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Ghostrider-GRG

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  1. Like
    Ghostrider-GRG reacted to vbawol in 0.3.0.1 / RC2 Changelog   
    Testing is going well with only a few critical bugs reported so far, a new server build has been pushed to our test servers that address the following issues.   Server Side Changelog 0.3.0.1 b4: [Fixed] Crypto reset bug on death or fresh character. [Fixed] Server side vehicle immunity for 1 minute after initial server startup, should prevent accidental damage on spawn.
  2. Like
    Ghostrider-GRG reacted to Schloti1993 in briefing.sqf   
    Few Peoples have problem with that so i send a working version.
     
     
     
    Added in your Mission.pbo in File init.sqf
     
    [] execVM "Briefing.sqf";
     
    Make a File called briefing.sqf
     
    With inside this.
    diag_log format['**Starting Briefing.sqf**']; if (!hasInterface) exitWith {}; waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])}; waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])}; player createDiarySubject ["menu1","Server Rules"]; player createDiarySubject ["menu2","Server Features"]; player createDiarySubject ["menu3","Support"]; player createDiarySubject ["menu4","Generally Informations"]; player createDiarySubject ["menu5","Epoch Controls"]; player createDiaryRecord ["menu1", ["Server Rules","<br/> Your Text "]]; player createDiaryRecord ["menu2", ["Server Features","<br/> Your Text "]]; player createDiaryRecord ["menu3", ["Support","<br/> Your Text "]]; player createDiaryRecord ["menu4", ["Generally Informations","<br/> Your Text "]]; player createDiaryRecord ["menu5", ["Epoch Controls","<br/> CTRL + ß regulate volume level down<br/> CTRL + ` regulate volume level up<br/><br/> "]];
  3. Like
    Ghostrider-GRG reacted to Darth_Rogue in To Devs about BE filters before update   
    Pro tip: When making changes or additions to your BE filters make a separate text file containing only the additions with their corresponding line numbers for each affected file. That way when you get new filters you just have to copy/paste the additions into the new filters without worrying about any conflicts from the old filters. You could also use Winmerge as Richie mentioned to migrate the additions into the new BE files for you.
  4. Like
    Ghostrider-GRG got a reaction from computermancer in Earplugs Script   
    Works wonderfully. Thanks for this helpful contribution. Players love it so far.
     
    One suggestion: Add this last step to the install instructions.
  5. Like
    Ghostrider-GRG reacted to computermancer in Earplugs Script   
    Did you copy over the cmEarplugs code from the init.sqf file to your init.sqf file?
    //cmEARPLUGS CODE START ////////////////////////////////////////////////////////////////////////// call compile preProcessFileLineNumbers "cmEarplugs\cm_veh_fun.sqf"; //cmEARPLUGS CODE END //////////////////////////////////////////////////////////////////////////
  6. Like
    Ghostrider-GRG reacted to computermancer in Earplugs Script   
    cmEARPLUGS SCRIPT ver 2.0
     
    B) WHAT IT DOES:
    Earplugs script for Arma 3 Epoch (EPAH safe)   - This script allows you to put in "earplugs". - Config.sqf will let you configure almost every possible aspect of the script. - You can now insert and remove the earplugs by pressing a key of your choice.  - Current available keys are : F4, F5, INSERT, NUMPADMULTIPLY, NUMPADDIVIDE - You can toggle the hotkey in case you use EPAH and wont be ablt to use hotkeys. - Auto-insert and remove earplugs when getting in and out of vehicles. - Inserting earplugs reduces volume down to about 25 percent. - Removing earplugs restores volume to 100 percent.   -Thanks to mgm on epochmod.com for helping with keypress config technique.  
    Here is a link to the github files.
    https://github.com/computermancer/cmEarplugs
     
    B) INSTRUCTIONS:
    1. Copy the cmEarplugs folder to your mission folder (altis.Epoch)
    2. If you have init.sqf, copy the code in this init.sqf to yours.
    2a. If you do not have an init.sqf, copy this one over to your mission folder.
    3. Copy onPlayerKilled.sqf and onPlayerRespawn.sqf to your mission folder.
    4. Config your personal settings in the config.sqf file in the cmEarplgus folder.
    5. Edit your battleye filters.

