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Monk

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  1. Like
    Monk got a reaction from ZENITHOVMAN in Test Post   
    If you insist
     
    Here's a couple...

  2. Like
    Monk got a reaction from TheStainlessSteelRat in Test Post   
    If you insist
     
    Here's a couple...

  3. Like
    Monk got a reaction from raymix in What's happening?   
    This! 90 hours so far... I think I may have a problem...
  4. Like
    Monk reacted to vbawol in The Drinkables.   
    FYI, 2 days left on the Purple Nurple T-Shirts https://teechip.com/epochpurplenurple#id=0&c=131313&sid=fruit-of-the-loom-cotton-t
  5. Like
    Monk reacted to Axle in IT'S A TRAP!   
    These traps will persist after a server restart. You can't remove them. You can shoot them to trigger them. You can run over them. They will cause some vehicle damage. If you have more armor you have a better chance for survival.
     
     
     
     
     
  6. Like
    Monk reacted to vbawol in The Drinkables.   
    The second design in our new line of Epoch Mod soda can T-shirts is here! The Purple Nurple Soda shirt, mug or hoodie can be purchased on TeeChip and shipping internationally is only $5.99
    The sales of these shirts support the development of Epoch Mod and you get a cool limited edition T-shirt!
  7. Like
    Monk got a reaction from Richie in New horizons   
    Just spotted this and thought it was worth sharing;
    BBC - Thousands of Nasa Apollo mission photos uploaded online
    Gallery - https://www.flickr.com/photos/projectapolloarchive/page1
  8. Like
    Monk got a reaction from Axle in Show off that Batcave!   
    Here's mine, ignore the terrible quality as I only have an iPhone 3Gs to take photos with.

  9. Like
    Monk reacted to Halvhjearne in CBA 2.0 and CUP_Weapons ..how to allow players without still log in   
    there is no "alternative way to do this",there is a wrong way to do it and the right way to do it.
    the right way is to make sure player and server use same mod version and ensure the keys are correct and have "verifySignatures = 2;".
    obviusly you are allowing more players to join if you disable the signature check, however you do not have any idea what version of the mod they are using or if they modified it in any way (not to mention what additional mods they could have activated aswell).
    by enabling the signature check you ensure everyone is using the same exact version of the mod as the server (or they will not be able to join), obviusly that will result in some retards not being able to join the server cause of mismatched versions which should not be allowed to join anyway (cause of what problems might arise from mismatched versions), however you are not allowing any tampering with the files either.
  10. Like
    Monk reacted to vbawol in Epoch 0.3.3.1 Released   
    Solar Generator / Energy capacity system:
    Solar Generator base item can be crafted from items found in the world. When placed gives passive power within (75m Default). Energy capacity system controls how much power is available based on the type of energy source and number of players in area. Personal solar generators have 10 charge rate at day and reduced charge capacity of 5 at night. Wind towers and large solar farms have 100 charge rate. Each player will equally share the energy charge capacity up to the max charge rate of 5 per tick. More solar generators can be built to increase total charge capacity for larger groups. Wood Towers
    Can be crafted using a Wood Floor Kit and 4x lumber. First test of the new building upgrade system gives you the ability to use 2x lumber to add a windowed wall to the side you are standing. Walls can be removed and refund one lumber pack. Wood Walls / Upgrade in Place
    New upgrade in place options and 4 new plywood walls Building upgrade system now supports multiple options and has new basic UI. Wood Ladder
    Can be crafted from 4x lumber. Base Building
    Removed base object "Move" in 3d option in favor of a more refined "ghost" snap mode. Can now disable base building by pressing Esc or 'gear' menu. Angle of snapping was incorrect when building on angles. Can now press '2' to disable building snap mode and 1 to re-enable. Normalized snap memory points for wood tower and stairs should make snapping more accurate Issue that caused shifting of some base objects after restart. Only maintain damaged objects and object health is repaired on maintain. Looting
    New loot/crafting items: (Solar Panels, Wire Cables, Battery Box). Air Drop loot has been Increased. Pumpkin harvesting on Chernarus should work, "Trash" loot now has separate configs. Antagonists
    Cultist's make a triumfant return, as cultist spawning is now fixed. Vehicles
    Fixed JetSki sinking like a rock.  
    Technical
    [Changed] Moved client gamemode and CfgFunctions init to mission file. [Changed] Base building upgrade recipes and remove payouts now have dedicated config "CfgBaseBuilding" and code supports over-loading via description.ext. [Changed] Server side database functions renamed and now use cfgFunctions via a new pbo "epoch_server_core". [Changed] Make use of new command getAllHitPointsDamage in A3 1.50 to increase performance of hitpoint data storage. [Changed] Use new A3 command setHitIndex instead of setHitPointDamage so we can use all hitpoints regardless of name. [Changed] Change BIS_fnc_distance2D usage over to distance2D command that was added with A3 1.50 for better performance. [Fixed] Loot code for "CfgBuildingLootPos" now uses EPOCH_returnConfig to allow over-loading via description.ext. [Fixed] Error in rpt "No geometry and no visual shape" with Poppy and Goldenseal plants models. [Fixed] CfgEpochClient missionConfigFile version check was incorrectly using configFile. [Fixed] Loot object "Blue Tarp" weaponholder proxy position was in the wrong position. [Fixed] Reduce base hunger/thirst loss rate by half if players stamina is above 100. Base rate now can be changed with "baseHTLoss" variable in CfgEpochClient. [Info] Requres Arma 3 1.50 or higher. [ServerInfo] CfgEpochClient removed from description.ext as it can be simply added again from our configs as needed. [ServerInfo] Removed old .bikey and added new one for 0330. 
    Server Admins see files that have changed here: https://github.com/EpochModTeam/Epoch/commit/24bcfafe60e0ea043700cf82a2e0b2f6d96e1bbd
     
