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Ghostrider-GRG

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  1. Like
    Ghostrider-GRG got a reaction from DirtySanchez in A big thank you to the Devs   
    I could not agree more. I have played a few hours and really enjoyed all the additions and tweaks.
  2. Like
    Ghostrider-GRG got a reaction from Helion4 in A big thank you to the Devs   
    I could not agree more. I have played a few hours and really enjoyed all the additions and tweaks.
  3. Like
    Ghostrider-GRG got a reaction from vbawol in A big thank you to the Devs   
    I could not agree more. I have played a few hours and really enjoyed all the additions and tweaks.
  4. Like
    Ghostrider-GRG reacted to KPABATOK in How radioactivity works now in 1.0.0?   
    I noticed that you instantly get this grainy screen when you are close to radioactive town. But also when approaching satellite crash and eating sardines gives you not only toxicity but radioactivity too.
     
    Is there some kind of a way to remove it or respawning is only choice? Eating plants that are marked on the map does not help.
  5. Like
    Ghostrider-GRG reacted to He-Man in How radioactivity works now in 1.0.0?   
    Some food also effect radiation
  6. Like
    Ghostrider-GRG reacted to Drokz in How radioactivity works now in 1.0.0?   
    Nanite Cream, Nanite Pills, Nanite Injector and Iodide Pills are against radiation
  7. Like
    Ghostrider-GRG reacted to vbawol in Epoch 1.0 Release Changelog   
    I am proud to present to you Arma 3 Epoch Mod version 1.0. This update represents the cumulative volunteer effort over 4 years by me and more than a dozen people and this latest update would not possible without help from these great developers: @He-Man, @DirtySanchez, @Raymix, @orangesherbet , @pumba and @Helion4. An extra thanks go to our donors and GSP sponsors for your ongoing support.
    Full Changelogs:
    https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Release Notes:
    Added
    Favorites bar - Players can pin (almost) any item to the bar by dragging items from inventory to equip/un-equip (Weapons, attachments, headgear, etc.) or consume (eat, drink, build etc) using keyboard mapping without having gear open. Use ESC menu to change the mappings. Server admins, see client_init.sqf for config. Advanced Vehicle Repair System - Repairing your vehicle just got more realistic. Patch a leaky fuel tank with Duct Tape. If you blow a tire you now need to find a Spare. Engine too damaged? you'll need to grab an engine block to repair it.  Repair Items: Duct Tape - Used to repair fuel tanks. Fuel Tank - Replacement fuel tank. Spare Tire -  Repairs a blown out tire. Engine Parts - Repair parts for Engines. Engine Block - Replacement engine block. Glass - Fixes broken window glass. Rotors - Repairs helicopter rotors. Vehicles Armed Mosquito: helicopter variant that comes with 3 Grenades. Vehicle Upgrade System - Upgrade your ride by using one of the new vehicle upgrade documents found in the world. Vehicle Ammo Reloading from Inventory and Vehicle Ammo. Vector Base Building - Build in any direction or angle you want. (uses Arrow keys by default and with SHIFT / ALT you can control the steps). Base Building: Quarter and Half wood floors. Concrete floor. Cinder wall with a window. Cinder wall with a metal door and window shutter. Barbed Wire. Concrete and Metal Towers. A-frame and Domed Tents. Burn Barrel Wooden Light Pole Small (forest and desert) Camo Nets Large (forest and desert) Camo Nets Camp Fire Field Toilet Scaffolding Sink (water source), Single and Double Portable Lights Lifeguard Tower Sun Shade Fuel Pump Small Sandbag Bunker Short Sandbag Wall Long Sandbag Wall Bar Gate Water Pump Crafting Canvas Smelting Tools Female outfits 84 new outfits based on 20 top designs and 4 new pairs of jeans. Halloween masks Witch Skull Ghostface Plague Hockey Medical items: Adrenaline Shot Caffeine Pills Orlistat Pills Vitamins Antibiotic Atropine (Radiation Toxicity) Nanite Pills, Cream, and Shot (Radiation Toxicity) Iodide Pills (Radiation Toxicity) Food items: 100 Krypto Candy Bar RedKing Burger BluKing Burger Gyro Wrap Ice Cream Cereal Powdered Milk Box o Rice Farming System: Craftable farm garden plot, Just place seeds and watch it grow. Seeds for growing: Goldenseal, Hemp, Poppy, Pumpkin, Sunflower. Karma System: Will affect your ability to perform certain missions and purchase some items in the future. Karma changes for deaths, suicides, PvP, trader kills, revives, trading sales and purchases. Radiation System Out of bounds radiation Digital Geiger counter Satellite crash event Dynamic Debris Vehicle wrecks that can be broken down to scrap metal using the sledgehammer. Trash and other debris on the roadways that can be "Examined" for loot.  Epoch Events 3.0: Support for external pbo based events. see epoch_server_vip_event or epoch_server_debris_event for examples. VIP Event: Reveals the map location of a random player that possesses a specific item (default: ItemBriefcaseGold100oz) every X (default: 15) minutes. Epoch Dev Libs: See https://github.com/EpochModTeam/Epoch/tree/experimental/Tools/DevFrameWork for more info. Dynamic Simulation is now fully enabled. See "CfgDynamicSimulation" for configs. Misc Items: Seed-based dynamic "underground" bunker concept using VR map.    Barrel Bomb: large craft-able explosive that can be placed and detonated. Brown Briefcase: that contains 100oz Silver. Bio Hazard bag "Zombie Parts Bag". Custom map markers and icons. Option to drink with your hands from water sources found in the world with an added chance for toxicity. Md5 hash function, See usage example with EPOCH_fnc_server_hiveMD5 SQF function. Map support for Malden 2035. Map support for Chernarus Redux. Changed
    Crafting recipes can now have item requirements and Crafting metal bars now require Smelting Tools. Karma now persists death and was moved to community stats. Optimized player saving and loading. CBA extended event handler and zeus curator support for Epoch Vehicles. Base PlotPole ESP added to Epoch Admin Panel. Helper arrow to indicate the door-opening direction for Base Building.  Made ServicePoint more configurable. Base Building: Elements can be detached to walk around the Element before saving. Replaced 0/90/180/270° direction build mode with "Rotate 90°". Max building height now will be checked directly at building element placement. Separated Hunger and Thirst loss values. Hunger and Thirst loss rates are now affected by server time Multiplier. Gas Station Auto-Refuel is now disabled on all maps by default. Note that this update requires extension (epochserver.dll/so) updates server side. Fixed
    Player stats variables are now obfuscated, and hitpoints tracked via the server. Bad conversion: bool RPT spam caused by incorrect usage of configClasses. Snapping issues with base building. Sounds not working due to changes to 3dSay command in recent A3 updates. Spawning at base above Water was not working correctly. One step is higher on stairs, can't run up while crouched. L85 Elcan optic issues. Zombie falsely triggers Mission success. Base Building 90° and 270° Snap was broken. Sometimes snapped Base Building elements rotated back on save. BE kicks since 1.76.  
     
