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Hux got a reaction from Grahame in New Server
I'm sorry to say that any server I set up would probably make your head explode. ;)
Wish you luck in finding or making one though.
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Hux got a reaction from DIO in Day/Nighttime setup
I have mine start at 10:00am at restart.
Do it in this section:
[Time] ;Possible values: Local, Custom, Static ;You cannot use Static on OFFICIAL Hive, it will just revert to Local Type = Static ;If using Custom type, offset from UTC in hours (can be negative as well) ;Offset = -8 ;If using Static type (Hour value always the same on every server start), the value (0-24) to set the Hour to Hour = 10
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Hux got a reaction from vbawol in How radioactivity works now in 1.0.0?
Yes I tried that and it did work.
Thanks for the reply.
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Hux got a reaction from vbawol in Command menu
Ahh yeah I just found it and was going to post the answer.
Thanks for the reply He-Man.
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Hux reacted to vbawol in Epoch 1.0 Release Changelog
Arma 3 Epoch 1.0 has been released!
Client Files:
http://epochmod.com/ - HTTP mirrors, Steam workshop, Play with Six, ModDB, Armaholic
Server Files:
https://github.com/EpochModTeam/Epoch/releases/tag/1.0.0.1070
File Changes:
https://github.com/EpochModTeam/Epoch/pull/948/files
Notes:
https://epochmod.com/forum/topic/44467-epoch-10-release-changelog/
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Hux 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.
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Hux got a reaction from natoed in Buildings on Tanoa
Ok, I figured out what script was spawning the buildings but unfortunately I can't name it as it was given to me on condition that I not share it. (Hasn't been made public yet).
Problem solved.
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Hux got a reaction from vbawol in Buildings on Tanoa
Hello.
I've recently noticed some new buildings on my Tanoa server (Grid: 107107).
I have no idea where they came from so I thought maybe one of my mission systems was spawning it but after disabling each mission system the buildings remain.
I also checked in the editor and made sure they weren't part of the Tanoa map...they aren't.
They are very sloppy in their placement also, so they don't look like they belong there.
Here are some pics:
http://tinypic.com/m/k1t8om/4
http://tinypic.com/m/k1t8oh/4
http://tinypic.com/m/k1t8ok/4
http://tinypic.com/m/k1t8oj/4
Anyone here running Tanoa have these buidings?
Very strange...
Thank you.
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Hux reacted to Ghostrider-GRG 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.
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Hux reacted to natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
Hey Hux
you need to edit HS_playertraderequest.sqf regarding the vehicle slot check to be able to sell the vehicles to the black market trader.
hope it helps
cheers
natoed
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Hux got a reaction from sheria in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...
Stringtable.xml
https://www.dropbox.com/s/dk2mtmrck47jgkb/Stringtable.xml?dl=0
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Hux reacted to Drokz in Server not ready (Error 2)
Do you host the server yourself or is it a rented Gameserver?
Rented Gameservers use to update Arma and reinstalls the Epoch Serverfiles. At least this happened to me when i had a rented Gameserver.
So check your @EpochHive and @Epoch versions for beeing up to date if you have a rented Server. This fixed it for me a while ago
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Hux got a reaction from lesvieuxcrevards in Changing aircraft for Epoch Airdrop
Grahame was kind enough to share some info on how to change the Ghost Hawk for the Epoch Airdrop to a different air vehicle (In this case a C130). So I thought it would be nice to share the info.
All that needs to be done is change the class names for the aircraft & pilot. Also, in this example the "side" is changed to west if you don't want the aircraft to act hostile.
Changing the pilot and "side" is optional.