  11. Like
    Monk reacted to BetterDeadThanZed in Armaholic mods   
    I know this is in off topic, but questions about how to get things to work in other mods should be addressed on the forums for that mod, not here.
  12. Like
    Monk reacted to vbawol in Arma 3: Epoch Developer Blog   
    It has been nearly one year since the initial test release of Arma 3: Epoch and I want to thank you all for your support! Just to give a quick run down on what is happening with the mod and team.

    The Epoch Dev Team has also recently grown as we welcome three new team members. 
    Raymix: will be working on UI and coding aspects of the mod. SteamPunkGears: will be new creating 3d models for custom epoch items. Richie: will be working on map support as well as assist the development process. We are also proud to announce that Sequisha is working with Bohemia Interactive on the new Tanoa terrain and wish him luck. Tanoa looks to be a quality terrain that we certainly look forward to supporting in Epoch.

    In the next patches leading up to 0.4 large framework changes will be made so we can prep the open world Epoch sandbox gamemode code for public release. This also means that Epoch Mod will soon become more compatible with other mods because the Epoch sandbox gamemode code will then run purely from the server/mission file.

    Epoch "Server" Framework project: 
    Code functions that make it easier to use our callExtension calls. Full callExtension calls documentation and DLL source code. Epoch public github will accept improvements and bug fixes. Epoch "Sandbox" Gamemode project: (Requires: Epoch Server)
    This is the core of the Epoch gamemode and will contain most all sqf and fsm client/server code needed for the current Epoch sandbox gamemode minus what is already in Epoch Server. The core of the gamemode code will exist purely in the mission file and will allow server admins full control over what code is running. This will allow even more freedom for server admins to customize there server. Epoch public github will accept improvements and bug fixes.  
    The Epoch mod will still contain all the same great assets (models, textures, and icons, configs, code, etc.) and new custom creations will still be added as they are made ready by our content creators. What this all means, is that other mods (like wasteland, KOTH, etc.) will soon be able run @Epoch mod along side their own mods to use for example our female characters without our current gamemode code getting in the way. Alternatively, you may also soon see other mods using our Epoch "Server" framework to power totally new mods and gamemodes in the future. The Epoch "Sandbox" gamemode will be even more developed as this change will allow us to deliver faster updates and work closer with the community regarding fixes and improvements. The goal is to have all of this fully in place before 0.5 so that our team can start the work on our new custom terrain and other great additions planned for 1.0.




