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Ghostrider-GRG

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  1. Like
    Ghostrider-GRG reacted to vbawol in EpochServer.ini / Battleye Integration Notes   
    [EpochServer] BattlEyePath = C:\BattlEye // Path to Battleye Folder. InstanceID = NA123 // Epoch server Instance ID (used to keep server data seperate on the same database). LogAbuse = 1 // Logs potential database abuse 1 = simple logs 2 = verbose. IP = 127.0.0.1 // IP address to connect to Rcon generally the external IP of your server. Port = 2302 // Gameport A3 server is running on Password = changeme // Battleye rcon password   [Redis] IP = 127.0.0.1 // Redis Server IP address. Port = 6379 // Redis Server Port. DB = 0 // Database ID of Redis. Password = foobared // Password required to connect to Redis.   [SteamAPI] Logging = 0 // 1 = Logging of SteamAPI Key = // Requires SteamAPI key to enable feature VACBanned = 0 // 1 = Ban a Vac banned user VACMinimumNumberOfBans = 0 // Minimum number of bans before action is taken VACMaximumDaysSinceLastBan = 0 // Max days since last ban PlayerAllowOlderThan = 0 // In days, This will ban players with account if newer than days set.
  2. Like
    Ghostrider-GRG reacted to Tobias Solem in How to optimize server-FPS and server performance   
    It's a fact that ARMA has a dated architecture that only recently received some optimizations for multiple cores and utilizing them for different purposes (multi-tasking and multi-threading). There are several ways for you to optimize your server-side performance to get the maximum speed out of your Epoch server (because Epoch loads so many building items, it requires even more processing power).
     
    Before I continue there is a fundamental thing you have to know and consider when you configure your Epoch server: 
     
    * Every client will load and have to calculate everything that occurs on your server, meaning:
    - Every client has to load ALL base building items
    - Every client has to load ALL the vehicles
    - Every client has to load and calculate ALL AI movement
    - Every client has to load and calculate ALL clan logos/custom graphics
     
    Another thing to consider is the fact that there is something called ragdoll and physics in ARMA 3, basically it is a set of calculations applied to each player body, each AI-body, and each car, and for a moment, also every placed building block. All vehicles run physics-calculations in real-time 24/7 (100% all the time) this means that for every car you have on your server, the server and each client will have to run the calculations for physics on that vehicle all the time. Naturally more calculations are required when something happens to that vehicle (driving, getting shot at, colliding, etc.) but essentially the computing power for all these physics & ragdoll items will take a toll.
     
    Furthermore, all inventories and contents of traders, tents, vehicles, etc. are fed from the database in real-time, essentially the more items a container holds, the heavier the load on the server for each time that inventory is loaded. So if you have, say 300 items in a container, all those 300 will load in a big packet, which sucks some server performance. The less a container can hold, the less strain on the server.
     
    Now, multiply physics, and inventory calculations per client, the more clients connected, the more vehicles driving, swimming, running, flying, inventories getting opened, the more the strain on each client, and on the server. A lot of this information is also sent from the server, and Arma 3 Epoch is one of the most bandwidth-intensive games out there. When the bandwidth is maximized on either the server-side or the client-side, you will see a yellow chain link in your bottom right corner, or a red chain link, depending on how overloaded the server or the client is with data. This is also when you will see lag happening. Whereas "desynch" (client and server not having the same information, and thus weird things happen) and rubberbanding (which looks like teleporting/warping) is usually a combination of over-stressed CPU (server and or client-side).
     
    It is also important to know that in player interaction, the weakest link is usually the cause of the issues, for example: It doesn't matter if you are connected with a 1Gbit connection, with an awesome CPU and GPU, if the server is overloaded, that's the problem, you can't fix it clientside. But the same thing is if you and your friends are connected and your friend has a shitty Internet connection and/or computer and happens to be driving the car. He will lag/desynch based on his low-performance equipment, and that will affect you, and anyone trying to blow that car up (because the car will behave erratically). 
     
