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brillo_pad

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Posts posted by brillo_pad

  1. so after returning from a much needed break from my house my GTX server no has no FTP access, this is just the latest in a line of issues stemming from them "fixing" things that don't need fixing. ironically i can get access to my friends GTX server. Neither the info on my TCAdmin panel or the email sent to me work anymore. wtf? im afraid it is money down the drain.

     

    also when you ask for support and get the response "well the internet does funny things at 5am" i cant help but feel its all about the munneys. compounded by the fact they are the FIRST name on the epochmod page listed as a supporter and to give donations / patronage to them... thats the EPOCHMOD team asking us to support a service that cant support itself...

  2. im sure this has been answered somewhere on the web but for the life of me i cant find an answer.

     

    why is it Epoch doesnt allow the briefing.sqf to work?

     

    again, that statement might be completely false but i don't recall ever seeing one on a server and every attempt at getting one to work hasn't ever produced any fruit.

  3. i think the "on purpose" killing of traders mechanism is a nice touch, provide its expanded on a bit. i would like to see city / town / area bans for people killing traders or an increase in price [like bandit trading] to that particular trader from then on, only going down with each thing you sell to him. i really wont miss god mode traders and endless supplies.

  4. "Maybe a radius of 5 meters and if they enter it, it just keeps teleporting them to the edge of the radius they entered? And if the radius covers a spawn point they should be blocked from spawning at that spawn point?"

     

    "Well they should not be allowed to come back. They died, they should have to wait 10 minutes or something before returning to the area. If they hadn't come back i would have might have been able to kill the other two players and been able to get their loot,"

     

    MethodFud - "I never asked to loot in peace."

     

    LTFOL.

     

    and for the record this has been happening since DayZ Vanilla, not just your few weeks in rodopoli. get on with the game.

  5. no you asked to be allowed to loot in peace and to not allow players to return to the scene of the crime despite the "players" actually being called "clones" and their being a whole mechansim in a3Epoch already to try and reduce this behaviour [look up krypto]. my list was of things I thought were hideously un-real and broke the feeling of realness that your lock out timer is trying to provide. im meerly saying its part of the game.

  6. i think you might be looking for too much realism without thinking what others might not find acceptable.

    at that point we have life.

     

    ANNOYING NON-REALNESnESS in DAYZ EPOCH + A3 EPOCH<sp?>

     

    + Killing someone who is then able to spawn back in with PERFECT knowledge of every weapon and vehicle on the island.

    + Being killed and still knowing your lock box, safe codes and door codes. your dead. wtf?

    + 3rd Person

    + FIXING A C130 WITH SCRAP METAL, yet the lada [car] requires more parts to fix? [just wow A2]

    + Monsters that stalk you based on "smell/hygeine" what ever its called yet have no concept of how bad a bullet wound to the gut is gunna smell. and while were here. being sprayed by LMG bullets and using a first aid kit to heal. not real. never happened like that. ever.

    + CARRYING A CINDER BLOCK WALL!?!?!?!?

    + magical air that desolves bullets around traders. unless you happen to be in a vehicle and the bullets enter from outside the magic air zone.

    + A GAJILLION high powered sniper rifles and precision machined equipment, but no mechanical grease to prevent mechanical seizure? we have two types of fuel can and 2 types of cola substitute not to mention atleast 4 maps featuring deserts... [DayZ Epoch]

    + A gun that beats a vehicle back in to working condition / revives dead things / does your tax return ...[sorry but not liking this in A3Epoch]

    + despite the fact we have Hooded emos and armless things running about there are NO signs of an apocalypse. it could be anywhere in Essex on a sunday morning. buildings would have literally been eaten by climbers and creeping weeds without taking in to account what caused the apocalypse. unless it was nanobots. and if it was they weren't very effective...

     

    yet despite all of these i have laughed, fumbled, ran, screamed and trolled my way through one of the most fun and exciting mods since TFC 1.6

     

    This post is brought to you after severe lack of sleep and a GTX Gaming customer support response of:

     

    "Well the internet does do strange things at 5am"

  7. okay so ive been staring at this for some time...

     

    Can anyone shed some light on:

     

    Class intel

     

    more specifically resistanceWest = 0;

     

    ive seen it in several mods, as well as omiited and resistanceWest = 1 ResistanceEast...

     

    What does it do?

  8. Sorry my mistake, I have insomnia and haventvslept in 3 days.

    The problem was not they couldn't see you but their weapons and explosives did no damage. Player character would jolt and react to being hit (suggesting bullets are spawning and hitting on target) but no damage was taken.

