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nachtmasse

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    nachtmasse reacted to Airwaves Man in Epoch 1.0.7 Pre-Release   
    Ladies and Gentlemen, this is the Epoch 1.0.7 Pre-Release with signed pbos and the needed server key. This will be in test until the 15th of April to make sure everything works correctly.
    Joining with the DayZ Launcher
    Download and install 7-zip from this website: https://7-zip.de/download.html Download the Epoch 1.0.7 Client Files from google drive: https://drive.google.com/drive/folders/1Xx0wq8QJFG4AqeXquxMQADm8y73FYeYO If you have finished the download, unpack the Epoch 1.0.7 Client Files. You need at least 7,4 GB of disk space. Go into the folder where you have installed all your of Arma 2 OA DayZ mods. It depends on where the DayZ Launcher has set the path. Once you found the folder with your mods rename @DayZ_Epoch to @DayZ_Epoch_old. Copy and paste the downloaded and unpacked folder from 3. into the mods folder where you have renamed the Epoch Mod. Keep in mind you need at least 7,4 GB of disk space. There should be a folder with the name @DayZ_Epoch_old and @DayZ_Epoch now. Click on @DayZ_Epoch and check if there is a sub folder called addons. @DayZ_Epoch\addons. If there is another folder called @DayZ_Epoch copy everything from this folder into the root folder called @DayZ_Epoch. So it looks like: that @DayZ_Epoch\addons and not: @DayZ_Epoch@DayZ_Epoch\addons. You are ready to join an Epoch 1.0.7 Server now. Open the DayZ Launcher and join 94.130.68.169 - Offical DayZ Epoch 1.0.7 Pre-Release Version You will get a message that Epoch needs validating/updating. Click ok and ignore it. You can join the Test Server now. If you want to join any other Epoch non 1.0.7 server, just rename @DayZ_Epoch_old back to @DayZ_Epoch For Server Admins: You have to update to the new server files that coming with this Pre-Release update.
    Download and install 7-zip from this website: https://7-zip.de/download.html Download the Epoch 1.0.7 Server Files from google drive: https://drive.google.com/drive/folders/1gHNE4VBCeYXi0P_hosAI8k-49v15WNdr Take the DayZEpoch107.bikey from the Server Files keys folder and put them into your server keys folder. Also set verifySignatures = 2; in your config.cfg to activate the signatures check. How to test:
    Do not use any third party scripts or tools. Do not use infistar as an admin tool. Use this testkit: https://github.com/worldwidesorrow/TestKit Enable -showscripterrors in the DayZ Launcher and never ever use -nologs for testing. If you have bugs and problems on testing always provide logs. Server(if you are the admin) and Client Logs. You can find the Client Logs under C:\Users\YourUsername\AppData\Local\ArmA 2 OA It is possbile that the folder is hidden in windows. You can make it visible: https://support.microsoft.com/en-us/help/4028316/windows-view-hidden-files-and-folders-in-windows-10 Do not post the logs directly, use pastebin.com, google drive, or something like that and add the link. Report all bugs under this topic.
  2. Like
    nachtmasse reacted to noswadm in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    Thanks Nacht I do appreciate it. Love this script/mission and was lost without it.
  3. Like
    nachtmasse reacted to PryMary in [Released Rev2] Black Market Gaming - Complete Trader Rework + Custom Mils   
    Seems to be the case with anything uploaded the forums files section. Looks like the OP is going to need to provide an external link to download. Otherwise the only option is for Epoch Dev's to fix the forums....
  4. Like
    nachtmasse reacted to Ghostrider-GRG in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    I did notice some funny behavior with a modified version we run on our servers so to look into the issue further I just loaded the version on the Github on a test server. The only change I made to the settings was to switch debug mode on in the AIFunctions.sqf. I saw all 4 map markers both on when missions initially spawned and after logging off and rejoining the server.
    So, have you double-checked that you included everything needed in the mission.pbo?
  5. Like
    nachtmasse reacted to Smokey in [Released Rev2] Black Market Gaming - Complete Trader Rework + Custom Mils   
    Heyas,
     
    Been working pretty hard on our server and have relocated all the traders.
    Aim was to come up with something that felt more natural.
     
    Also added in some POI military areas for players.
     
    There's also a specific area called classified which I came up with which spawns dynamic loots on the ground in the area, and is protected by a helicopter and AI paratroopers.
     