    Virtual Machines
     
    It should also be known that the arma3 server-file has issues with running on virtual machines (VMWare, or XenServer, etc.) essentially the performance output gets negated by as much as 30% if you run it on the same hardware as a dedibox, ARMA 3 is currently (2014-12-30) not well-optimized for running on Virtual Machines. Dedicated, native servers will see better performance than a VM.
     
     
    How do I combat/fix this?
     
    With these basic fundamentals in knowing how the server works, you as a player need to know that connecting to a server with hundreds of vehicles, or tens of thousands of buildables, or tons of AI-missions will not necessarily be a good thing for your game experience. While there may be plenty of content to have fun with, the experience with all that content will soon turn sour when your client FPS sinks (because the server has low performance, or is under too much strain (yes this affects clients too, if the server is the weakest link, all clients suffer)) your gameplay and experience will suffer too. 
     
    Currently, the thoroughly tested, recommended max settings for cars on an Epoch server is 150, and the max amount of buildables is 1500 and the max amount of container content is 1500. This is the default settings in Epoch and it is what makes it possible for a server like Mellys to run 100 clients connected, with little to no issues. Yes, there will be a struggle to find a car, but the experience for each player will be as optimal as ARMA 3 Epoch can be with 100 players connected simultaneously.
     
    The only possible compromise if you want to have more vehicles, more buildables, more missions, etc. is to allow for fewer clients (less than 100 players). It doesn't matter if the server has SSD-drives, or 1Gbit up and down, or 32GB DDR5 RAM on a super-high cache Xeon-processor. The arma3server-binary can't handle more than a certain amount of load anyways. 
     
     
    No logs, memory handlers, and toggles
     
    If you run a server with hyperthreading you should use the following toggle (do NOT combine it with cpuCounts=X or threads=X, etc.):
    -enableHT
     
    If you want to squeeze some more performance out of your server with an optimized memory allocator, use the following (download fred's dll here https://github.com/fred41/tbbmalloc_arma/raw/master/dwarden/uptodate_bins.zip ) and place its contents in your dlls-directory where you have arma3server:
    -malloc=tbbmalloc 
     
    IF you want to squeeze some extra FPS out of the server you can also turn off RPT-logging (not recommended if you are having issues or are actively tracking other problems/reports) by using:
    -nologs
     
    Setting the processor priority higher is also recommended:
    -high
      Server shutdowns   The recommended shutdown hours currently for optimal performance is 3 hours, the reason why we have to shut down the server with certain intervals is because of essentially two reasons: 1) Memory leaking (binaries leak RAM, and start performing poorly and thus need to be terminated and restarted) and 2) Clutter (basically a bunch of loops that get stuck due to poor code, vehicle explosions that take up unnecessary bandwidth, corpse clutter, and other things that are a detriment that increases over time on server performance).   Hardware   - CPU ARMA 3 is processor clock dependent first (both client- and server-side). Having a CPU clock of 3.9GHz or higher is recommended. Intel Xeon-processors have been proven to perform better than regular non-server CPU:s.    - RAM More than 8GB per server has not been reported to make any difference whatsoever unless you run a lot of other things or multiple servers on the same machine   - Hard Drive Speed SSD-hard drives improve loading performance severely, which means quicker reboots and startup-times for the server, but after the server is loaded everything is handled from the computers RAM, which is much faster than SSD-drives currently.    - Bandwidth   Expect an ARMA 3 Server have been reported to use around 1Mbit per connected client (server-to-client upstream bandwidth). This means that with 50 players, you will need about 50Mbit upload. The server downloads much less data than this.   --------------------------------------------------   Bottom line   As a server owner you really need to consider the factors involved:   Amount of vehicles (more than 150 will mean you will have to lower your max allowed connected clients from 100) Amount of buildables (more than 1500 will mean you will have to lower your max allowed connected clients from 100) Amount of storage space (more than 1500 will mean you will have to lower your max allowed connected clients from 100)     Your server performance is measured in FPS and CPS - the standard FPS without load will be about 49-50FPS server-side, server-FPS and client-FPS are not the same thing, it is not as vital for server-FPS to be so high, everything 15FPS or higher will leave little to no issues. The same thing goes for CPS, which is the processing power used for Artificial Intelligence and non-gamebased calculations (like the AntiHack). The same principle for AI applies to this, the two values should be about the same normally. These values are heavily affected by (in order of performance-drain): 1) Connected clients, 2) Amount of vehicles 3) Amount of buildables 4) Contents of inventory   --------------------------------------------------  
  3. Like
    Ghostrider-GRG reacted to Brunz in [HowTo] Redis DB Trader Cleanup   
    Hi,
     
    I am going to post some scripts which are for Redis DB to solve the following problems.
     
