has been replaced by a modified version of the server scheduled function sched_corpses. AI vehicles no longer spawn their own vehicle monitoring threads. It is all handled in the mission thread in a queue. The invisible static gun glitch has been fixed. The static spawns have a dedicated monitoring loop much like the mission system. One loop manages all vehicles and deletes AI unit groups. Where possible, I moved commonly used code blocks to compiled functions. I made a few new missions - hero outpost, bandit outpost, and farmer. Captured MV-22, medical camp, and weapon cache missions have been reworked for improved aesthetics and/or functionality. Rewritten auto claim feature that is fully integrated. Boat patrols - examples in the static mission files. Redundant and\or unnecessary code has been removed from some of the files. I cleaned up and standardized the formatting in the mission files and elsewhere. Helicopters for AI drops and patrols start at a random distance of 3k to 4k away from the mission instead of way down by debug island. Added a new check for mission locations. As they are used, positions get added to an array and checked in find_position.sqf, so missions will not spawn in the same spot twice. Optional indestructible mission vehicles. The AI and mission clean up times and spawn schedule in config.sqf have been converted to minutes for easier reading. Fixed an issue with the spawn time delays in the mission init file. Adjusted the distance the vehicles spawn from the crate so there is no trouble with accessing gear when near a locked vehicle. You can disable static gun placements, vehicle patrols, and paratrooper drops on missions with variables in config.sqf AI numbers have been standardized on all missions. You can adjust the numbers. Easy = 5-10, Medium = 10-15, Hard = 15-20, Extreme = 20-25. I removed the cache units feature because it spawns a thread with a monitoring loop for each unit group and it only works on ground troops. I moved the Dynamic Text mission announcements up the screen and made the text a little smaller so it is not so overwhelming. Added a second dynamic text option for the minefield warnings. Fixed the "auto-repair" glitch on mission vehicles. This also fixes the inability to repair mission vehicles due to the hitpoint variables not being set. Notes
    The AK_74 and RPK_74 variants have been disabled in config.sqf until the 1.0.6.3 patch because the 45rnd 5.45mm magazine was removed in the A2 OA 1.64 corepatch and they post errors to the logs. The format of the missions has changed, so if you have your own custom missions they will have to be adjusted. I have updated the mission example file and created a new mission example file for a single spawn point mission. They are heavy on comments to help server owners create their own missions. I have left extensive comments throughout the updated files if you want to understand more about how the updated code and functions work. Since this is a major coding overhaul, this release will not be merged into the main github repository until all potential bugs, errors, and incompatibilities have been corrected. Please report errors, discrepancies, and general weirdness in this topic.
    Also, most of the files have been altered, so please use this version as a base and merge your custom files into it, paying attention to the changes.
     
     
    Optional Mission Vehicle Entry Messages
    If you turn this option on players will get a message that says either "You have claimed this vehicle! It is now saved to the database." or "WARNING: This vehicle will be deleted at restart!" depending on if you have vehicle hive saving turned on or not. This feature can be toggled with this variable:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L101
    Indestructible Mission Vehicles
    This option will disable the damage handlers on mission vehicles until a player enters them. It can be toggled on and off with this variable:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L99
    Avoid Same Spot
    This option will prevent a mission spawning in the same spot twice by adding the position to an array. The find position function will check that a new position will not be selected that is within 200 meters of one that was previously used.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L80
    Enable/Disable Static Gun Placements, Vehicle Patrols, and Paradrops
    I added this feature for scalability and because someone asked for it. These are the variables to set true or false.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L115-L117
    Auto-Claim
    The original author of the auto-claim feature is no longer a part of this community. I wrote my own version of it which is fully integrated. I never really used this mod myself in the past, so please let me know if I need to add features that were there previously.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L222-L229
    Boat Patrols
    There is really no difference between a boat patrol and a land vehicle patrol other than the classname of the vehicle the fact that they spawn offshore. I have placed examples in the static mission files and I left my Skalisty Island test boat patrols commented in the chernarus.sqf file. To activate them, enable the static_per_world feature in config.sqf and remove the comments from this section:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L114-L147
    When creating boat patrols you should make sure that the distance you place them offshore is at least the distance of the radius used for waypoints, otherwise the waypoints will be on land and the AI might not handle the boat correctly.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L140
    Mission Cleanup
    All mission data and mission objects will be removed from the map after mission completion or mission timeout, including the ai unit groups and unclaimed mission vehicles. You can remove the crates from cleanup if  you want them to remain on the map for looting by toggling this variable to false:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L94
    If a player is within 75 meters of the crate, it will not be deleted as it is assumed that it is still being looted.
    To "claim" a mission vehicle, a player simply has to get into it and it will not be deleted.
    Invisible Static Gun Glitch
    Credit to salival for discovering that this was a JIP issue and the fix is to have the AI get out and back into the static gun at regular intervals. During testing, I could not even see this happening unless I added a sleep, so players shouldn't notice.
    Static Spawn Manager
    Instead of having each static spawned group and vehicle spawn its own monitoring thread, the data is added to a multi-dimensional array and monitored in one loop. The monitor is spawned from the static init.sqf file and will shut down when all null AI groups have been removed from the array.
     
    The Overwatch configs have been moved to its own file in the configs folder. The file is not loaded unless the Overwatch mod is detected.
    According to KillZone Kid and other Arma super nerds, when selecting random things from arrays, it is faster to use a statement like this: selection = array select (floor (random (count array))); instead of calling BIS_fnc_selectRandom. I replaced several instances in files where it is called repeatedly like dynamic crate and group spawning. This might save a millisecond or two :).
    That is all of the updates I can think of right now. If I can remember more, I will add them.
     
     
    Thanks to @MerlijnD and @LadyVal for testing my initial files.
    Credit to @salivalfor the invisible static gun glitch fix.
    Credit to @ibenfor the original IWAC.
    Credit to @BigEgg for the localization solution
    Credit to @Schalldampfer for testing and finding bugs
    Credit to @Grahame for assistance in discord with mission vehicle spawning issue
     
     
  24. Like
    Ghostrider-GRG reacted to salival in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    All mods of the mod pack except Deploy Anything are part of Epoch 1.0.7.1 now.
    Hi guys,
    I've had requests for a pack of all my mods that i've written or updated tested and working so here it is.
    Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd)
    The pack comes with Battleye filters.
    # Supported mods:
    Bury Bodies Click Actions Deploy Anything Garage Door Opener Locate Vehicle Safe Zone Relocate Service Points Take Clothes Virtual Garage Vehicle Key Changer Remote Vehicles  
    Please visit: https://github.com/oiad/modPack for more information.
  25. Like
    Ghostrider-GRG reacted to Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Thanks I am using this addon on exile, will add them and report back. Thanks for the reply. 
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