Jump to content

matrixmark

Member
  • Posts

    147
  • Joined

  • Last visited

Posts posted by matrixmark

  1. I tried that first bud and it didnt work.

    Server loads up and I go in game and its still protected freq unable to build.

    EDIT: I Derped and commented something out I shouldn't have.... it works :p - cheers.

  2. Hey,

    Looked around for this and all I could find was that it's in description.ext file. I checked that out but there is no mention of any restricted build areas.

    I am running 0.3.6.0 version.

     

    
     

    author = "Epoch Mod Team";
    class Header
    {
     gameType = Sandbox;
     minPlayers = 1;
     maxPlayers = 100;
    };
    respawn = "BASE";
    respawnDelay = 600;
    respawnDialog = 0;

    onLoadMission= "Epoch";
    OnLoadIntro = "Welcome to Epoch Mod";
    loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa";
    OnLoadIntroTime = False;
    OnLoadMissionTime = False;
    onLoadName = "Epoch Mod";
    disabledAI = true;
    scriptedPlayer = 1;
    disableChannels[]={0,1,2,6};
    enableItemsDropping = 0;
    briefing = 0;
    debriefing = 0;
    enableDebugConsole = 0;
    joinUnassigned = 0;
    respawnOnStart = 0;
    forceRotorLibSimulation = 1;

    corpseManagerMode = 1;
    corpseLimit = 10;
    corpseRemovalMinTime = 1200;
    corpseRemovalMaxTime = 3600;

    wreckManagerMode = 1;
    wreckLimit = 2;
    wreckRemovalMinTime = 60;
    wreckRemovalMaxTime = 360;

    class cfgFunctions
    {
        class A3E
        {
            tag = "EPOCH";
            class Client
            {
                file = "\x\addons\a3_epoch_code\init";
                class init
                {
                    preInit = 1;
                };
                class postinit
                {
                    postInit = 1;
                };
            };
        };
    };


    class CfgRemoteExec
    {
      class Functions
      {
        mode = 1;
        jip = 0;
        class EPOCH_server_save_vehicles {
          allowedTargets=2;
          jip = 0;
        };
      };
      class Commands {mode=0;};
    };
    class CfgEpochSapper
    {
        detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4
        groanTrig = 16; //Percentage chance of a groan. Min value = 4
        sRange = 300; //Distance from target over which sapper will dispose. Range within which sapper code will be aware of targets. Distance up to which sapper will attempt to find a spot to hide in. Min Value = 150.
        smellDist = 24; //Distance up to which sapper can smell. Used to decide if sapper can see target when deciding to charge and influences target selection. Is influenced by wind direction. Min Value = 8.
    };

    class CfgEpochUAV
    {
        UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
        UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
        UAVHeight = 100; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height !
    };

    class CfgEpochAirDrop
    {
        AirDropFreq = 1200; //AirDropChance, to decide if Air drop occurs, will only be checked once per AirDropFreq time period, for each player. Min value = 120.
        AirDropChance = 6; //Percentage chance of air drop, for current player. Checked every AirDropFreq and upon antagonists spawn trigger. -1 To disable.
    };

    class CfgEpochCloak
    {
        cRange = 300; //Distance, from target, at which Cloak will dispose. Cloak is also aware of players within this range. (Min: 60 / Max: 600)
        cAggression = 75; //Percentage chance of attack, currently a psychological attack (Cultist spooky voice). (Min: 1 / Max: 100)
        attackFrequency = 120; //One attack only per this period. (Min: 120)
        attackDistance = 38; // Distance, from target, up to which Cloak will attack. Lower for less vocals. (Min: 16)
        targetChangeFrequency = 42; //Cloak will only attempt to change target once per this period. Make Higher to stick to first target player. (Min: 42)
        teleportChance = 66; //Chance for cloak to teleport. (Min: 1)
        hoverFrequency = 1280; //Cloak has new hover attack. When player is above cloak, and at a distance, cloak will float to player and teleport attack. Only perform one of these moves per this period. (Min: 240)
    };

     

     

    As you can see.... nothing there. Would appreciate some help.

  3. Thanks for the feedback, in the next patches leading up to 0.4 you will notice some more of what we make exclusive to A2 Day Epoch introduced into A3 Epoch among other new assets and features.

    Personally dude A2 Epoch is soooo much better than the A3 version.

    I currently went back to A2 Epoch and Vanilla Dayz. Just better in every way.

  4. To be honest Exile isn't any better at all.

    It's pretty much spawn > get killed > spawn > get killed.

     

    Both mods are stale and boring and present 0 challenge. I went back to vanilla Dayz mod. So much better.

    But yeah I doubt very much that Exile is the "answer" to everyone's problems.

  5. Check that your servers description.ext has been updated to the latest from 0.3.1.0

     

    Thanks I did that in diffmerge and the files are an exact match and the versions in both files say 0.3.1.0 so it's not that.

     

    The only other thing we have is:

     

    A3EAI and Helicrashes. Pretty sure they wouldn't cause this.

  6. Not sure if this is a bug or just a glitch with a certain group of people.

     

    Basically they cant chop or chainsaw any trees down.

     

    We've tried giving them different chainsaws and hatchets but they cant do it.

     

    Everyone else is fine and no  problems.