    1. Vehicles Stuck in Traders causing low vehicle count on map
    2. Traders who are way overstocked
    3. Reset all vehicles back to random pos
     
    Important Information before starting
    1. Shutdown Arma 3 Server
    2. Shutdown Redis
    3. Backup you DB, then back it up again
    4. Understand that you could break your db if you mess up, refer to step 3.
     
    Prerequisites
    Download redis-cli.exe - https://msopentech.com/opentech-projects/redis/
     
    Purge Traders Items
    clean_ai_items.lua




    Purge Vehicle Spawns ( reset all vehicles and contents )
    clean_vehicles.lua




     
    Replace Traders Items - Vehicles Only, will replace with specified item
    clean_sold_vehicles_only.lua


     
     
    How to Run
     
    1. Ensure you have taken backups
    2. Shutdown Arma 3 Server
    3. Startup REDIS DB
    4. Create file above "clean_ai_items.lua" in same directory
    4. In the directory where redis-cli.exe is located open a command prompt ( SHIFT + RIGHT CICK --> Open Command WIndows here)
    5. Execute below command in command prompt changing inputs to suit your environment, if your unsure what the below flags are run a redis-cli --help for info.

    redis-cli -h 127.0.0.1 -p 2456 -a mypass -n 0 --eval clean_ai_items.lua 6. You should get a count outputted of how many traders were purged of there items7. The changes should save eventually but to do a manual save run the following

    redis-cli -h 127.0.0.1 -p 2456 -a mypass -n 0 127.0.0.1:2456> save OK 127.0.0.1:2456> shutdown not connected> 8. I recommend taking another db backup9. Startup DB 
    10. Startup Arma 3 Server
    11. Enjoy Clean Traders and freed up vehicles
     
    Special Notes
    If you want to get fancy and do preloaded traders then you can use the commented section in the clean_ai_items.lua file
  4. Like
    Ghostrider-GRG got a reaction from hollyman175 in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    I will look into the possibility that it is loading twice.
     
    I took the Offroads out of the script a while back because of these sorts of issues. Face has a nice AI vehicle patrol in A3AI  so it can be done with proper coding. I just never put the time in to sort out how. You might want to look at how he has set this up. Sorry that I can't help you more with the Offroads.
  5. Like
    Ghostrider-GRG reacted to VAKE in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    FYI, the Zafir ammo classname has changed to: 
    150Rnd_762x54_Box
    150Rnd_762x54_Box_Tracer
     
    You'll need to go into the files and change every instance to the name ammo type classname (unless/until the mod creators update the classnames in their mods)
     
    Reference:

  6. Like
    Ghostrider-GRG reacted to vbawol in EpochAH commandMenu BAN   
    Check out the commandMenu settings (security_checks.h in the a3_epoch_server_settings.pbo). This is a whitelist based check so you should be able to add "#USER:ActionMenu" to the allowed array.

     
    class commandMenu { menus[] = {"","RscSelectTeam","RscTeam","RscMoveHigh","#GETIN","#RscStatus","#WATCH0","RscCombatMode","RscMenuReply","RscCallSupport","#CUSTOM_RADIO","#User:BIS_fnc_addCommMenuItem_menu","RscRadio","RscReply","#ACTION","RscMenuFormations","#WATCH","RscGroupRootMenu","RscMainMenu","RscMenuMove","RscWatchDir","RscWatchMoveDir","#User:BIS_Menu_GroupCommunication","RscMenuStatus","RscFormations"}; };
  7. Like
    Ghostrider-GRG reacted to vbawol in Latest Server files now available via GitHub   
    Server owners can also use this command line based tool to download @epoch client files.
     