     
  8. Like
    Ghostrider-GRG got a reaction from Sneer in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Should be fixed in Build 88 which I just pushed to the master on the github.
  9. Like
    Ghostrider-GRG reacted to Sneer in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Everything is working great with the HC and missions, but I have Time Acceleration turned off but it continues to run. Also the missions cleanup almost immediately after the AI are dead and the smoke over the crate goes off. I want the mission to hang around awhile.
     
    blck_cleanupCompositionTimer = 1200;
  10. Like
    Ghostrider-GRG reacted to natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    lol and i through it was something I did....
    thx again @Ghostrider-DbD-
  11. Like
    Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Hmm, I would check in custom_server\compiles\blck_variables.sqf to be sure that
    blck_debugON=false;
    blck_debugLevel = 0;
    It looks like I forgot to set these debug settings to the OFF position which would cause the behavior you describe.
    I will update the github accordingly.
  12. Like
    Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    @Grahame mentioned this also elsewhere in discussions with the Devs. I guess I am waiting to see what happens next and if I need to make any changes or add a workaround. The next version supports HC and adds some new functionalities for mission makers: spawn AI and vehicle patrols in specific locations. I will be uploading it as an experimental branch blck_version = "6.72 Build 87" shortly and merging with the main branch it it continues to run error free.  Please note that in this version I switched methods for calling the client from sending a public variable to using remoteExec so you need to update blckClient.sqf in the debug folder of your mission.pbo for the messages to be recieved client-side.
  13. Like
    Ghostrider-GRG reacted to natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    @Ghostrider-DbD- 
    Hey bloke I just updated files for the new global marker sets and map upgrade for epoch experimental
    from here https://github.com/EpochModTeam/Epoch/commit/b2cf56a7b687948be355003c7423b9ee8259d85e
    they look sensational  btw however they effect the the mission marks only the arrow and mission name visible
    your mission markers worked fine before the update btw
     