     

    We're running Esseker 0.7.0.5 and Epoch 0.3.1.0

     

    Just wondered if anyone else had this issue.

     

    Cheers.

  7. Firstly thanks for this script its pretty amazing :D

     

    Just wondering is there a way we could make so that only one missions spawns at 1 time.

     

    WIth 4 missions running at the same time we've noticed a pretty big decrease in server FPS.

     

    Currently we only run from a gameserver so yano not the best :p We are moving to a dedi in a week or so (Pay day :p)

     

    Cheers dude.

  8. That's due to the offset of -1 I placed in the code to account for headless clients.  Check the files for this code:

    _players = (count playableUnits -1);
    

    and remove the -1 to have an actual player count.  You will have to do that for the playerbar.sqf, adminbar.sqf and adminbar_WS.sqf so that all bar types appear as you want them to.  

     

    Thanks for that :D wondered why it was always 1 less than was actually online.

  9. Hey :D

     

    Thanks for releasing this :D looks amazing.

     

    I had it working for myself but whenever a player uses it. They get banned for EpochMod autoban.

     

    I did and have double checked that I added the supplied changes to the scripts.txt file.

     

    We use the antihack that comes with epoch (EPAH).

     

    EDIT:

     

    After playing with it I found that setting this: antihack_addActionCheck = false;  in the epochah.hpp solved it but how would I get it to work with this on?

  10. Change the max line and reduce the area

    _max = 12000

    If a terrain is 8k x 8k then you would have _max = 8000 but if it was 20k x 20k you would use _max = 20000

     

    Ahh yeah I've reduced it to max 6000 and that seems to be perfect so far, thanks :D

     

    Also I added in (i forget their name sorry) the bit of code on line 39 to spawn AI around the crash but no AI spawn.

     

    I do have A3EAI running and working perfectly.

     

     

    //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];

    //

     

    But they just dont spawn.... cant figure it out. I added it on line 39 (according to notepad++)

  11. I have tried using

     


     

    _spawnCenter = getMarkerPos "center"; //Center of your map (usually in mission.sqm)
    _map = worldName;

     

     

    In the helicrash.sqf for my Esseker server but the crashes are still spawning way way out in the black areas of the map.

     

    Just wondering if there was something else I needed. Maybe the coords instead?

  12.  

    here:

    	case "esseker":{
    		[
    			[[9500,5600]],	//esseker
    			[[11900,7950]],	//Novi Grad
    			[[11082,10280],2],	//Camp Spencer
    			[[2655,1269]],		//Grozna Mountain
    			[[2000,4180]],	//Krupa
    			[[6470,5445],1],	//Neptun Resort
    			[[6660,3850]],		//Plava Vrana
    			[[9950,10725]]	//Gromada Caves
    		]
    	};
    

     

    In spawn_settings.sqf look for

    //Spawn area radius, setting this low might make bis_fnc_findsafepos fail and place the player in the middle of the map

    _area = 1500;

    this is a radius of the coords you select so it would up to a 1500m radius. Use a smaller number and see if that does the trick.

     

    Thanks Guys :D very muchly. :wub:

  13.  

    woops my bad :lol:

     

    How do I get the coords?

     

    Edit: Nevermind I think i got it using:

     

     

    hintSilent str getPos player;

     

     

      I added a test spawn option in and it works but it spawned me around 1.2k from the coords I picked. Is this normal. It seems most of the spawn options tp you a ways from the location you chose.

  14. Does anyone have Esseker spawn coords?

     

    Or can tell me how I can get them.

     

    Cheers.

     

    EDIT: Also I guess it would be good to ask would this even work on Esseker. I have put it in already and it removes the default teleporters. It places the infostands and I get the select spawn on mousewheel. But when I click nothing happens. No dialog or anything.

     

    Cheers again :D

  15.  

     

     

     

    i belive it is possible to edit the default antihack file yourself now and fix the halo problem, in server securityfunctions.sqf try find this line (should be 951):

    if (((_distance/(_curTime-_lastTime)) > 10) && _notNearbySpawn && (player == vehicle player)) then {
    

    change it to this:

    if (((_distance/(_curTime-_lastTime)) > 10) && _notNearbySpawn && (player == vehicle player) && animationState player != 'halofreefall_non') then {
    

    if it works, pls report back here.

     

    regards

    Halv

     

    Tried this Halv and no go. Normal players get banned for Epochmod.com autoban. I do have the above fix in. Its only the Halo jump currently it has a problem with.

  16. Im not at a computer to view the files, but I know there are configs for locations since 0.3.x

    if you adjust the configs for vehicle locations you can probably alleviate your problem.

    My first guess is you have raised the amount of vehicles considerably.

     

    Raising the vehicle amounts should not cause this issue... the map is HUGE... I've noticed that most of the right side and middle gets all the vehicles where the top left is practically empty.

     

    Plenty of unused areas.

     

    EDIT: On the Altis map.

  17. You need to use the new filters, they were significantly changed... do a winmerge and compare and you will see for yourself.

     

    Hmm ok :D where can I get the filters from?

     

    I've downloaded the server files from epoch website but there is no filters in the package.

     

    EDIT: Nvm, got them :p I derped.

×
×
  • Create New...