    https://a3cdn.com/launcher/download/ServerUpdater/ServerUpdater.zip
  8. Like
    Ghostrider-GRG reacted to vbawol in Latest Server files now available via GitHub   
    Thanks to feedback received, I have decided to stage our server releases on the public Epoch GitHub from now on. Server owners can now can see what files have changed and get quicker access to updates and fixes.
     
    https://github.com/EpochModTeam/Epoch/tree/master/Server_Install_Pack
     
    Lastest Stable Server Files: https://github.com/EpochModTeam/Epoch/archive/master.zip
  9. Like
    Ghostrider-GRG reacted to Pavillin in Empty Traders   
    Hey everyone, yesterday I logged on to our Arma 3 Epoch server and EVERY trader (black and brown) had no items to sell. I managed to fix the brown traders by killing them but I'm not sure how to reset the black traders considering you cannot kill them. Is there another way that's more convent to reset traders back to their default stock?
  10. Like
    Ghostrider-GRG got a reaction from Metalfoundry in [RELEASE] Random Loot Crates v1.25   
    Metalfoundry, this could be done. Shoot me a PM with more about what you'd like to do.
  11. Like
    Ghostrider-GRG got a reaction from Mr.SkyNet in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    The github was updated to Build 3.0. Please post any bug reports here.
     
    https://github.com/Ghostrider-DbD-/blckeagls-mission-system-v-2.0.2-updated
  12. Like
    Ghostrider-GRG got a reaction from cyncrwler in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    The github was updated to Build 3.0. Please post any bug reports here.
     
    https://github.com/Ghostrider-DbD-/blckeagls-mission-system-v-2.0.2-updated
  13. Like
    Ghostrider-GRG got a reaction from Darth_Rogue in [RELEASE] Random Loot Crates v1.25   
    Metalfoundry, this could be done. Shoot me a PM with more about what you'd like to do.
  14. Like
    Ghostrider-GRG got a reaction from Taco in Repair & Rearming script   
    To include all A2 maps I use: ["Land_A_FuelStation_Shed","Land_repair_center","FuelStation","FuelStation_army","Land_Mil_Repair_center_EP1","Land_A_FuelStation_Build","Land_A_FuelStation_Feed","Land_Ind_FuelStation_Feed_EP1","Land_Ind_FuelStation_Build_EP1","Land_Ind_FuelStation_Shed_EP1","Land_Ind_Garage01_EP1","Land_benzina_schnell","Land_fuelstation","Land_fuelstation_army"];
     
    Just add these to service points in the script.
  15. Like
    Ghostrider-GRG got a reaction from pangea in Repair & Rearming script   
    To include all A2 maps I use: ["Land_A_FuelStation_Shed","Land_repair_center","FuelStation","FuelStation_army","Land_Mil_Repair_center_EP1","Land_A_FuelStation_Build","Land_A_FuelStation_Feed","Land_Ind_FuelStation_Feed_EP1","Land_Ind_FuelStation_Build_EP1","Land_Ind_FuelStation_Shed_EP1","Land_Ind_Garage01_EP1","Land_benzina_schnell","Land_fuelstation","Land_fuelstation_army"];
     
    Just add these to service points in the script.
  16. Like
    Ghostrider-GRG got a reaction from cyncrwler in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    The update is in the final stages of testing. It should be available this evening. Please see the changelog below for details as to what will be included.
     
        Build 3.0 4-25-15 - substantial redesign of some parts of the code
        Thank you cyncrwler for help with many issues and for testing and troubleshooting the pre-release versions.

        - added: Marksman DLC weapons and ammo added to crates and AI Weapons, added DLC uniforms to AI.
        - added blck_Initialized variable which can be used to check if the mission system is fully loaded.
        - added: blck_useNVG option which when true will cause AI to spawn with NVG when it is dark. NVG will be removed from AI bodies when they are killed (the deletion of NVG from AI is not yet working).
        - added: blck_useSmokeAtCrates option when when true will spawn a smoking object near the crate.