    Edit the following in your battleye filters.
     
      ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// scripts.txt (at the end of the line add the following) /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                                         (BIS_fnc_)  First Line:  !"bis_fnc_initVehicle" !"BIS_fnc_setVehicleMass_fsm" !"BIS_fnc_arsenal_type"                         (displayAddEventHandler        )  Line 53 (54 on notepad++) :               !"EP_LOOP"  (displayAddEventHandler        )  Line 53 (54 on notepad++)                 !"cmKeyPress"  (              exec                             )  Line 22 (23 on notepad++) :               !"clock.sqf"  (    removeAllActions                 )   Line 31 (32 on notepad++) :              !"onplayerkilled.sqf"  (displayRemoveEventHandler)   Line 59 (60 on notepad++) :               !"cmKeyPress"  (removeAllEventHandlers)           Line 59 (60 on notepad++) :               !"cmKeyPress"   ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// PublicVariable.txt (at the end of the line add the following) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// First Line:                                            !"cmEarplugs_hotkeyDIKCodeNumber" First Line:                                            !"PLAYER_REJECT_NotReady1" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// B) WHAT TO KNOW:   If you use Epoch Anti Hack, the script will work except for the keypress option. EPAH seems to disable keydown eventhandlers. But auto insert and menu inside vehicle work fine. If you disable EPAH, you can use the keypress toggle as well.
  7. Like
    Ghostrider-GRG got a reaction from computermancer in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    Github updated to correct a few minor bugs and enhance the loot added to crates to include backpacks and a few other items.
  8. Like
    Ghostrider-GRG reacted to Suppe in Add server rules to A3 map page.   
    hey,
     
    you mean a briefing ?
     
    here:



    call this in your init
    example:
    [] execVM "FOLDER\Briefing.sqf";
  9. Like
    Ghostrider-GRG reacted to vbawol in 0.3.0.1 / RC2 Changelog   
    0.3 RC1 Changelog: [Added] Wood and cinder base objects now show damage state when over 50% damaged. [Added] Car Jack item added to every fresh spawned vehicle. [Added] Can now loot a dead UAV Drone and in return get Electronic components. [Added] Ability to specify starter items for freshly spawned traders via epochconfig. [Added] New custom epoch weapons: SR-25 and L85A2 (Grenade Launcher and Pink Painted) by Kiory. [Added] Vehicle lock time is now stored in hive and will persist across server restarts. [Added] 3d interaction visuals to show you when an action is available. [Added] New loot bias system with nestable tables and overall loot balance. [Added] LootMultiplier in epochconfig, (0.5 default, 1 = high loot, 0.1 = low loot). [Added] Goldenseal plant can be consumed to reduce toxicity. [Added] Pumpkin food item can be harvested from pumpkin patches on Chernarus and found randomly. [Added] Dynamic Air Supply Drop Event. Use smoke grenades to signal. [Added] Trader mission accessed with "Talk" on trader: Pikes Peak Express. [Added] Ability to eat raw foods but at the risk of toxicity. [Added] New items (Rock, Stick, and Rope) for crafting and added to trash loot. [Added] New craftable primitive melee weapons: Crude Hatchet, Wood Club, Maul Hammer. [Added] Keesha default character now has shoes. [Added] Crafting of Rope from Hemp. [Added] Harvest Sticks from a bush using a Hatchet. [Added] Mining of Iron Ore and Rocks with sledgehammer. [Added] Removal with refund of Base building items. Respects Jammer Owner and group. [Added] Most base building items now use a hybrid Static/Physx system with ghost preview on first placement. [Added] Epoch Events 2.0. All server time based events moved to server settings pbo. Scripts are executed with execVM using a simple timer. New events and timers can be changed via epochconfig. [Added] New "Boss" Sapper variant with a larger bang. [Added] Both Sapper variants put off toxic gas if killed without blowing up. [Added] Player can now select gender after each death. [Added] Frequency Jammer now required by default to build a base. Can be controlled with desc.ext mission variable: buildingRequireJammer. [Added] Building limit (default: 100) added to Frequency Jammer. Change with desc.ext mission variable: buildingCountLimit. [Added] Building Jammer Range (default: 75m). Change with desc.ext mission variable: buildingJammerRange. [Added] Hive weather control system as well as Static override var WeatherStaticForecast via epochconfig. [Added] Trader purchased vehicle position can now be controlled with a smoke grenade or a chemlight within 50m of trader. [Added] Wood foundations can be crafted with 8x lumber. [Added] Bornholm Support: Custom a2 building classes for loot spawns and mission file and config support from http://urogaming.co.uk/ [Added] Base building objects now persist damage and armor increased substantially. [Added] Suppress loot spawn within the range of a Frequency Jammer. [Added] Blocked base building areas for Chernarus. [Added] Logging of building, storage, and vehicle killed events to hive log. (StorageKilled, VehicleKilled, BuildingKilled) [Added] Offroad MG Pickup. (Classname: B_G_Offroad_01_armed_EPOCH) [Added] Server FPS to the debug monitor. (Max: 50, recommend fps are >15 to keep the game stable) [Added] Chance to spawn Lockbox and Backpacks in lockers or wardrobes. [Added] Variable when Loadingscreen finish. (EPOCH_loadingScreenDone change from nil to true) [Added] Base object interact menu (Remove,Move,Upgrade) shown only in build mode after targeting object with Space Bar. [Changed] Toxicity increase from consuming a toxic food item is now random. [Changed] Increased default antagonist spawn chances. [Changed] NPC Trader inventory menu now stacks like items and shows quantity. [Changed] Players are now sent to the lobby after dead, simply press ok to respawn. [Changed] Can now sell and buy uniforms from traders. [Changed] NPC trader data (AI_ITEMS) will now expire in 7 days if no changes are made within that time. Change this with expiresAIdata in epochconfig. [Changed] Added chance to spawn Lockbox and Backpacks in lockers, wardrobes, shipping containers. [Changed] Fireplace recipe changed to require 2 Rocks and 1 Stick to make empty fireplace. Then upgrade with 1 Wood Log to start the fire. [Changed] Player names saved to a separate data set on player connect.  [Changed] Deathlog now logs distance and position. [Changed] Sapper brain reworked. [Changed] Display of personal Crypto balance when opening bank interface. [Changed] Loot Balance: Lowered heavy muzzles count & increased pistol muzzle. [Changed] Increased loot bias for Ferris Wheel and corrected z height on loot positions. [Changed] Improve Cleanup System on Server. [Changed] Behavior changed on UAV troop support. [Changed] Dog to glitch less, reduced whines and more chance to wander. [Fixed] Accuracy and fire rates of custom ported A2 weapons fixed (M107, AKM, M4A3, M16, M14, M249). [Fixed] Sharks not spawning off shipwrecks. [Fixed] Black icons on admin panel spawn menu. [Fixed] Soiled and Wet calculation corrected. [Fixed] Pumpkin patches on Chernarus now payout proper loot. [Fixed] Traders now only allow one vehicle per trade. [Fixed] Alpha transparency issue with empty clone vats. [Fixed] Attempt to prevent vehicle damage during server startup. [Fixed] Removed fireplace sound for now due to Arma issues with sound cleanup. [Fixed] Frequency Jammer can not be built or placed within 3x Jammer radius. (default 225m) [Fixed] GUI scale issues with additional button menu (Group Menu, Requests) on inventory. [Fixed] Missing sounds on Ruger pistol and removed ability to use silencer. [Fixed] Dupe fixes for backpacks, vests, uniforms. [Fixed] Player revive did not work even after respawn. [Fixed] zasleh1_proxy.p3d error with M4A3. [Fixed] Prevent loot objects from spawning under the ground. [Fixed] Group kick and mod options did not work. [Fixed] Cleanup and removal of unneeded rpt debug logs. [Fixed] Removed spoiler button in Welcome Screen. [Fixed] Misspelling in debug monitor (crypto). [Fixed] Welcome screen will be now displayed only once after a major patch (eg. 0.3/0.4/0.5). [info] Requires Arma version 1.40 or higher.   Admin Tool: [Added] Different Map Marker for Vehicles, AI, Player, Loot, Base Building and Dead Player. [Added] Different 3D Tools for: Player, Vehicles and Loot. [Added] Features: God Mode, Spawn Loot, Teleport Infront.
  10. Like
    Ghostrider-GRG got a reaction from celticwarrior06 in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    I reworked the code for spawning vehicles at the missions. The variables on lines 64 - 67 of AIConfigs.sqf can be used to set the number that spawn at each mission type (blue, red, green, orange). The updated code ran fine on a test server. Any issues feel free to let me know. The github was updated.
     