    heres pic add
    https://imgur.com/a/4eIps
     
    hope it helps
    cheers
    natoed
  14. Like
    Ghostrider-GRG got a reaction from DirtySanchez in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Build 84 released onto the github.
    Significant Changes:
    Version 6.72 Build 84
    [Added] Support for headless clients. This functionality works for one HC regardless of the name used for HCs.
    [Added] Added an optional variable to the mission templates for pre-defined mission patrol vehicles:  _missionPatrolVehicles
            One can use this variable to defin the spawn position and types of vehicles spawned at missions.
            note: one can still have the type of vehicle randomized by using selectRandom and pointing it to either the default list of patrol vehicles for the mission system or providing a custom array of vehicle class names.
            I added this because on some of our GRG missions the vehicles were being destroyed at the time they were spawned.
    [Added] The mission spawner now checks to see if a player absconded with a crate without triggering mission completion and aborts the mission if so.
            This prevents glitched missions and seems like a fair penalty for this behavior.
    [Changed] Crates can now be lifted only AFTER a mission is completed.        
    [Changed] The client is now activated using remoteExec instead of a public variable.
              **** Please be sure to update the files in the debug folder on your client.
    [Fixed] Messages when an explosion was triggered because a player ran over AI are now properly displayed.
    NOTE: Please update your blckclient.sqf in <MAP-NAME>.<MOD-NAME>.pbo.
    [Other] Minor code optimizations - replaced a few instances of execVM with call or spawn.
    I'll be merging with the main branch if no bugs pop up.
  15. Like
    Ghostrider-GRG got a reaction from Helion4 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Build 84 released onto the github.
    Significant Changes:
    Version 6.72 Build 84
    [Added] Support for headless clients. This functionality works for one HC regardless of the name used for HCs.
    [Added] Added an optional variable to the mission templates for pre-defined mission patrol vehicles:  _missionPatrolVehicles
            One can use this variable to defin the spawn position and types of vehicles spawned at missions.
            note: one can still have the type of vehicle randomized by using selectRandom and pointing it to either the default list of patrol vehicles for the mission system or providing a custom array of vehicle class names.
            I added this because on some of our GRG missions the vehicles were being destroyed at the time they were spawned.
    [Added] The mission spawner now checks to see if a player absconded with a crate without triggering mission completion and aborts the mission if so.
            This prevents glitched missions and seems like a fair penalty for this behavior.
    [Changed] Crates can now be lifted only AFTER a mission is completed.        
    [Changed] The client is now activated using remoteExec instead of a public variable.
              **** Please be sure to update the files in the debug folder on your client.
    [Fixed] Messages when an explosion was triggered because a player ran over AI are now properly displayed.
    NOTE: Please update your blckclient.sqf in <MAP-NAME>.<MOD-NAME>.pbo.
    [Other] Minor code optimizations - replaced a few instances of execVM with call or spawn.
    I'll be merging with the main branch if no bugs pop up.
  16. Like
    Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Build 84 released onto the github.
    Significant Changes:
    Version 6.72 Build 84
    [Added] Support for headless clients. This functionality works for one HC regardless of the name used for HCs.
    [Added] Added an optional variable to the mission templates for pre-defined mission patrol vehicles:  _missionPatrolVehicles
            One can use this variable to defin the spawn position and types of vehicles spawned at missions.
            note: one can still have the type of vehicle randomized by using selectRandom and pointing it to either the default list of patrol vehicles for the mission system or providing a custom array of vehicle class names.
            I added this because on some of our GRG missions the vehicles were being destroyed at the time they were spawned.
    [Added] The mission spawner now checks to see if a player absconded with a crate without triggering mission completion and aborts the mission if so.
            This prevents glitched missions and seems like a fair penalty for this behavior.
    [Changed] Crates can now be lifted only AFTER a mission is completed.        
    [Changed] The client is now activated using remoteExec instead of a public variable.
              **** Please be sure to update the files in the debug folder on your client.
    [Fixed] Messages when an explosion was triggered because a player ran over AI are now properly displayed.
    NOTE: Please update your blckclient.sqf in <MAP-NAME>.<MOD-NAME>.pbo.
    [Other] Minor code optimizations - replaced a few instances of execVM with call or spawn.
    I'll be merging with the main branch if no bugs pop up.
  17. Thanks
    Ghostrider-GRG got a reaction from =LZ= RainerD in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Build 84 released onto the github.
    Significant Changes:
    Version 6.72 Build 84
    [Added] Support for headless clients. This functionality works for one HC regardless of the name used for HCs.
    [Added] Added an optional variable to the mission templates for pre-defined mission patrol vehicles:  _missionPatrolVehicles
            One can use this variable to defin the spawn position and types of vehicles spawned at missions.
            note: one can still have the type of vehicle randomized by using selectRandom and pointing it to either the default list of patrol vehicles for the mission system or providing a custom array of vehicle class names.
            I added this because on some of our GRG missions the vehicles were being destroyed at the time they were spawned.
    [Added] The mission spawner now checks to see if a player absconded with a crate without triggering mission completion and aborts the mission if so.
            This prevents glitched missions and seems like a fair penalty for this behavior.
    [Changed] Crates can now be lifted only AFTER a mission is completed.        
    [Changed] The client is now activated using remoteExec instead of a public variable.
              **** Please be sure to update the files in the debug folder on your client.
    [Fixed] Messages when an explosion was triggered because a player ran over AI are now properly displayed.
    NOTE: Please update your blckclient.sqf in <MAP-NAME>.<MOD-NAME>.pbo.
    [Other] Minor code optimizations - replaced a few instances of execVM with call or spawn.
    I'll be merging with the main branch if no bugs pop up.
  18. Thanks
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    This series of posts may help you. I can work on this later on in the month.
    https://forums.bistudio.com/forums/topic/193097-testing-terrain-gradient-of-an-area/
  19. Like
    Ghostrider-GRG reacted to natoed in Autorun Scripts   
    I looking at the Example 2: _isUnderwater = eyePos player select 2 < 0;
    https://community.bistudio.com/wiki/underwater
     