        - changed: a new start_blck.sqf which must be used to replace the existing start_blck.sqf in yoru mission.pbo.
            - Changed: reduced the number of times AI will try to man static weapons to 1.

        - Changed: complete re-working of the system for selecting and adding weapons and ammo to AI which includes adding HE grenade rounds if the AI spawn with an M203 equiped weapon
        - Changed: Complete re-working of the code for adding items to AI which includes adding food and drink;  
            
        - fixed: added a getOut event handler to static weapons which should prevent players from accessing them. vehicleMonitor is not presently used.
        - fixed: FAK or grenade are now added based on chance, and the situation whereby AI would be loaded with many grenades has been fixed.

        - Known Issues:
            missions and helicrashes sometimes spawn together. When they do, the mission loot and AI will not spawn. Only a server restart will correct this.
            AI do not use their launchers.
  17. Like
    Ghostrider-GRG got a reaction from Mr.SkyNet in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    The update is in the final stages of testing. It should be available this evening. Please see the changelog below for details as to what will be included.
     
        Build 3.0 4-25-15 - substantial redesign of some parts of the code
        Thank you cyncrwler for help with many issues and for testing and troubleshooting the pre-release versions.

        - added: Marksman DLC weapons and ammo added to crates and AI Weapons, added DLC uniforms to AI.
        - added blck_Initialized variable which can be used to check if the mission system is fully loaded.
        - added: blck_useNVG option which when true will cause AI to spawn with NVG when it is dark. NVG will be removed from AI bodies when they are killed (the deletion of NVG from AI is not yet working).
        - added: blck_useSmokeAtCrates option when when true will spawn a smoking object near the crate.

        - changed: a new start_blck.sqf which must be used to replace the existing start_blck.sqf in yoru mission.pbo.
            - Changed: reduced the number of times AI will try to man static weapons to 1.

        - Changed: complete re-working of the system for selecting and adding weapons and ammo to AI which includes adding HE grenade rounds if the AI spawn with an M203 equiped weapon
        - Changed: Complete re-working of the code for adding items to AI which includes adding food and drink;  
            
        - fixed: added a getOut event handler to static weapons which should prevent players from accessing them. vehicleMonitor is not presently used.
        - fixed: FAK or grenade are now added based on chance, and the situation whereby AI would be loaded with many grenades has been fixed.

        - Known Issues:
            missions and helicrashes sometimes spawn together. When they do, the mission loot and AI will not spawn. Only a server restart will correct this.
            AI do not use their launchers.
  18. Like
    Ghostrider-GRG got a reaction from Mr.SkyNet in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    @bucki,
      Thanks, let me know what you find out. I will include your fix in the next update if it looks promising.
     
    @hakimos00
      I don't know but suspect that it is arma.
     
    @Sonin,
      you can edit the loot arrays or wait for the next update, which will probably be out tomorrow if no further glitches appear, and includes most DLC content.
     
    @Mr.SkyNet,
      in vehicleMonitor.sqf, set the loop to stop when count < 1.
     
    Lin 15:
    while {(({alive _x} count crew _veh) < 1) && _count < 3} do
     
    As far as players dismantling the 50 cal, I believe there is a fix for it that will be included in the next update.
  19. Like
    Ghostrider-GRG reacted to Darth_Rogue in [RELEASE] Random Loot Crates v1.25   
    Random Loot Crates v1.25
     
     
     
    Many of us among the community are doing custom map addons using various map editing tools, but up until now there hasn't been a "good" way to spice things up with loot crates.  Sure you can manually spawn in crates via script, but then you have to go through the laborious process of filling each one with a specific set of loot.  What's more, the loot is always the same with no variety, which gets boring for your players after a while once they know what to expect from each crate.
     
    So to combat this issue I've come up with a way to have a random and dynamic loot crate spawn system that is fully customizable.  You can change the number of crates, their position on the map, what type of crate is used, what loot goes in each crate and how much of it, and add or remove loot items as needed.  You can also specify a static amount of any given item, such as explosives, to prevent large random amounts of them from spawning in.
     