    https://github.com/Ghostrider-DbD-/blckeagls-mission-system-v-2.0.2-updated
  11. Like
    Ghostrider-GRG got a reaction from DanVonTrap in Player nametags?   
    There is probably a way to do this using the group functions of Arma 3, but as a work around we have been using CPC Nametags which were released early in the development of A2 Epoch.
     
    http://opendayz.net/threads/release-cpc-name-tags.13292/
  12. Like
    Ghostrider-GRG got a reaction from tynmanz in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    did you download blckeagls original version 2.0.2 or my update ? If you have my update, check in AIconfig.sqf around line 49-58. The min and max time for mission spawns are defined there. If you are interested in the update you can download it here.
     
    https://github.com/Ghostrider-DbD-/blckeagls-mission-system-v-2.0.2-updated
  13. Like
    Ghostrider-GRG got a reaction from cyncrwler in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    I reworked the code for spawning vehicles at the missions. The variables on lines 64 - 67 of AIConfigs.sqf can be used to set the number that spawn at each mission type (blue, red, green, orange). The updated code ran fine on a test server. Any issues feel free to let me know. The github was updated.
     
    https://github.com/Ghostrider-DbD-/blckeagls-mission-system-v-2.0.2-updated
  14. Like
    Ghostrider-GRG got a reaction from computermancer in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    I reworked the code for spawning vehicles at the missions. The variables on lines 64 - 67 of AIConfigs.sqf can be used to set the number that spawn at each mission type (blue, red, green, orange). The updated code ran fine on a test server. Any issues feel free to let me know. The github was updated.
     
    https://github.com/Ghostrider-DbD-/blckeagls-mission-system-v-2.0.2-updated
  15. Like
    Ghostrider-GRG reacted to vbawol in Zombies in epoch   
    Where did you read that? Please don't believe everything you read on the internet.
     
    We could add Zombies if we create them ourselves. The DML license only prevents DayZ Mod and DayZ Epoch content from being used in Arma 3. So, no using DayZ Mod Zombies in A3 but you can certainly make your own.
     
    Keep in mind our story is more that of technology gone wrong versus a viral outbreak. The goal with A3 Epoch and our many different antagonists is to provide an unexpected threat. The reason most people want zombies is for the perceived constant threat they provide. I am confident that as we add more antagonists, environmental, and physical dangers we can find a nice balance that provides the players with a nearly constant but changing threat.
  16. Like
    Ghostrider-GRG got a reaction from computermancer in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    I will update the code by which vehicles spawn so that it is called only once for each mission. The trucks persist on our server through several restarts with non changes to epochconfig.cpp. If you add them to this list they will be spawned by the game engine whenever their number on the server falls below the number specified in that configuration.
  17. Like
    Ghostrider-GRG reacted to TheVampire in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    Was an avid user and advocate of DZAI, and in some ways it influenced my goals for the creation of DZMS.
     
    Looking forward to A3EAI.
  18. Like
    Ghostrider-GRG reacted to cyncrwler in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    When I first installed this mission system, way back in its infancy, there was a time I spent about half a day killing all the AI in each location to get kicked, and add the exception. It happens because the weapons have the added scopes, and aren't vanilla epoch weapons. Once you ad all those to your addWeaponCargo.txt file, you should be all good.
     
