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Ghostrider-GRG

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  1. Thanks
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Yes but it will take some thought and scripting. The data needed are already linked to each mission (# of alive AI) so that the mission can be tripped when all AI are killed. I just have to ass something to send updated marker text labels to the clients and an option in the configs to enable/disable it. I'll put it on the list, possibly for early September.
  2. Like
    Ghostrider-GRG reacted to natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Yes Sir @Ghostrider-DbD- static spawning with your fuck'n awesome angry mission system
    Christmas has come early thank you
  3. 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.
  4. Thanks
    Ghostrider-GRG got a reaction from natoed in Autorun Scripts   
    I wrote a quick script to add autorun to Epoch. Dowload from the link below and read the install instructions in the download.
    https://github.com/Ghostrider-DbD-/Epoch.Altis-Autorun/blob/master/Epoch.Altis/addons/DBD/canRun.sqf
  5. Thanks
    Ghostrider-GRG got a reaction from Drokz in Autorun Scripts   
    I wrote a quick script to add autorun to Epoch. Dowload from the link below and read the install instructions in the download.
    https://github.com/Ghostrider-DbD-/Epoch.Altis-Autorun/blob/master/Epoch.Altis/addons/DBD/canRun.sqf
  6. Like
    Ghostrider-GRG reacted to Grahame in Epoch Dead?   
    Just want to add a personal note here: This is exactly why, after getting into A3 Epoch server development in 2015 I have stuck with Epoch and not considered moving to another mod - it is designed as a sandbox  that can be configured and reworked (within ARMA's limitations) to provide exactly the environment you want. 
    Looking at the 0.6 changelog is very exciting (and I hope to contribute myself to that) and the number and quality of contributors is, to be honest getting back to where it was before I even played A3 Epoch. 
    The work @vbawoland the other long timers have done is exceptional, and the new core contributors who have provided content and are providing even more for 0.6 and beyond are taking everything to a new level. Hopefully @vbawolis getting reinvigorated by their work cause this mod was, is and will continue to be the best survival sandbox mod that exists for ARMA3!
    A big shout out should also be made though to those fine people who, not only have brought out brand new versions of ARMA2/DayZ/Epoch but as devs and modders continue to improve that fantastic product too! 
  7. Like
    Ghostrider-GRG got a reaction from Hux in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I just checked the master Version 6.60 now Build 69 on an EpochExperimental server and it seemed to be fine.
    Adding the option to spawn multiple heli's, figher's, or UAV to add the the drama hehe for Verision 6.61.
  8. Like
    Ghostrider-GRG reacted to iben in Epoch Dead?   
    Hello guys,
    @vbawol - and other guys from epoch team ... and guys releasing addons:
    I cannot express how I'm greatfull for your hard work. As a developer I can understand the cost of that work ... you shared your skills, free time, money, heart...
    Let me tell you something:
    Epoch is not dead and never be!
    Why? Because you created something wonderfull for many kids - kids that started coding the most effective way - write some code - see the result immediately - in your favourite game.
    That means, you helped a significant amount of people to start something new and grow as a developer-beginner. And you will never know - someday someone
    asks famous developer - "How did you start coding?" - and he answer - "Well, once I played Epoch mod and ...".
    And there is more what your work means for others... Thank you guys from deep of my heart! You guys are my heroes...
    Cheers
  9. Like
    Ghostrider-GRG reacted to vbawol in Epoch Dead?   
    That said 1.0.0 is in the works and is going to be feature packed, there is a lot of work going on both experimental GitHub accounts from the community devs. I can say that the changelog is way out of date so if you are curious check out the commits. 

    Client Files:
    https://github.com/EpochModTeam/EpochCore/commits/experimental
    Server/Game mode:
    https://github.com/EpochModTeam/Epoch/commits/experimental

    Also, I will touch this quickly. @phm The only build that did have a "Steam ID backdoor" was an early leaked version that was intended only for use by the closed group of server admins we had testing at the time. They all knew about it.  Just as you mentioned the "controversy" you refer to was manufactured just to get attention to drive sales. I.E. https://en.wikipedia.org/wiki/Streisand_effect 