    To use this addon -  simply download and unzip the attached file and place the PBO in your @epochhive folder.  You're done!  No BE filters are needed for this to work.  
    The coordinates that are currently listed in the script for the crates are for a custom area that I designed for Bornholm, Object X-99.  So those of you using will be all set already, especially if you have AI soldiers guarding the area.  If you are running other maps then you will likely need to edit the coords for the crates and possibly the number of crates you want to spawn.  But using this as a base template you should be able to create a solution that will fit your needs.  
     
     
    Included here is a screenshot of the main file and a short explanation of what each section is for and a general idea of how it works.  Use these instructions as a guide and you should be all set.  Of course, questions in this thread are welcome!  I will be happy to help with any hiccups.
     
     
    Script structure breakdown and explanation:
     

     
     
     
    DOWNLOAD
    A3 Epoch Custom Crates v1.25 - Download (Github)
     
    UPDATE 4/27 - Ghostrider-DBD- has added the ability to use vehicle crashes at crate locations, similar to Richie's Heli Crash script.  This option can be enabled or disabled on line 23.  You also have the option to create a crate spawn location offset.  Check lines 150-152 to set those up.  There are other things that can be tweaked as well.  See the script's line notes for details 
     
     
    I'm sure there's probably a "better" or more efficient way to do what I've done in this script.  I'm no scripting expert.  If anyone has any ideas or suggestions that can make this better I'm all ears!  However, since this is run by the server only and only loads one time on each server restart, I'm not incredibly worried about optimizing it.  If it ain't broke, don't fix it!   ;)  This addon is nearly infinitely customizable and should meet the needs of nearly any situation where a static crate is needed.
     
    Credits:  Authored by Darth Rogue and Chisel (tdwhite)
    Special thanks to Robio and deadeye for helping overcome the last couple roadblocks!
    Modified by Ghostrider-DBD- for better random loot distribution and adding vehicle crashes   :)
  20. Like
    Ghostrider-GRG reacted to KiloSwiss in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    SEM - Simple Epoch Missions by KiloSwiss


    This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License

    What is SEM?
    - A simple AI mission script, nothing fancy, just some static random mission with AI and some loot.

    Wow great Idea!
    - No, this was buildt upon the original work from drsubo, which was shared in this thread


    How does it work?
    - Magic

    How do I install it?
    - There is a readme.txt file inside the download, read it carefully and do the installation step-by-step!

    What is currently included/what are the features?
    - Static AI missions (only one mission at the time).
    - Every mission has a box with loot (more AI equals better loot).
    - Missions will eventually time out if no player is nearby.

    What will be implemented in the next versions?
    - More missions (AI take over towns, vehicles, convoys, etc.).
    - New outposts, maybe a maze would be funny, who knows.
    - HC support (only if enough admins ask for that).
    - Suggest your idea in this thread, I'm open for new ideas!

    Where can I download it?
    - The newest Version is always available on GitHub: https://github.com/KiloSwiss/Simple-Epoch-Missions

    I have a question can I write You a PM?
    - NO! I give support only here in this thread. Any PM with questions/asking for support will be ignored, NO EXCEPTIONS!
    Also check the previous/old thread to see if Your question has been answered before:


    Do You want something for this?
    - No, this script is free to use, edit and share for anyone out there (SEM is published under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License).

    Altough, if You like to donate me something for my work, any kind of donation is well appreciated.
    Here are some PayPal donation Links: $ £ €
    Choose Your currency and the amount You would like to donate
    Many thanks in advance to everyone who donates!

    For those having issues adding exceptions to their BE filters:
    See here which lines inside the scripts.txt needs to be changed: LINK (scripts.txt)
    And read this thread to understand more about BE filters and adding exceptions:



    Have fun
    Greez KiloSwiss
     
     
    Edit:
    This Addon / Script has an update to stay compatible to EpochMod.
    All credits for the core will stay on @KiloSwiss
    The updated version can be found here:
    https://github.com/Ignatz-HeMan/SEM
     
  21. Like
    Ghostrider-GRG reacted to Darth_Rogue in [TUTORIAL] Adding logo to screen   
    Adding Static Logo Image to Screen
     

     
     
     
    Want to add a clan logo to your screen for your players?  It can be done!  And here's how.
     