    You will find mine attached, and I no longer get kicks.
    addweaponcargo.txt
  19. Like
    Ghostrider-GRG got a reaction from computermancer in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    I believe I have identified and corrected the issues. I am a bit of a noob when it comes to github, so there is a new link for the updated files which I have added to my original post and include here as well. I have tested all three mission.pbos in the past but only ran things with epoch.altis this evening. Please post any issues here, with an excerpt from your .RPT log, if you can. I recommend you run it on a test server first before using it on your public server, particularly if you run it with other add ons. We run it together with VEMF and SEM 0.8.1, R3F lifting, status bar, CPC nametags and a welcome screen without any issues.
     
    https://github.com/Ghostrider-DbD-/blckeagls-mission-system-v-2.0.2-updated
  20. Like
    Ghostrider-GRG got a reaction from computermancer in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    There were two typos. Running this on the test server now. I will update the github once I am certain the errors have all been corrected.
     
    My bad for adding additional configurable variables at the last minute .....
  21. Like
    Ghostrider-GRG got a reaction from computermancer in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    Here is the update I promised. Credit should go to blckeagls for his mission system and Narines for his initial bug fixes and infinite ammo as well Vampire., lazylink and Matt311.
     
    This update adds bug fixes, ranodmized loot, and more visible map markers. On the client side, sideChat is used to broadcast messages about missions. Mission markers were changed a little to make them more visible. I have done my best to provide more complete set of installation instructions, battleye filters, changelog and information about how to change configuration in the download at:
     
    https://github.com/Ghostrider-DbD-/blckeagls-mission-system-v-2.0.2-updated
     

     

  22. Like
    Ghostrider-GRG got a reaction from cyncrwler in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    Here is the update I promised. Credit should go to blckeagls for his mission system and Narines for his initial bug fixes and infinite ammo as well Vampire., lazylink and Matt311.
     
    This update adds bug fixes, ranodmized loot, and more visible map markers. On the client side, sideChat is used to broadcast messages about missions. Mission markers were changed a little to make them more visible. I have done my best to provide more complete set of installation instructions, battleye filters, changelog and information about how to change configuration in the download at:
     
    https://github.com/Ghostrider-DbD-/blckeagls-mission-system-v-2.0.2-updated
     

     

  23. Like
    Ghostrider-GRG got a reaction from teamcrisiz in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    Here is the update I promised. Credit should go to blckeagls for his mission system and Narines for his initial bug fixes and infinite ammo as well Vampire., lazylink and Matt311.
     
    This update adds bug fixes, ranodmized loot, and more visible map markers. On the client side, sideChat is used to broadcast messages about missions. Mission markers were changed a little to make them more visible. I have done my best to provide more complete set of installation instructions, battleye filters, changelog and information about how to change configuration in the download at:
     
    https://github.com/Ghostrider-DbD-/blckeagls-mission-system-v-2.0.2-updated
     

     

  24. Like
    Ghostrider-GRG got a reaction from cyncrwler in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    The modifications are complete. I am just waiting for permission from blckeagls before posting them.
  25. Like
    Ghostrider-GRG reacted to Santa in Will there be Taviana Map for Epoch A3?   
    READ ME
    Allright,
     
    It took a while longer because there were some issues etc, but it's here.
     
    Over the past weeks I managed to get rid of loads of texture errors, config.bin errors and RPT spam from the @Taviana map.
     
    After some testing it's ready for a first release now.
     
     
    The purpose of this remake is to provide a single set of client files which all server hosts can use.
    This way all people who want to play Taviana will only have to download one set of files, which prevents confusion and problems.
     
    To do this, there is a couple of things that I'd like you all to consider.
     
    This is NOT finished. There might still be missing textures etc. (Haven't had one in 10 hours) Do NOT change stuff yourself in the client files. It would destroy the entire purpose of having one set of files. If you find any bugs/errors, feel free to contact me and maybe I can fix them in a next update.  
    Before anyone flaming that I post a link to my own forums for the download
    Because of the fact that the Taviana author does NOT allow Epochmod to talk/post/.. his work, I CANNOT post a direct download link here.
    I however can guide u to the topic that has it ;)
     
    You don't have to sign up to download it, but I'd appreciate if you could rate the file.
     
    http://gfsgaming.com/index.php?/topic/157-taviana-download/
     
    -Santa
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