     
  13. Like
    Monk reacted to Axle in Armor value display.   
    New addition to the inventory UI takes away the need to search the web for armor values of items.
     

  14. Like
    Monk reacted to Halvhjearne in Taru pods utilization mod / script   
    so i realized that some server owners has been checking out my github and noticed the Taru pods mod/script i made.
     
    however, unfortunatly not as many has had the courtesy of actually reporting back to me about functionality/bugs, so i decided to just release it here for everyone to enjoy and i can see what everyone has to say about it.
     
    What is this?
     
    this script was inspired by this mod:
    http://www.armaholic.com/page.php?id=27532
     
    one of my players asked me to add this mod, but i feelt that this could be done without having to add an extra mod to every client, so i created this:
     
    this is a script that will allow players to attach the taru pods to the base taru that does not have a pod attached by default, if the pod is dropped above 25m height, the pod will be dropped in a parachute, else the pod is just dropped.
     

    (more pics soon)
     
    i also made possibility to sell pods at the traders without getting in as driver (claim action) that i will be uploading to my github soon.
     
    to attach a pod:
    Land "on" the pod with a wheel on each side as close as possible make sure wheels are touching ground scroll and use the attach scroll action to attach a pod scroll to detach/para drop it again.
     
    to make sure the pod saves new position after being moved, then either enter the pod or change inventory in it.
    pods should now save when dropped.
     
    so here goes:
    https://github.com/Halvhjearne/taru-pods
     
    to install this, add to the bottom of your init.sqf:
    execVM "addons\taru_pods\taru_init.sqf"; (or wherever you decide to install it, folder is not important)
     
    if you have antihack, you will need to disable attach and scroll actions checks (more info on this will come soon).
     
    you will also need to add the pods to traders / epochconfog.hpp
    the pod classnames are:
    "Land_Pod_Heli_Transport_04_bench_F" "Land_Pod_Heli_Transport_04_covered_F" "Land_Pod_Heli_Transport_04_medevac_F" "Land_Pod_Heli_Transport_04_box_F" "Land_Pod_Heli_Transport_04_fuel_F" "Land_Pod_Heli_Transport_04_repair_F" "Land_Pod_Heli_Transport_04_ammo_F"
  15. Like
    Monk reacted to vbawol in Epoch 0.3.2.0 pushed to experimental   
    Steam workshop:
    http://steamcommunity.com/sharedfiles/filedetails/?id=455221958

    Changelogs:
    https://github.com/EpochModTeam/Epoch/blob/experimental/Changelogs/0.3.2.0.txt
     
    Servers:
    http://epochmod.com/servers.php
     
  16. Like
    Monk reacted to TheStainlessSteelRat in What map would you like supported officially ?   
    Don't bother it is as bad as you remember it to be. 
  17. Like
    Monk reacted to happydayz in [RELEASE] Enigma_EPOCH_Animations   
    G GM G A GMAEN M E E IGM IG N AEN EN EN E IG I MAE GM NIG EN G IGM N I AE M ENIG A G ENI A MA N G MA IG E I MAEN A IG N E G A EN MA I MAENI N G I E NIGMA IG NI M NIGM IG AE GMAENI G MA MAE GMAEN IGMA NI A GMA A EN E I AEN G MAEN GM N EN N G GM NI AEN ENIG AE G G A AE GM IGMAEN GM NI M AENIG E A N G https://github.com/happydayz-enigma/Enigma_EPOCH_Animations
     
      The purpose of this addon is to allow anyone executing animations on a client to easily transfer that animation across to all players within a specified range.   Normally this is done through the use of bis_fnc_mp however that has currently been disabled by the Epoch Devs.   Please note: The animations will only play on clients that have them  installed! Default Arma animations will work out of the box, however any animation mods will require all parties to have the animations installed for them to be visible!         ------------------------------------------------------------------HOW TO GUIDE:------------------------------------------------------------------  
     
  18. Like
    Monk got a reaction from Georgie in Suggestions for Features and Items for Epoch   
    I thought I'd share a mish mash of some of the ideas of features and items I have had that I think would be worthwhile additions to Epoch.