The changes need to be made in the epoch_server\compile\epoch_missions\EPOCH_Server_create_AirDrop.sqf
Here is the example (provided by Grahame):
/* Author: Andrew Gregory - EpochMod.com Contributors: Aaron Clark Description: Creates helicopter air drop Licence: Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike Github: https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_server/compile/epoch_missions/EPOCH_Server_createAirDrop.sqf */ private ["_playerOwner","_objType","_obj","_grp","_unitPos","_driver","_unit"]; params ["_player",["_token","",[""]],"_pos"]; if (!isNil "axenotSent" && {axenotSent}) exitWith { diag_log format ["DEBUG: airdrop script already running %1",_this]; }; if !([_player,_token]call EPOCH_server_getPToken)exitWith{}; _pos set[2, 2400]; if !((nearestObjects[_pos, ["CUP_B_C130J_USMC"], 1000]) isEqualTo[]) exitWith{ diag_log "DEBUG: prevented air drop, too many in area." }; _playerOwner = owner _player; _objType = "CUP_B_C130J_USMC"; diag_log format["Epoch: Creating %1 for %3 (Owner ID: %4) at %2",_objType, _pos, name _player, owner _player]; _obj = createVehicle [_objType, _pos, [], 0, "FLY"]; _obj call EPOCH_server_setVToken; addToRemainsCollector[_obj]; _obj disableTIEquipment true; clearWeaponCargoGlobal _obj; clearItemCargoGlobal _obj; clearMagazineCargoGlobal _obj; clearBackpackCargoGlobal _obj; _obj allowdamage false; _obj setPosATL _pos; _obj setFuel 1; _obj flyInHeight 120; _grp = createGroup [WEST, true]; _unitPos = _pos; _driver = _grp createUnit["B_helipilot_F", _unitPos, [], 0, "CAN_COLLIDE"]; _driver assignAsDriver _obj; _driver moveInDriver _obj; _unitPos = _pos findEmptyPosition [1,75,"I_helipilot_F"]; _unit = _grp createUnit["B_helicrew_F", _unitPos, [], 0, "CAN_COLLIDE"]; _unit assignAsGunner _obj; _unit moveInGunner _obj; _grp setCombatMode "BLUE"; (driver _obj) action ["engineOn", _obj]; _obj setVehicleLock "LOCKEDPLAYER"; [_obj,_driver,_player] spawn { axenotSent = true; params ["_obj","_driver","_player"]; while {axenotSent} do { if (isNull _obj || isNull _driver ||isNull _player) exitWith {axenotSent = false}; _drvOwner = owner _driver; _playerOwner = owner _player; if(_drvOwner == _playerOwner) exitWith { // send airdrop to player _obj remoteExec ['EPOCH_mission_returnObj',_player]; // since we found an owner, add cleanup if ownership reverts to server. This can also be used to change ownership instead later. _obj call EPOCH_localCleanup; diag_log format["DEBUG: Transferred ownership of %1 to %2, new owner ID is %3",_driver, name _player, owner _driver]; axenotSent = false; }; (group _driver) setGroupOwner _playerOwner; uiSleep 1; }; }; Hope this is helpful to others.
Thank you Grahame.
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Hux got a reaction from truemc in vehicle spawn
In your CfgEpochClient.hpp:
antagonistSpawnIndex[] = {{"Epoch_Cloak_F",4},{"GreatWhite_F",2},{"Epoch_Sapper_F",2},{"Epoch_SapperG_F",3},{"Epoch_SapperB_F",2},{"I_UAV_01_F",2},{"PHANTOM",4},{"B_Heli_Transport_01_F",4},{"EPOCH_RyanZombie_1",12},{"I_Soldier_EPOCH",1}}; // {"type", limit} {"I_UAV_01_F",2}
Just change it to {"I_UAV_01_F",0}.
Not sure what you're asking about the phones...
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Hux got a reaction from truemc in vehicle spawn
config.cpp in the Epoch Server Settings.
Also in: Epoch Server Settings\epoch_server_settings\configs (choose your map).
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Hux got a reaction from natoed in ISSUE : Advanced Urban Rappelling
I'm sorry, I should have made it clearer.
I just meant I used the solution for Urban Reppelling and applied it to AR (From chopper).
I just added the setVToken stuff.
This is what I did starting on line 364:
_anchor = "Land_Can_V2_F" createVehicle position _player; _anchor call EPOCH_server_setVToken; _anchor allowDamage false; _anchor remoteexec ['EPOCH_server_setVToken',2]; hideObject _anchor; [[_anchor],"AR_Hide_Object_Global"] call AR_RemoteExecServer; _anchor attachTo [_heli,_rappelPoint]; _rappelDevice = "B_static_AA_F" createVehicle position _player; _rappelDevice call EPOCH_server_setVToken; _rappelDevice setPosWorld _playerStartPosition; _rappelDevice allowDamage false; hideObject _rappelDevice; _rappelDevice remoteexec ['EPOCH_server_setVToken',2]; [[_rappelDevice],"AR_Hide_Object_Global"] call AR_RemoteExecServer; Now I have no problem with the rope deleting.
Again, I'm running this from my Epoch hive and it works great.
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Hux reacted to TheVampire in ISSUE : Advanced Urban Rappelling
Just to point out an addon folder can have spaces and case doesn't matter. The command line would then be like:
"-mod=@Any MoD naMe;" Doublequotes included.
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Hux got a reaction from lesvieuxcrevards in ISSUE : Advanced Urban Rappelling
I just used the solution He-Man provided to get Advanced Rappelling (From helicopter) to work. No deleting of rope.
I'm running this also from Epoch Hive and it works fine with no start line for server.
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Hux got a reaction from natoed in ISSUE : Advanced Urban Rappelling
Thank you natoed and of course He-Man.
I was wondering if you run this by using the @folder and including it in your server start line or just simply place the AUR pbo in your Epoch hive addons?
Thanks again.
Edit: I'm running the AUR pbo from my epoch hive and it works great...especially running it clientside also to get the anim, sounds and shooting while reppelling.
I appreciate it natoed and He-Man for providing the solution.