    Hope you like them!
    Can be seen in person at:
    steam://rungameid/33930//-connect=blackmarketgaming.net:3302
     
    Zelen Wholesaler
    https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/q77/s720x720/10482489_1498288127050509_4729875066553297084_o.jpg
     
    Bor Trader [Released]
    https://scontent-b-pao.xx.fbcdn.net/hphotos-xfp1/t31.0-8/10258714_1498288183717170_1783289833453162195_o.jpg
    https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/10496223_1498288113717177_8909283391112239514_o.jpg
    https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/10465498_1498288120383843_1115008929474089015_o.jpg
    https://scontent-a-pao.xx.fbcdn.net/hphotos-xpf1/t31.0-8/10515074_1498288143717174_4165046695478946943_o.jpg
    https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/10515251_1498288163717172_3028298897471881193_o.jpg
     
    Balota PVP/Event Area
    https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/10497237_1498288197050502_6139082955425357848_o.jpg
     
    Balota Airfield and Coast
    https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/10498641_1498288213717167_8562632195917549918_o.jpg
    https://scontent-a-pao.xx.fbcdn.net/hphotos-xpa1/t1.0-9/10511370_1498288223717166_7178471942532603047_n.jpg
    https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xaf1/t31.0-8/10369068_1498288240383831_5069046489193644088_o.jpg
     
    Staroye Trader (Replaces Klen) [Released]
    https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/10495013_1498288260383829_8855384063746591375_o.jpg
    https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/10358926_1498288273717161_8015680540003507242_o.jpg
    https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xpf1/t31.0-8/10521705_1498288283717160_5981661494424895999_o.jpg
    https://scontent-b-pao.xx.fbcdn.net/hphotos-xfp1/l/t31.0-8/10380598_1498288303717158_1752438897539575006_o.jpg
     
    3 Valleys
    https://scontent-a-pao.xx.fbcdn.net/hphotos-xpf1/t31.0-8/10443223_1498288317050490_7058840352016131261_o.jpg
     
    Berez Extended Construction Area
    https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/10505210_1498288337050488_5173446081823532082_o.jpg
    https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/10496063_1498288347050487_129360176141757254_o.jpg
     
    Berez Military
    https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/10329664_1498288367050485_5541060193052646315_o.jpg
    https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-xpf1/t31.0-8/10379750_1498288380383817_8152963289012431767_o.jpg
     
    Klen [Released]
    https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/10515276_1498288387050483_9218006700051813638_o.jpg
     
    NEAF
    https://scontent-b-pao.xx.fbcdn.net/hphotos-xfp1/t31.0-8/10454366_1498288403717148_4469654761736050117_o.jpg
     
    Classified Area - Dynamic Loot Area
    https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/10493040_1498288427050479_7703689923065591165_o.jpg
    https://scontent-a-pao.xx.fbcdn.net/hphotos-xpa1/t31.0-8/10517394_1498288447050477_4348826194314352003_o.jpg
    https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xpf1/t31.0-8/10468123_1498288457050476_51112625231658420_o.jpg
    https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/10511577_1498288470383808_1431888941496965038_o.jpg
     
    Novy Trader (replaces Stary Trader) [Released]
    https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-xaf1/t31.0-8/10497234_1498288490383806_4390111980441891688_o.jpg
    https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xaf1/t31.0-8/10476121_1498288507050471_6203594932212529345_o.jpg
    https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xaf1/t31.0-8/10532136_1498288530383802_8209446183802801663_o.jpg
    https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/615154_1498288550383800_7709239619176748155_o.jpg
    https://scontent-b-pao.xx.fbcdn.net/hphotos-xap1/t31.0-8/10495304_1498288573717131_5793253245945256868_o.jpg
     
    Stary Tents [Released]
    https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/10397250_1498288587050463_7115535214730392198_o.jpg
    https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xpf1/t31.0-8/10333234_1498288600383795_4756424954637714677_o.jpg
     
    Dichina Castle
    https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/10496939_1498288607050461_5910612844229492333_o.jpg
    https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/10357731_1498288627050459_2215622918164841220_o.jpg
     