    THEN I killed myself and went back and everything was working fine...

  9. AI worked fine other than them being god mode enabled (if I killed myself and then went back to their group they would work as expected) they all spawned with loot which was accessible and useable (clothes not so sure about but gear, backpacks, vests and weapons) am not sure as to wether or not your idea would work as my knowledge of scripting is limited but am picking up bits and pieces. I can't think of a logical reason as to why killing yourself would allow the AI too "see" you.

    Edit.

    If any devs are reading can you confirm whether or not changing the "side" of survivors will in any way impact what you want to do with A3Epoch? I'd rather not carry on this road only to discover survivors NEED to be CIV and everything breaks.

  10. http://www.armaholic.com/page.php?id=19832

     

    That gave me enough information to create Ai spawns around the map in various states of emergancy. The ONLY issue as far as i could see [other than the AI having obcenely powerful gear] was the fact they were unable to hurt survivors...however if i killed myself and went back there bullets / grenades were deadly accurate...and yes they used grenades/chemlights and other such things. I believe it was something to do with the fix for making the AI believe Epoch Survivors were assigned to an enemy faction but i could be wrong.

     

    note: from what i could work out. by default ALL Ai factions[WEST,EAST,INDI] are friendly towards "CIV" players so even if they spawn, they wont attack a survivor because they are being called as "CIV", AFAIK shooting at Ai as "CIV" wont give them "permission?" to shoot at "CIV" the fix i used created an AI officer, hidden and non playable, and attach all player spawns to him, thus affectively giving him squad command over all players spawned in and the survivors an alliance to "EAST" allowing the AI to make use of the "relations" rule and engage in combat. i am in no doubt that this is messy and convoluted but for an experiment it was enlightening and fruitful [in places]

     

    if i can help in anyway with your AI id love to. Let me know.

     

    I DID NOT WRITE THE POSTED FILES. THEY ARE THERE AS INSPIRATION.

  11. Sorry to butt in... I've played on a few A3 King of the hill servers and they have an ambience on\off toggle in the in game player menu which seems to disable certain small objects and their noises client side. Could something similar be implemented into say the admin tools or an in game menu? I agree having them increases immersion and gives depth to some players but as a player whose group spans many nationalities, ages and incomes nothing breaks immersion quicker than fps issues. And ALL arma games, mods included require at the very least 30fps to be fully immersed.

    I'm not saying this will fix someones fps lag but it will allow the curses of "fucking 12fps again gg" to be redirected away from these poor insects.

  12. Killing traders should affect your ability to buy and sell items (a once bitten twice shy kinda rule) either locally to each trader or to say a set radius of traders \ entire towns. It could be an increase in price on top of the standard selling price or an out right ban from trading with said trader for x amount of time. I like the idea of the traders being more interactive than say a buy\sell arrangement.

  13. Hi guys and gals, have a question that might be answered on this forum. here goes!

     

    SO...I have an epoch Server running 1.0.4.1 atm, all is working well and nothing seems out of place [custom areas, aI MISSIONS, ETC ETC]

     

    My problem starts when i try to upgrade my server to 1.0.4.2. When i change version using the DayZ.St Control Panel, The version changes fine however my server wont start. It says its running in the CP but DayZ Commander doesnt see it and neither can anything else. After Checking my oaserver.RPT file i only have one line:

     

    addon "server" requires addon "dayz_code"

     

    Thats it!

     

    After some research i found several "fixes" The most obvious was to extract dayz_code.pbo in to my server.pbo. This worked but produced another line of code:

     

    addon "server" requires addon "dayz_anim"

     

    at this point i stoped and gave up as my server.pbo was nearly 10kb [5 times as big as my 1.0.4.1 server.pbo] does anyone have an answer on how to fix this?

     

    DayZ.St have been notified as i think the issue could be on there end but as usual i have been waiting nearly 2 weeks for a reply.

     

    any advice would be great!

     

     

     

  14. Hello, 

     

    I have read throught forum, but the only thing I found against vehicles is use RPGs, which is legit loot of 1.0.4.2 crash sites. 

     

    Anyone else noticed the AI's won't attack players when use vehicles. On my server  with Vodnik could drive throught, AI's won't shoot enemy vehicles. :/

     From what i understand they wont attack the vodnik because they cannot destroy it, as soon as you get out you will be engaged. im not sure if the vodnik trick still works in 1.0.4.2 because as you said RPG's can now be used which means you can arm AI with them. This causes them to engage and quite happily destroy a vodnik. i havent tried arming ai with high power snipers [think m107] maybe that will cause them to attack?

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