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Hux got a reaction from Grahame in Changing aircraft for Epoch Airdrop
Grahame was kind enough to share some info on how to change the Ghost Hawk for the Epoch Airdrop to a different air vehicle (In this case a C130). So I thought it would be nice to share the info.
All that needs to be done is change the class names for the aircraft & pilot. Also, in this example the "side" is changed to west if you don't want the aircraft to act hostile.
Changing the pilot and "side" is optional.
The changes need to be made in the epoch_server\compile\epoch_missions\EPOCH_Server_create_AirDrop.sqf
Here is the example (provided by Grahame):
/* Author: Andrew Gregory - EpochMod.com Contributors: Aaron Clark Description: Creates helicopter air drop Licence: Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike Github: https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_server/compile/epoch_missions/EPOCH_Server_createAirDrop.sqf */ private ["_playerOwner","_objType","_obj","_grp","_unitPos","_driver","_unit"]; params ["_player",["_token","",[""]],"_pos"]; if (!isNil "axenotSent" && {axenotSent}) exitWith { diag_log format ["DEBUG: airdrop script already running %1",_this]; }; if !([_player,_token]call EPOCH_server_getPToken)exitWith{}; _pos set[2, 2400]; if !((nearestObjects[_pos, ["CUP_B_C130J_USMC"], 1000]) isEqualTo[]) exitWith{ diag_log "DEBUG: prevented air drop, too many in area." }; _playerOwner = owner _player; _objType = "CUP_B_C130J_USMC"; diag_log format["Epoch: Creating %1 for %3 (Owner ID: %4) at %2",_objType, _pos, name _player, owner _player]; _obj = createVehicle [_objType, _pos, [], 0, "FLY"]; _obj call EPOCH_server_setVToken; addToRemainsCollector[_obj]; _obj disableTIEquipment true; clearWeaponCargoGlobal _obj; clearItemCargoGlobal _obj; clearMagazineCargoGlobal _obj; clearBackpackCargoGlobal _obj; _obj allowdamage false; _obj setPosATL _pos; _obj setFuel 1; _obj flyInHeight 120; _grp = createGroup [WEST, true]; _unitPos = _pos; _driver = _grp createUnit["B_helipilot_F", _unitPos, [], 0, "CAN_COLLIDE"]; _driver assignAsDriver _obj; _driver moveInDriver _obj; _unitPos = _pos findEmptyPosition [1,75,"I_helipilot_F"]; _unit = _grp createUnit["B_helicrew_F", _unitPos, [], 0, "CAN_COLLIDE"]; _unit assignAsGunner _obj; _unit moveInGunner _obj; _grp setCombatMode "BLUE"; (driver _obj) action ["engineOn", _obj]; _obj setVehicleLock "LOCKEDPLAYER"; [_obj,_driver,_player] spawn { axenotSent = true; params ["_obj","_driver","_player"]; while {axenotSent} do { if (isNull _obj || isNull _driver ||isNull _player) exitWith {axenotSent = false}; _drvOwner = owner _driver; _playerOwner = owner _player; if(_drvOwner == _playerOwner) exitWith { // send airdrop to player _obj remoteExec ['EPOCH_mission_returnObj',_player]; // since we found an owner, add cleanup if ownership reverts to server. This can also be used to change ownership instead later. _obj call EPOCH_localCleanup; diag_log format["DEBUG: Transferred ownership of %1 to %2, new owner ID is %3",_driver, name _player, owner _driver]; axenotSent = false; }; (group _driver) setGroupOwner _playerOwner; uiSleep 1; }; }; Hope this is helpful to others.
Thank you Grahame.
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Hux reacted to Grahame in Have Drones spawn Sappers
@He-Man Ah, after looking at the code and the copter_brain I think I get it. Basically the value in "CfgEpochUAVSupport > Unittypes" must be I_Soldier_Epoch, but the units that will be spawned are those we define in "CfgEpochSoldier > Unittypes". The I_Soldier_Epoch definition is just so the correct code path in EPOCH_unitSpawn.sqf is called, yes? The actual I_Soldier_Epoch is not actually spawned into the mission.
That being the case all I'll need to maintain on my servers is setting the siding to EAST not RESISTANCE and all will be good with life again
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Hux reacted to He-Man in Have Drones spawn Sappers
Put the "EPOCH_Soldier" in your "CfgEpochUAVSupport > Unittypes" and put your custom soldiers in "CfgEpochSoldier > Unittypes".
For example:
This should spawn "CUP_I_PMC_Soldier_AT" next to standard Epoch Soldiers in one Group.
To spawn Sapper / cultist Ryan Zombies, put them into CfgEpochUAVSupport!
Available Classnames are:
Not all make sense, of course...
See also this files:
https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/compile/EPOCH_supportCopter.sqf
https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/compile/EPOCH_unitSpawn.sqf