    Green Mtn: Hero Trader
    https://scontent-b-pao.xx.fbcdn.net/hphotos-xpa1/t31.0-8/10498646_1498288647050457_329906181516060814_o.jpg
    https://scontent-b-pao.xx.fbcdn.net/hphotos-xfp1/t31.0-8/10386901_1498288660383789_1653484631240413872_o.jpg
     
    NW Bandit Trader
    https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-xpf1/t31.0-8/10448577_1498288677050454_1442645497908730887_o.jpg
    https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/906295_1498288683717120_3986367987150054778_o.jpg
     
    NWAF
    https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/10517303_1498288697050452_6528793491173302840_o.jpg
     
    RELEASE STATUS:
     
    Rev 1 - 26 July 2014
    2 Main Traders (Staroye/Novy) to replace Klen and Stary. - includes Stary Tents
    1 New Trader (Bor)
     
    File attached (Smokeys Mapedits - Rev1.zip)
    You will need to paste in content in your appropriate files.
    You will need to edit your trader numbers.
    You may need to remove the overwatch weapons trader.
     
    Rev 2 - 29 July 2014
    Added Klen
    Smokeys Mapedits - Rev2.zip
  6. Like
    nachtmasse reacted to Phail in ZEVMission   
    This version works Server side. Basic instructions included. Take Krypto removed, Heli patrol removed.
     
    http://www.mediafire.com/download/2nawy7gcd7qccct/ZEV.zip
     
     
    Edit: This is for Altis
  7. Like
    nachtmasse reacted to Suppe in [Release] Sector Addon 0.5.0 - Framework for StaticMission (Millitarize area, Taviana Sector B) rewiten august 2015   
    @ Knives
     the project is not dead, i hope i can update next week...
  8. Like
    nachtmasse reacted to machine6fd in Add a custom image to the spawn box   
    Add a custom image to the spawn box.. You can put what ever image you want in this and make it your own :)
     
    What mine looks like.



     
    Add this to your mission.sqm directly above "class Markers"
    class Vehicles { items=1; class Item0 { position[]={1024.3561,5.8548489,2013.7371}; // For Altis us {23600.611,2.8548489,17990.768} azimut=180.4026; offsetY=5; id=1; side="EMPTY"; vehicle="UserTexture10m_F"; skill=0.60000002; init="this setObjectTexture [0, ""image.jpg""]"; }; }; Save any image,jpg you want in your mission root folder. Make it square or it will stretch or warp. Mine is 800x800px but i'm sure more or less wont hurt, The user texture will not grow or shrink but the image will. 
     
    *EDIT* Removed set texture not needed per VEMP whom I trust knows what hes talking about :)
     
    *EDIT #2*
     
    Alternative method to adding the image to spawn box by: Halvhjearne
     
    1. Create a file called: Debugpic.sqf
    2. Paste this code inside.
       
    /* DebugPic script by Halv, idea from machine6fd's mission.sqm version */ //Change to your picture/path below _pic = "custom\problemsolving.jpg"; //======================== Do not touch anything below this point ========================\\ if(isServer)then{ diag_log "[DebugPic]: Waiting for 'Debug_static_F' to be build ..."; waitUntil{count(nearestObjects [getMarkerPos "respawn_west", ["Debug_static_F"], 30]) > 0}; _list = nearestObjects [getMarkerPos "respawn_west", ["Debug_static_F"], 30]; _box = _list select 0; _rPos = _box modelToWorld [-0.226563,-9.76563,-5.04319]; _rDir = (getDir _box)+180; _obj = createVehicle ["UserTexture10m_F", _rPos, [], 0, "CAN_COLLIDE"]; _obj setDir _rDir; _obj setPos _rPos; _obj enableSimulation false; _obj setObjectTextureGlobal [0,_pic]; diag_log format["[DebugPic]: build texture in %1 @ [%2,%3] with texture '%4'",worldName,_rPos,_rDir,_pic]; }; 3. save and upload to mission file.
    4. add image file "custom\problemsolving.jpg" or rename.
     