    1.  Open your favorite text editor and copy in this code:
     



     
    2.  Save the text file as 'logo.sqf'
     
    3.  Also in your text editor, copy and paste this code into a new text file:
     



     
    4.  Save the file as logo.hpp.  File type should be "All Files"
     
    5.  Open your init.sqf in your mission file and add this line ABOVE any line that says if "(!isDedicated and hasInterface) then"
    //In-Game Logo [] execVM "images\logo.sqf";  
    6.  Open your description.ext and add this at the bottom:   class RscTitles { #include "images\logo.hpp" }; If you already have an RscTitles section, then just add the #include line between the RscTitles brackets
     
    7.  In your mission file, copy the files you just created to a sub-folder of your choosing.  You will have to update the file paths referenced above as necessary.
     
    8.  Now comes the fun part.  You will need to design or find an image that will work.  The image should be resized to be any multiple of 2.  The best size is 128x128, but larger or smaller image sizes will work.  I would caution you though to try to find a balance between being large enough to see, but small enough so as to not balloon your mission file size too much.  128x128 seems to fit that bill nicely.  If you don't have them already, download the BIS tool set.  Run the installer.  All you really need to install for this project is TexView2.
     
    9.  Open TexView2 and then open your desired image.  Save the image as a PAA, ensuring that in the upper left drop-down box RGBA is selected, which it should be by default.
     
    10.  Copy the completed image to your mission file in a folder of your choosing and then make sure the path to the image in logo.sqf matches the name and location of the image file.
      Things to note:   You can alter the placement of the image by playing with the alignment values in the hpp file.  You can also make adjustments to the sqf file, where it says 'left'.  You can change it to 'center' or 'right'.   You can use any image as a source, but I would recommend using something with a transparent background so the image covers as little screen space as possible.   From what I've seen thus far, no BE filters are necessary for this. When this image is in game on screen, the text chat box moves up and around it, so there's no worries about the image covering player chat text.     Credit goes to KiloSwiss and Zupa from their pointers in for helping work out the kinks.  
  22. Like
    Ghostrider-GRG reacted to second_coming in Dayz style heli crash sites   
    Combined with A3EAI you could add the crash location as a spawn location for AI, insert at line 39 of HeliCrashes.sqf:
     
    I do the same with Zupas capture points and random crate spawns
    //Infantry spawns using the A3EAI _CrashName = format ["Crashsite_%1",_j]; [_CrashName,_posOfCrash,75,3,2,false,300] call A3EAI_createCustomInfantryQueue; diag_log text format ["[HeliCrash]: Creating AI at %1 (%2)",_CrashName,_posOfCrash];
  23. Like
    Ghostrider-GRG got a reaction from cyncrwler in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    I did notice a problem with the end of mission logic. In some cases the announcement that the mission was complete did not appear in a timely manner. This has been fixed in the most recent upload to the Github. I am now adding weapons and optics from the Marksman DLC. I will be uploading that update tomorrow or the next day.
  24. Like
    Ghostrider-GRG reacted to Darth_Rogue in Dayz style heli crash sites   
    Fixed.  Tested and confirmed working.
     
    See OP for fixed file.
  25. Like
    Ghostrider-GRG reacted to Creature in kryptos...   
    There are a great many things that could be added to Epoch to create a want and need for currency and considering we only have about 30% of the intended features, I'm hopefull.
     
    I'd like to see more money sinks to create gameplay. For example, specialized traders. What if most ammo didn't just spawn in the game but instead there were a couple traders that only sold ammo? Like snipers? "Looks like you'll be making a trek out to the recluse trader in the mountains who makes the ammo for them. Oh, and be prepared 'cuz it'll cost ya." 
     
    That in itself would create a need for currency that would outweigh base maintenance. Plus, it would make players travel the map more, increase the chance for player interaction (not only near the trader but what if you spot some random player carrying that same rare rifle you have that your almost out of ammo for?), and to make things even more intersting, they could NOT show up on the map but you could get hints of their whereabouts from other traders. 
     
    Like I said, I'm hopefull. :D
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