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TheVampire last won the day on September 2 2020

TheVampire had the most liked content!


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  1. TheVampire

    Vehicle keys

    I actually worked on putting vehicle keys back awhile ago and sent a merge request with only a few issues to work out, but it was put off due to feature creep. I need to update it and try to push it again. Here's an example video. https://www.youtube.com/watch?v=L7yC_zNwbZY
  2. A map port without so much as a description or license info is very likely not approved by the original author, especially since that author has gotten every other port removed.
  3. I posted on the Discord when someone mentioned it. Enhanced Interaction checks that the door is disabled via BIS_disabled_door_% I'm not sure if Epoch buildables has the functionality to disable them this way, but if it does or adds it, and then makes it so the doors are disabled when locked, then Enhanced Interaction will no longer work. If an Epoch Dev could look into it, that would be great.
  4. The only way I would promote removing the safezones was if there were to be armed AI guards instead. However for obvious reasons that won't work out.
  5. For example a military weapons trader. - Would likely only exist in one trader city on the map. - Would offer the cheapest prices for purchasing military weapons (compared to other traders) and the highest value for selling military weapons. - Will purchase anything, but if it isn't a military weapon he will want it much cheaper than a dedicated trader for that item. If I tried to go to a computer store and sell them a bunch of cans of beans, they might be interested if I sell it cheap enough, but otherwise they'd tell me to get lost. - Occasionally gets new military weapons supplied to his inventory. Possibly daily real time (configurable) which would be a few randomly selected military weapons. He would still be selling anything he has been sold. I imagine that there would be a military weapons trader, a building supply trader, and a vehicle trader that all act above in their respective category. However they'd all be at separate trader cities, which would make travelling to different trader cities and base location more important. It mainly would encourage people to travel to the trader cities for the best prices on items. I imagine that non-city traders would act as they already do, but with maybe some randomly generated common loot added occasionally. They are traders of opportunity, like survivors who are willing to trade if they see a deal. It's like a friend of mine says, "Everything you see is for sale if you name the right price."
  6. Was working today and started thinking about what exactly was the turn off to playing Epoch for me. I love the community and a majority of what the mod experience offers, but I don't find myself playing vanilla at all. I came to the conclusion that the biggest reason to me is how the traders currently are. I think the way the traders only sell sold items is great, but it causes a problem. A vanilla server starts with empty traders, and that doesn't make sense. Why organize a whole trader city if all the trader has to sell is a few drinks and cans of meat? If there's a trader city then the traders obviously have goods to sell. It also doesn't make sense that every trader buys the same items at the same server prices. That's not how life works. Instead the traders should be varied. One should sell mainly guns and related gear, but if you are really hurting to sell an item, he will take it for cheap enough. Another gripe is that there are too many traders on the map, which leads to the inventory problems traders have anyways. So what do I suggest? Traders in cities should specialize in specific goods and give the best prices on them, yet still buy everything else with extra tax. They should be split between cities. Roaming traders should remain the same, but offer worse prices than the specialists. Thoughts?
  7. Yes, I am talking about goggles, but there are also Balaclava's included in that (I believe). I'll test your fix as soon as I can (likely Sunday).
  8. It's related, but if I'm reading the code right the player spawns, and then epoch creates a new player model and transfers the player to it. It also shouldn't matter as SetUnitLoadout should be overwriting any default headgear from the profile.