    Working on Altis, Chernarus, and Bornholm (confirmed)
    Original post can be found
  9. Like
    nachtmasse reacted to IT07 in a3_vemf_reloaded by IT07   
    UPDATE!
    Attempt to fix the issue where missions stop spawning after a while
  10. Like
    nachtmasse reacted to IT07 in a3_vemf_reloaded by IT07   
    CLIENT FILES UPDATE!
    New message animation
  11. Like
    nachtmasse reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    Hello Everyone, I know this is long overdue, but I have enough time to begin working on VEMF.
    I've been working at a full time factory job for the past year and a half, and their slow season is October to February, and it's about that time of year again. I'm hoping to find a less time consuming job related to my career path in the near future when I get my car loan paid off.
    What's new with me? I have the audio equipment my former patrons provided for me, and I have changed internet providers so I now have the speeds to be able to stream reliably. I hope to stream and upload more VEMF related content this time around now that I have better speeds so I don't have the frame drops I was experiencing last time.
    This means that continued development on VEMF will mostly be streamed on my twitch. I also now have a twitter instead of a website blog to try to keep you up to date.
    I know that I have let down the individuals who were my patrons, and I apologize. I am closing my Patreon down until I feel like I have made it up to the community for my absence. To those that were my patrons, I am still very appreciative of the support you provided me.
    I also want to thank IT07 for taking over while I was away, and he has renamed his version of my code to VEMF Reloaded to avoid confusion. I am working off of the existing code I left without his changes.
     
    So where is VEMF headed from here? The Arma 1.52 FilePatching change has affected a lot of how my system works. Even just launching it requires downgrading server security in BI's eyes, and for this reason I want to change it. Changing VEMF to be ran config-based with tags requires a lot of tearing apart and reorganizing code, and all the function calls in VEMF have to be changed. The end result should function better and be more organized. This is the first reason I want to change how VEMF works.
    VEMF as originally imagined and written on my Patreon and this original post was supposed to be more than a fetch-the-box mission system, and I feel like I have failed at delivering that. It could be improved farther along the way, but at it's core with the Town Invasions, it was still a fetch-the-box mission system with clear-the-town in front of it. My AI however are very aggressive and intuitive that made it unique but not unique enough to what has already been done. This is the second reason I want to change how VEMF works.
     
    When I first envisioned the town-invasion missions back when I was working on DZMS, I also envisioned an infection mechanic, or hostile takeover mechanic (I prefer to use infection). The idea being that a town would be invaded lightly to begin with, but the longer the town is invaded (over real-time days) the town would become more fortified with more reinforcements, supports, and supplies.
    The main drawback with this is that either a server has to run without restarting, or the information has to be stored somewhere in a Hive. With the Epoch Redis calls, this should now be possible.
    The interesting part is that after a town reaches a certain level of fortification, missions in the traditional sense can be spawned nearby. One of these missions would be a scout vehicle style mission that would be heading from the infected town to a nearby one. When the scout vehicle reaches the town, and guards it for so long, the AI would also "infect" that town. Over the course of a week unchecked by the player-base of the server, AI could infect multiple towns and be quite a threat to normal day-to-day operations. There would be a users-online check to make sure a low-pop server doesn't become completely infected to ruin new-player experiences.
    So where's the reward? The AI along with their fortifications will also be bringing in heavy firepower and the supplies and resources for that heavy firepower. There will also be trader based missions to attack specific locations that are "infected" that will reward crypto instead of relying on finding cache's left by the AI.
    I think that this would add a great dynamic to PVE and PVP servers. For PVE servers there will be an option to spawn the server "completely infected" from the start. PVE servers players should band together to take on the AI Antagonists, and on PVP servers, players will be forced to work together to an extent or risk complete annihilation.
     