    Gamers are never satisfied for long and if you try to please everyone you will ever finish. While we cannot please everyone when it comes to an Epoch survival game mode we tried to lay the best groundwork we could so that others can leverage our work. So, If you do not like something change it. That is the beauty of modding.
  10. Like
    Ghostrider-GRG reacted to vbawol in Epoch Dead?   
    Still getting these type of questions at this point seems like just another attempt to detract from what we have done. So, forgive me that I do not get this obsession with wanting to find out if a mod is "dead".  
    Making a mod used to be something that had a start and a finish and it did not consume all of your free time and demand more and more else it be considered "dead". If players moved on the mod would still exist and the only thing that changed was that you just no longer play it.
    I put a lot of work into both projects because I like modding Arma, and it has allowed me to learn and grow as a developer. Yes, some day soon, I do want to go on to make games and work on other projects, not necessarily Epoch related. First and foremost, I want to make sure Epoch is in a good place and those community developers that want to help have what they need.
    I am happy to have been able to work on these Epoch projects for almost 5 years in my spare time but the reality is that I will likely have to find a second job soon. So, sadly I will likely have even less time to spend on the project going forward. While I would love to spend my time coding new ideas for Epoch, all that would do is increase the scope even further requiring, even more, time that I do not have.
    What most seem to ignore is that everyone that has ever worked on Epoch was a volunteer and graciously donated their work.  Epoch is open source (APL-SA) so that others can collaborate, even fork the project to make a something new if they choose.  So as they say if you love something, set it free.
  11. Like
    Ghostrider-GRG got a reaction from vbawol in Epoch Dead?   
    I have had at least one Epoch server up since its introduction. Despite some ups and downs it remains populated and sometimes even busy. Like all things with servers, our epoch server seems to get busy in waves, but has a loyal following of players, some of whom have been on it for years. If you look on the discord there is new life in the dev team with many great ideas that will add content, much needed features, and continued improvements in the UI. There is an each to his own element of Arma, with many mods, addons, skin packs and so forth to choose from. It is a game for which the major limitation is your imagination. So for me, Epoch is alive and well and looking like the mod to watch for the next year.
  12. Like
    Ghostrider-GRG got a reaction from Helion4 in Epoch Dead?   
    I have had at least one Epoch server up since its introduction. Despite some ups and downs it remains populated and sometimes even busy. Like all things with servers, our epoch server seems to get busy in waves, but has a loyal following of players, some of whom have been on it for years. If you look on the discord there is new life in the dev team with many great ideas that will add content, much needed features, and continued improvements in the UI. There is an each to his own element of Arma, with many mods, addons, skin packs and so forth to choose from. It is a game for which the major limitation is your imagination. So for me, Epoch is alive and well and looking like the mod to watch for the next year.
  13. Like
    Ghostrider-GRG got a reaction from natoed in Epoch Dead?   
    I have had at least one Epoch server up since its introduction. Despite some ups and downs it remains populated and sometimes even busy. Like all things with servers, our epoch server seems to get busy in waves, but has a loyal following of players, some of whom have been on it for years. If you look on the discord there is new life in the dev team with many great ideas that will add content, much needed features, and continued improvements in the UI. There is an each to his own element of Arma, with many mods, addons, skin packs and so forth to choose from. It is a game for which the major limitation is your imagination. So for me, Epoch is alive and well and looking like the mod to watch for the next year.
  14. Like
    Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    There is no built-in method to spawn them but there is no reason not to take one of the mission templates, modify it to suit the needs of s static mission and spawn it.
    I have been using A3EAI plus objects spawned in as map-addons for static missions and that works quite nicely for us. I have a strategy for supporting static missions but have not gotten around to scripting or testing it.
  15. Like
    Ghostrider-GRG got a reaction from natoed in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    I believe that there is a place you can blacklist items you do not wish to be sold, possibly in the init. I will try to dig out the info for you if need be.
  16. Like
    Ghostrider-GRG got a reaction from truemc in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    To remove Apex items open custom_server\configs\blck_defines.hpp
    change this
    #define useAPEX
    to this
    //#define useAPEX
    then repack the custom_server folder. I can't remember if I tested it but it should work.
    As for CUP weapons, there is no built in support. You can certainly add cup items to the various configuration files if you like.
  17. Like
    Ghostrider-GRG got a reaction from Drokz in Class Name Extraction Tools Updated v 0.42   
    I recently set out to add mods to a server and confronted the challenge of pulling the class names, formatting them in lists, and generating price lists. As there was no tool I could find to do this I have put one together. It allows server owners to pull class names for vehicles (Air, Land, boat), Weapons (arifle, srifle, launchers, etc), uniforms, vests, headgear, glasses, and output lists as either a simple list or a price list. That list is copied to the clipboard and can be pasted into any text editor. The price lists can be formatted in either Epoch or Exile format by changing a variable in init.sqf.
    Version 0.42 adds a option to check CfgPricing (Epoch) or equivalent price lists (Exile). The tools will only include items for which no price is found in the output. This should be handy when updating price lists or other configurations to include new items added as part of an update of a mod. See the readme for information on how to configure the tool to take advantage of this function.
    Version 0.4: adds a new function whereby one can extract only classnames with a specific root. For example, by setting GRG_Root = "Epoch" in the init.sqf, one can extract classnames that begin with Epoch. There are a few other minor optimizations and bug fixes, the most important of which are addition of some output to systemChat so that the user knows something is happening, and being sure that the checks against the arrays of items to be excluded from the output are all working properly.
    The tool is now considerably smaller and correctly pulls names for backpacks, glasses and other items that it missed before.
    For example, you could paste classnames of all default Arma vehicles in baseVehicles.sqf so that only the vehicles from the addon are shown in the output.
    While I have written each of the modules, the original approach to weapons was influenced by a post from KiloSwiss on this topic  .
    Download:
    https://github.com/Ghostrider-DbD-/Config-Extraction-Tools
    Installation:
    Instructions for installation and use are on the Github.
  18. Like
    Ghostrider-GRG got a reaction from Eric the Viking in Epoch 0.5 Questions   
    I submitted a file change request. Thanks for posting the followup on this.
  19. Like
    Ghostrider-GRG reacted to Eric the Viking in Epoch 0.5 Questions   
    Thanks for the link mate but I'm not sure it covers my problem in that I can't exit the spawn building at all. There are no traditional manholes to interact with nor any other means I can see to exit the area. I'll have a better look when not at work. Cheers.
    EDIT
    Finally found the solution, it seems the co-ords for the manholes was wrong in the bornholm.h file (in epoch_server_setup). Replaced the telePos value with the one below.
    telePos[] = { { "Transport_C_EPOCH", { -0.415527, -7.00298, -09.5098 }, "", { 14121.2, 11331.5, 0.000305176 } }, { "Transport_W_EPOCH", { -7.4316, 0.112793, -09.8598 }, "", { 1322.18, 8733.92, 0.0136757 } }, { "Transport_E_EPOCH", { 8.5127, 0.410156, -09.9398 }, "", { 15639.3, 191.995, 0.000153065 } } }; Credit to @Stealth79 for this.
    The original thread is here.
    Thanks to you too @Ghostrider-DbD- for putting me on the right track.
  20. Like
    Ghostrider-GRG reacted to Ganja_PimP in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I installed less than a week ago and aside from adding BE filters it works fine.
     