    Environmental Dangers:
    Inspired by the much loved anomalies from S.T.A.L.K.E.R
    Environmental dangers (radiation being an easy example) that can be found throughout the map these could be static or ideally move around the map like a miasma over a long period of time.
    Assuming the miasma was 300m x 300m it might only move 80m over a restart but taken over the lifetime of a server could end up causing a player exodus from a particular part of the map as it becomes unsafe.
    The static environmental hazards could even generate special loot and depending on how long it has been left undisturbed could pay a better reward
    giving players a decision to protect a spot to have better loot, or decide to loot early if the situation dictates.

    Other "Key" Items:
    Imagine the player has to pick between their beloved GPS or a Geiger counter?
    There would need to be some kind of sensor the player can carry that can detect the direction and strength of the environmental dangers and importantly using the same slots as other key items will hopefully force players to think a bit more about their loadout.

    Protected Oxygen Supply:
    A couple of hours, maybe. We'll start to feel it, and then we won't feel nothing at all.
    Using the rebreather as a base to then craft a makeshift respiration system allowing players to enter the danger zones at the cost of energy to keep the rebreather working, The rebreather provides the players oxygen supply, so running out of power won't be pleasant.
    The player would still gain toxicity as they are not wearing protective clothing sacrificing the vest storage + armour from the slot.

    A Drone of my Own:
    But you'll be in control of Skynet, right?
    Player controlled UGV, Player crafted and unarmed. Used to recover "special loot" from very dangerous areas, too dangerous even for makeshift rebreather.
    Player controller UAV, Allow the player to craft a Darter drone. Great for reconnaissance, and rigging it to be able to drop a couple of grenades could prove interesting.

    Ground Storage:
    Booby-trapped. Touch those tanks and boom!
    Allow the player to bury a small cache of supplies, the storage will be crafted (some metal + some metal + keypad + electronic components) and can be booby-trapped (grenade) will explode if wrong code entered. Requires shovel or similar to bury can be buried by hand at the cost of some HP/Stamina/other. Limit of 1-2 caches per player ID. covers the niche that tents covered in DayZ. Lets the player feel like they own something without the efforts of owning a base

    Knapsack:

    Want to own something more than some junk in a hole in the ground? Then upgrade to knapsack today!
    This craftable object/kit holds specific packable items to make a basic camp. Teepee/Tent - Fire starting kit (this could have limited charges) - First Aid/Food/Drink. I would see this as being an item taking up the launcher slot on the inventory and would certainly be visible on the player. This has many applications outside of being a players portable home (think setting up ambushes). This would provide a basic structure the player could own and could be secured with a combination lock, much like the ground stash.
    It will also bring about a lower tier of base ownership, and work well alongside my next suggestion as well as allowing conventional base building to viewed as a progression. And most importantly, it will facilitate (to some degree) keeping players poor but not destitute.

    Wide Radius Jammer:
    This jammer would be used for laying claim to an area of land, however there would be limited item types can be built on the jammer. I imagine these building objects would be close to the HESCO barriers and other fortification materials and by design would be largely recoverable. This would hopefully foster the idea of player villages with small bases/buildings (using the regular jammer and a small radius) safely inside the HESCO-esque walls.
     

    Expansion on current features:
    More things and information (even if it's just our own scribbles on the map) to sync to [tinfoil hat] wherever it really is that all these clones seem to be transferring this supposed currency "Krypto", which I might add is only used by these supposed "traders" [/tinfoil hat]


    Disclaimer - I have no real idea as to the viability of my suggestions, perhaps they're relatively simple or I could be asking the devs to move the heaven and earth.

    Either way, any and all feedback is appreciated.
    Oh! and suggestions for a better thread title, this one seems a bit meh.
  19. Like
    Monk reacted to vbawol in Epoch 0.3.2.0 Released   
    Epoch Mod 0.3.2.0 Client Files have been released on Steam Workshop and the rest of the download links on epochmod.com will be updated soon.
     
    Server files released on github.com/EpochModTeam
     
    Change logs - Also see what server files have changed here.
     
    Report bugs
     
    Feedback
  20. Like
    Monk reacted to axeman in {SERVER} Epoch Dev Playground | Epoch Experimental   
    Epoch Dev Playground - Altis.
     