    I'm interested in your feedback on this new direction VEMF is headed in! Keep an eye on my twitter and twitch for Streaming notifications, and this thread for progress updates. (You can visit my website by clicking my signature banner if you don't know my twitch or twitter)
    I'm glad to be back.
  12. Like
    nachtmasse reacted to vbawol in Epoch 0.3.4 Rolling Changelog   
    Client:
    [Added] Fishing Pole and ocean fishing, also added crafting recipes to allow cooking fish.
    [Added] Workbench storage device added and used as a nearby crafting requirement for most Kit based crafting options.
    [Added] New secure storage device: The Epoch Safe.
    [Added] Totally new crafting system and UI by Raymix.
    [Added] Epoch variant of the unarmed Strider vehicle. (I_MRAP_03_EPOCH)
    [Added] Broad Sword Melee weapon that can chop down trees and mine rocks.
    [Added] Halloween Clown mask and re-added to loot tables: Wolf/Pumpkin masks as well as Meeps Candy.
    [Fixed] Unable to remove lit fireplace.
    [Fixed] Group members unable to lock a Lockbox or Safe that was placed by the group leader.
    [Fixed] Shadow artifact at top of Jammer.
    [Fixed] Reduce client fps lag when first joining the server by preloading objects before exiting loading screen.
    [Fixed] Being unable to remove a solar generator.
    [Fixed] Angry Pumpkin mask was incorrectly visible in first person.
    [Fixed] Issue with Headless clients being treated as players. @dayzai/Face
    [Changed] Removed debug hint text for 3d rotation of objects as it was not needed.
    [Changed] Re-enable Move button, this system will stay and be refined in the next few patches.
    **Improved Dog AI Dog Brain by Axeman**
    [FIXED] Dog not taming due to var reset in wrong place / BIS animal update.
    [UPDATED] Dog text format updated.
    [UPDATED] Dog whine, instead of bark, when alerting of other nearby players (When player crouched).
    [UPDATED] Dog prey kills now use animal looting system. i.e. Dog will loot dead animals, and other objects, then will fetch loot.
    [UPDATED] Attached weapon (loot) holder is now dropped if dog finds a new one. Needs update.
    [ADDED] New Quiet dog bark and whine.
    [UPDATED] Make dog sounds global and use quieter sounds to alert player once dog is tamed. Untamed dog or when attacking is still loud.
    [UPDATED] Add occasional quiet dog whine when other players in the area.
    [UPDATED] General Dog timeout tweaks to compensate for Arma Animals 'doing their own thing'
    Server:
    [Added] Example "Epoch Event" Code to provide an example on how to broadcast a message to all players using BE.
    [Added] 'CfgTraderLimits' config can control stock limit per trader per item. Default is 100 per item class per trader.
    [Added] storedVehicleLimit variable in CfgEpochServer can now control the total max allowed vehicles on traders. Default limit is 20.
    [Fixed] Logging to the database was not working due to missing function.
    [Fixed] Issue when trading vehicles that caused the trader data to save data to the wrong slot.
    [Fixed] Added missing prices for female vests.
    [Fixed] Error Generic error in expression in EPOCH_server_repairVehicle.
    [Changed] Reworked secure data storage system to be more reliable. (NOTE: This may cause issues with existing lockboxes spawn on the ground with incorrect orientation.)
    [Changed] Base building maintain option now also maintains storage devices.
    [Changed] Moved vehicle spawn config that controls how many vehicles can spawn at different location types to settings pbo. See new vehicleSpawnTypes array in the (WorldName).hpp config.
    [Changed] Use new sort command instead of BIS_fncSortBy.
    [Changed] Use new worldSize command as default if maps worldSize setting in CfgEpoch does not exist.
    [Info] Removed old .bikey and added new one for 0340.
    [Info] The source code for the a3_epoch_server.pbo is now on the GitHub.
    Expected Release is within 1-2 weeks.
  13. Like
    nachtmasse reacted to Face in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    What is A3EAI:
     
    A3EAI is a general-purpose AI addon designed specifically around A3 Epoch and its unique features, built from a heavily modified version of DZAI 2.2.1. "A3EAI" simply stands for "ArmA 3 Epoch AI". For users of DZAI, you'll know exactly what to expect from A3EAI.
     
    A3EAI Features:
     
    Automatically-generated static AI spawns: A3EAI will spawn an AI group at various named locations on the map if players are nearby.
    Dynamic AI spawns: A3EAI will create ambient threat for each player by periodically spawning AI to create unexpected ambush encounters. These AI may occasionally seek out and hunt a player. Random AI spawns: A3EAI will create spawns that are randomly placed around the map and are periodically relocated. These spawns are preferentially created in named locations, but may be also created anywhere in the world. Air and land vehicle AI: AI patrol in vehicles around the map, looking for players to hunt down. Cars and trucks may roam the road, and helicopters (or jets) search the skies for players. Helicopters with available cargo space may also occasionally deploy an AI group by parachute. Dynamic AI may also sometimes summon an air vehicle to their location for support. Custom AI spawns: Users may also define custom infantry and vehicle AI spawns at specified locations. Adaptive classname system: A3EAI reads Epoch's loot tables to find items that AI can use, such as weapons and equipment. Users may also choose to manually specify classnames to use instead. Error-checking ability: A3EAI checks config files for errors upon startup. If errors are found, A3EAI will use backup settings and continue operating as normal. Classname verification: A3EAI filters out invalid or banned classnames and prevents them from being used by AI. Universal map support: A3EAI supports any and every map for Arma 3 without changing any settings. Plug-and-play installation: Installing and upgrading A3EAI is a simple copy and paste job and does not require modifying any Epoch files. Easy configuration: A single configuration file contains all settings for A3EAI. This config file is external to the A3EAI pbo, so configuration changes can be made without ever having to unpack or repack the pbo file.  
    What's new about A3EAI:
     