  21. Like
    Ghostrider-GRG got a reaction from Razor1977 in [SOLVED] : autorun feature ?   
    I put something together that should be plug and play, or pretty much so.
    https://github.com/Ghostrider-DbD-/Epoch.Altis-Autorun
     
  22. Like
    Ghostrider-GRG got a reaction from ReDBaroN in [SOLVED] : autorun feature ?   
    I put something together that should be plug and play, or pretty much so.
    https://github.com/Ghostrider-DbD-/Epoch.Altis-Autorun
     
  23. Like
    Ghostrider-GRG got a reaction from lesvieuxcrevards in [SOLVED] : autorun feature ?   
    I added a few other things to ours:
    I have a global variable that is set to true upon the keypress that activates autorun. That variable is set to false for certain keypresses  [w,a,d,s] or when the surface is water. 
    I added a custom keypress handler that checks for '8' which activates autorun or inactivates it, and movement keys which disable it.
    I added a check to onEachFrame for the state of the global variable and when that is true there is a call to a small function that executes the autorun animation and also checks to see if the the player is on/in water.  If so, the global variable is set to false. By tying this to onEachFrame there is no need for an extra loop.
    I hope that this helps.
  24. Like
    Ghostrider-GRG got a reaction from Drokz in [SOLVED] : autorun feature ?   
    I put something together that should be plug and play, or pretty much so.
    https://github.com/Ghostrider-DbD-/Epoch.Altis-Autorun
     
  25. Like
    Ghostrider-GRG got a reaction from lesvieuxcrevards in [SOLVED] : autorun feature ?   
    I put something together that should be plug and play, or pretty much so.
    https://github.com/Ghostrider-DbD-/Epoch.Altis-Autorun
     
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