    I see if i can come up with something tonight
     
     
  20. Like
    Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I tried to make it so that creating new static missions was 'easy'. I hope you find that to be the case.
  21. Thanks
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Um, be patient? This is a first pass intended to get something working in place. I really do not see a value in timers for static missions personnaly. I can see some value in not spawning the buildings in until a player is near but scrapped my initial efforts to code this in the name of expediency. I reason that the dynamic simulation manager will deal with the worst of the penalties of the buildings and AI.
    I was biased by they way I set these up on our servers, meaning that loot crates are stuffed so that if you make it through the hail of bullets you have a chance to re-arm. Similarly, to keep it challenging, I let players sort out for themselves whether all AI are dead. I left out the end condition stuff for a few reasons - to get something that works initially , and to avoid having additional scripts running (as compared to functions).
    You can actually just spawn in whatever marker you want as part of the mission template and label it with whatever text you like. Adding text is not difficult and can be done using the same method employed in the dynamic mission spawner.
  22. Like
    Ghostrider-GRG reacted to Sneer in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    The mission circles never disappear, there is an error in deleteMarker.sqf
    you have:
    private["_markerName"];
    _markerName = _this select 0;
    _markerName = "label" + _markerName;
    deleteMarker _markerName;
    In the past you had this and it works:
    private["_markerName"];
    _markerName = _this select 0;
    deleteMarker _markerName;
    _markerName = "label" + _markerName;
    deleteMarker _markerName;
  23. Thanks
    Ghostrider-GRG got a reaction from Grahame in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Version 6.70 Build 73 Released tonight.
    See the changelog for details.
    In short, this update adds a static mission spawner and incorporates several bug-fixes.
    Please note that one bug remains which is that if you define a range of values for certain things the mission spawner freaks out.
  24. Like
    Ghostrider-GRG got a reaction from Grahame in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    If you are still interested in spawning static missions please see todays update for a new module that does just that.
  25. Thanks
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Version 6.70 Build 73 Released tonight.
    See the changelog for details.
    In short, this update adds a static mission spawner and incorporates several bug-fixes.
    Please note that one bug remains which is that if you define a range of values for certain things the mission spawner freaks out.
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