    A3EAI is intended to be a near-total redesign of DZAI in terms of how the three major AI spawning systems (Static, Dynamic, and Random) work together. In DZAI, the 3 systems worked mostly in isolation: Static AI was for cities and towns, dynamic was for everywhere else, and random was just... random.
     
    A3EAI seeks to change things up by using "zero-configuration heterogenous spawning system" that lets all three major spawning systems to work together as one. Instead of having manual static spawn definitions for each city, town, etc, A3EAI will place a single spawn area at each city/town/etc directly. The upgraded dynamic and random AI spawning systems will fill in the gaps by spawning AI wherever necessary. AI group sizes, skill levels, and to a certain extent, loadouts, will be assigned to suit the location - small villages will have the lowest level AI, with larger cities having tougher AI. "Remote" areas such as factories and military bases will have the highest difficulty AI.
     
    To put it simply, many changes have been made to A3EAI that I simply can't list here. You will have to see for yourself when it is released.
     
    Where to download A3EAI:
     
    Download at: https://github.com/dayzai/A3EAI
     
     
    How to install A3EAI:
     
    A3EAI install instructions are located in the download package as well as the A3EAI Wikia site: http://a3eai.wikia.com/wiki/A3EAI_Installation.
  14. Like
    nachtmasse reacted to Face in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    @disto1978
    That was my bad. Check the Github for the re-released/fixed version of 0.9.3.2. Both A3EAI and its Exile counterpart were badly affected by the Arma 3 update today so I was scrambling to port over the temp. fixes to A3EAI.
  15. Like
    nachtmasse reacted to IT07 in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    That problem will be fixed in the next update ;)
  16. Like
    nachtmasse got a reaction from axeman in (0.3.3.1) Lumbering Trees not possible anymore   
    Yes, i do.
    The hind about the descriptionn.exe worked perfectly. Now it's again possible to chop trees! Thanks a lot!
  17. Like
    nachtmasse reacted to Ty4ka in (0.3.3.1) Lumbering Trees not possible anymore   
    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 CfgEpochClient { epochVersion = "0.3.3.1"; sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired buildingNearbyMilitary = 0; //1 to allow building nearby buildingNearbyMilitaryRange = 300; //Define radius of blocked area buildingRequireJammer = 0; // 1 = to allow building without a jammer buildingCountLimit = 300; // how many objects can be built within range of a jammer buildingJammerRange = 150; // jammer range in meters EPOCH_news[] = {"Word is that Sappers have a new boss.","Dogs will often lure them monsters away.","My dog was blown up. I miss him.."}; antagonistSpawnIndex[] = { {"Epoch_Cloak_F", 1}, // {"type", limit} {"GreatWhite_F", 2}, {"Epoch_Sapper_F",2}, {"Epoch_SapperB_F",1}, {"I_UAV_01_F",2}, {"PHANTOM",1}, {"B_Heli_Transport_01_F",1} }; customVarsDefaults[] = { {"Temp",98.6}, // EPOCH_player + varName, default value {"Hunger",5000}, {"Thirst",2500}, {"AliveTime",0}, {"Energy",0}, {"Wet",0}, {"Soiled",0}, {"Immunity",0}, {"Toxicity",0}, {"Stamina",100}, {"Crypto",0}, {"HitPoints",{0,0,0,0}}, {"BloodP",100}, {"SpawnArray",{}} }; // controls max group limit and cost group_upgrade_lvl[] = {4,"100",6,"300",8,"500",10,"1000",12,"1500",13,"1750",14,"2000",15,"3000",16,"5000"}; lootClasses[] = { { "shelfPos", "Shelf_EPOCH", true }, { "fridgePos", "Fridge_EPOCH", true }, { "bedPos", "Bed_EPOCH", false }, { "couchPos", "Couch_EPOCH", false }, { "wardrobePos", "wardrobe_epoch", false }, { "cookerPos", "cooker_epoch", false }, { "chairPos", { "Chair_EPOCH", "ChairRed_EPOCH" }, true }, { "filingPos", "Filing_epoch", true }, { "pelicanPos", "Pelican_EPOCH", false }, { "tablePos", "Table_EPOCH", false }, { "lockerPos", "Locker_EPOCH", false }, { "toolRackPos", "ToolRack_EPOCH", false }, { "shoeboxPos", "Shoebox_EPOCH", false }, { "palletPos", "Tarp_EPOCH", false }, { "freezerPos", "Freezer_EPOCH", false }, { "cabinetPos", "Cabinet_EPOCH", false } }; #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\takistan.hpp" #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\australia.hpp" #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\ProvingGrounds_PMC.hpp" #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\utes.hpp" #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\Sara.hpp" #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\Altis.hpp" #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\Bornholm.hpp" #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\Chernarus_Summer.hpp" #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\Chernarus.hpp" #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\Stratis.hpp" #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\Esseker.hpp" }; 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) };
  18. Like
    nachtmasse reacted to Chainsaw Squirrel in (0.3.3.1) Lumbering Trees not possible anymore   
    I updated description.ext  to the 0.3.3.1 ver, used the compare in notepad ++ changed the differences that weren't stuff I installed, chopped down truck loads of trees .
  19. Like
    nachtmasse reacted to Richie in (0.3.3.1) Lumbering Trees not possible anymore   
    Have you customized your server ? there have been major changes to the setup, grab an untouched server download and compare your description.ext
  20. Like
    nachtmasse got a reaction from Ty4ka in (0.3.3.1) Lumbering Trees not possible anymore   
    Since version 0.3.3.1, it is no longer possible to cut down trees. Several players have tried this without success.
  21. Like
    nachtmasse reacted to Suppe in [Release] Sector Addon 0.5.0 - Framework for StaticMission (Millitarize area, Taviana Sector B) rewiten august 2015   
    hey,
    looks like arma or epoch change something with the configclasses... i will update in the next days to fix all the errors and to prevent it in future arma or epoch updates.
    but i need a couple of days, no time at the moment...
     