  9. Thanks for point to the script Grahame, but your code is currently outdated. That section is now in the Legacy area. Any new saves would be schema 1.0 and they skip that area. _newPlyr = _group createUnit[_class, _location, [], 0, "CAN_COLLIDE"]; if !(isNull _newPlyr) then { // disable AI on temp unit _newPlyr disableAI "ALL"; if (!_alreadyDead) then { // Medical _newPlyr setBleedingRemaining _bleedingRemaining; // _newPlyr setFatigue _fatigue; _newPlyr setOxygenRemaining _oxygenRemaining; _newPlyr setDamage _damage; } else { // player dead use default Data for appearance and loadout data _playerData = _defaultData; }; // disable further damage server side _newPlyr allowDamage false; _newPlyr setDir _dir; _newPlyr setPosATL _location; // set player loadout if (_schemaVersion >= 1.0) then { _playerData params ["","","_appearance","","","_loadout"]; // get current weapon to send to param for selectWeapon _currentWeapon = _appearance param [4,""]; // _newPlyr setUnitLoadout [_loadout, false]; // Workaround for Client / Server synchronizing issue in SetUnitLoadout [_newPlyr,_loadout] call Epoch_server_SetUnitLoadout; diag_log format["DEBUG: loaded player %1 with new schema Version %2", _newPlyr, _schemaVersion]; } else { Looking at the code, it doesn't seem to sanitize the player any. It likely should be wiping the character of any headgear and goggles that code with the default creation of the character. After creation of the character it is going to Epoch_server_SetUnitLoadout. It uses SetUnitLoadout (Command) but I'd wager a guess that the command doesn't overwrite existing items. EDIT: SetUnitLoadout Command in Editor does overwrite items, so that's not it.
  10. I began working on a server the past few weeks again and realised the other day that Epoch doesn't save Headgear and Goggles from being overwritten by the profile settings of the player. I understand when it is just cosmetic items, but my server has gasmasks that occupy the goggles slot. These gas masks are expensive and hard to find, so I need to correct this. Players who have balaclavas in their profile are also losing their saved headgear. Has anyone else already corrected this?
  11. What Epoch endgame needs is something similar to DayZ Origins, but perhaps less grindy. Bosses that are hard to find or expensive to summon, that have a very low rare drop chance which allows the players to access something unique like Sector B was. Maybe something that requires a large group. Something else is an ongoing fight, like I was working towards with VEMF. If players don't login and fight expanding AI, it makes it harder on the players to do what they need done. Unfortunately I don't see either of these being added into the core mod.
  12. What I enjoyed doing when I ran an Arma 2 Epoch server was tinkering with AI, anomalies, and survival aspects. Something I really liked about namalsk was trying to survive it at night. I adjusted the temperature settings on my server so that you either were relaxing around a fire with your buddies at night, or chewing through heatpacks to get what you needed done. I had DZAI with roaming vehicles (among more) but my buddies began jumping the 3 ai and selling the vehicles for easy cash. I added some lines so there was a 5-10% chance that a Ural would spawn loaded to the gills. The first time they ran into it and all 20+ ai spilled out it made them play a little more reasonably. Anomalies I'm a big fan of. Anything that is the unknown will keep your players going. A rotating ai city, unique unicorn patrols, scary vehicles, hell you could irradiate the hell out of an island on the map and tell them it has a secret and they'd all keep going there. Epoch lacks a lot of the unknown in the end game. Basically as a server owner anything you can add that makes the game realistic and challenging without being unfair to slow down the player or make them be challenged and routinely lose gear will extend the trip to end game. Things like pulling helicopters from your Tanoa map, adding AI, random events, treasure hunts, etc.
  13. The geiger counter is designed to only detect objects in the front 90 degree view of the player, however the radiation should continue to go up regardless. I will check this later today and confirm as I've been playing with it also. Here's the snippet of code from epoch_geiger_simulate.sqf in the mission files: { _reldir = player getRelDir _x; if (_reldir > 315 || _reldir < 45) then { //only capture 90 degrees in front of player _reldir = if (_reldir > 315) then { 360 - _reldir} else {_reldir}; //convert into 0-45 degrees _prc = 100 - (_reldir / 45 * 100); //current direction percent, 45 = 100% _x getVariable "EPOCH_Rads" params ["_str","_intensity"]; _dist = player distance _x; _radIntensity = if (_dist <= _intensity) then { //only capture rads when within distance _rds = (_str / _dist); _rdsPrc = (_prc / 100 * _rds); _rdsPrc } else { 0 }; _rads = _rads + _radIntensity }; } forEach _radObjects; If for some reason you wanted it to work in all directions, you could cut out the direction checking. It would be nice if you could have two settings on the geiger, one that is overall, and one that is directional.
  14. TheVampire

    A3E DZMS

    BIS_fnc_findSafePos basically looks for safe positions on the map based on Area, Terrain Slope, Shoreline, Near Objects, and etc. It doesn't just select randomly on the map. The main issue with it is that it will select the same safe areas repeatedly since it wasn't designed to be used this way. DZMS is designed to use code to get around that. There could be other solutions instead of findSafePos, but it would require a lot more code than what we have already, or may require looping more times for a good position.
  15. Someone has to explore the unknown, and dammit if it won't be me!


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