    Open for Public Testing !
     
    kindly hosted by Nitrado
     
    This server is now in our hands..
     
    News: Server updated with latest version of Experimental.
    News: Looking for an Admin. Server to mainly stay as Vanilla Experimental, additional scripts via Epoch Events are ok.
    Occasional addition of Mods for testing. High server presence not required just the ability to help with issues / server restarts etc.
    Rules: PVE | PVP only allowed if you have an agreement with you target(s). No Base Stealing (We are currently testing base building so go make your own please, feel free to say hi and have look round the base).
     
    So here's the server details (read on if you needs to know more):
     

     
     
     
    EXPERIMENTAL FEATURES:
     
    New options when killed. Additional Antagonist options.
    Changelog
     
    Installation:
     
    We are running the Epoch Experimental branch with latest Server performance build. To install follow these instructions:
    Visit Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=455221958&insideModal=1 Subscribe Open Arma 3 Launcher Select the Experimental branch, allow it to update and then launch Arma 3. (NB. you only need the Experimental branch, standard Epoch Mod can be disabled) Join: 5.62.103.29:2302 Survive ! If you can Feedback / Bugs / Server Admin Requests:
     
    Join the server for details on how to contact us. We both regularly play on the server and there is also an admin presence. Failing that, PM one of us here.
     
     
  21. Like
    Monk reacted to horbin in Fulcrum Mission System v2.1a   
    NP, those where pretty easy additions.
     
    With the krypto think in place I now have a mechanism to track factions for players.  Right now it will only persist through a single server restart, but with the Faction piece, I can start to build some missions in which certain Themes become 'friendly' to certain players, or only spawn when someone obtains a certain faction level.  Next major update should hopefully have it in place.
  22. Like
  23. Like
    Monk reacted to vbawol in t-shirts 2015   
    We do have new a line of shirts that we have been working on, keep an eye out for them.   :wub:
  24. Like
    Monk got a reaction from DirtySanchez in New horizons   
    Yep, I can't wait to take a look at those images :D
     
     
    And for those of you not familiar with Pluto, here is a diagram showing just how far away it is and how long it has taken the "New Horizons" craft/probe to reach Pluto.
     

     
    To give the 9 years it has taken to reach Pluto a bit of context, here is a few things that happened in the first half of 2006
    Jan 2006 - New Horizons launches.
    Mar 2006 - The Elder Scrolls IV : Oblivion launches
    Jul 2006 - Twitter launches to the public
  25. Like
    Monk reacted to IT07 in So tired of all the disrespect towards community scripters   
    Hi everyone, this time I am posting a totally different topic.
    It is about the disrespect towards community scripters that is very well and alive in this huge community.
    What I mean with this is that there are TONS of people/admins/players in this community that just grab whatever script they can find and trash it into their server (Most of them do not even know how)
    and then EXPECT US (by us I mean the scripters) to FIX IT FOR THEM.... I mean like, where does that come from? Does the community think we are some sort of charity scripters?
     
    I am so tired of all that crap. Of course I am not scripting for money, but even the amount of thanks/credits/respect is to CRY ABOUT.
    At the moment of writing this, my continued version of VEMF has about 5000(!) views. And guess what? Only about 6(!!!!) different people replied by either saying thanks or some other respectful message.
    Think about that again! ONLY SIX OUT OF FIVE THOUSAND were respectful enough to say thanks or something else....
    To make it even worse; among those people that reply are usually people that reply with only: "uugghh It does not work" or "I have an error" or "Change that because it does not work on my server". Everytime I receive a message like that I get soooo pissed because it basically says: (excuse my French) "**** you and your script I do not care about all of that time you put into this I am just a selfish bastard that only cares about having the best scripts on my server and I give 0 ***** about the effort and time put into it. And if I have an issue I just post without even saying one word: THANKS."
     
    And that is what I mean by the disrespect towards community scripters. Pfeww that is out now. I feel much better already.
    The real reason why I am posting this though is that I want raise awareness of the fact that this is happening everyday and it is ruining all of the potential that can be achieved with EPOCH and ArmA.
    Feel free to reply.
     
    Best regards,
    IT07
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