  22. Like
    nachtmasse reacted to Ghostrider-GRG in ARMA 3 Epoch Player Name Tags and Map Markers   
    No changes required. Our version is linked below
     
    https://www.dropbox.com/s/c0t152451v6ke7a/cpcnametags.sqf?dl=0
  23. Like
    nachtmasse reacted to IT07 in [scarCODE] server introCredits by IT07   
    server introCredits
    by IT07
     
    ABOUT
    This concept was originally created by me for ArmA 2 DayZ but now it is here for ArmA 3 too :) Enjoy!
     
    VIDEO

     
    WHAT IS THIS?
    This script is a very simple one-file installation which can be installed into the mission file.
    It will then show fully configurable credits to any player that gets ingame. If the player does not want to watch the whole thing, they can skip it using the scroll menu.
    The scroll action for skipping the intro will automatically remove itself after the credits are done showing.
     
    FEATURE HIGHLIGHTS
    - Fully configurable titles and texts
    - Configurable text color
    - Full control over speed
    - Ability to show images
     
    DOWNLOAD
    https://github.com/IT07/A3_ScarCode_ScriptBundle
  24. Like
    nachtmasse reacted to BoleParty in Military Area Old Airfield Between Feres And Selakano   
    This area i used for the Sector B script (by Suppe).

    You can just put it on your server or you can use it for the Sector B as well.

    If you didn`t do any changes to your altis.h then just replace yours with mine.

    If you already got your file edited then just copy/paste the lines from my sector.txt (and don`t forget to place commas if needed).

    I`ve to mention that all the areas i built are not finished. I still add content whenever i got some time to do it.

    Within the next couple days i will add my mission.sqm to github so that you only have to put the Sector B files from Suppe into your epochhive folder.

    Download:

    https://github.com/BoleParty/MilitaryAreaFeresSelakano


    This is what it looks like:




    Regards
  25. Like
    nachtmasse reacted to IT07 in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    The number of garage slots can be adjusted by changing it in the server-side config.cpp ;)
    And yes it is possible to make donators have more garage slots but I will not make that because I HATE pay2play
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