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TheVampire

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  1. Like
    TheVampire reacted to axeman in Unified Epoch Project   
    If it is giving a place for upcoming and established developers to add / edit and collaborate on their content, managed on github as a community, then why not start now ? Sounds like a great idea to me..

    Pull requests can be issued to the official Epoch Mod, it is 100% open source after all.

    Having a central point to concentrate work is always a good thing. Am quietly confident that this kind of project could find it's own place here on the forum..
  2. Like
    TheVampire got a reaction from MatthewK in The Future of DZMS   
    Some of you are probably wondering what the future of DZMS is, it being designed for Arma 2: DayZ and all. I just did a version change and have released DZMS v1.1 Final. This is the final version of DZMS unless there is some drastic update that breaks everything.
     
    DZMS v1.1 Final:
    https://github.com/SMVampire/DZMS-DayZMissionSystem/releases/tag/v1.1Fin
     
    So what does this mean for the future of DZMS?
     
    DZMS achieved all that I wanted it to be. I wanted a stable, efficient mission system that was easy to use, install, configure, and customize. I wanted to make a system that didn't have all the bugs the other systems did.
    My first release was on the OpenDayZ forums, and after I got the registration issues sorted with the EpochMod forums, I released it here also.
     
    When I released it, TheFuchs contacted me asking if he could use it as a base for EMS, which I was fine with, but apparently a week after releasing EMS 0.3, his water cooling leaked and fried his computer leading to EMS being very buggy and un-updated, which isn't what I intended. I'm sorry for those who tried to use EMS and were disappointed for it being buggy and glitchy, which was the exact opposite for what I wanted DZMS to be.
     
    I want to thank all of those who submitted RPT's, bugs, errors, and those who submitted better code to me. Your feedback helped me tremendously in fixing DZMS and making it what it is now. I also want to thank the Epoch staff for giving me this little section of the forum.
     
    With the coming of Arma 3: Epoch in the short future, DZMS is going to be recoded under a different name, with missions created from scratch for the Arma 3 platform. I don't know exactly what it will look like, but I want it to meet the same standards I had when I decided to create DZMS. When I have a first release, I'm hoping to also have a section of the Epoch Forums to post about it in.
     
    So here's a thread to the creation of DZMS, and to the future of the DZMS base.
  3. Like
    TheVampire got a reaction from Halvhjearne in Prevent Building at an Ai Island   
    Get a custom player_build.sqf in your mission.pbo.
    Edit your compiles to point to it.
     
    add a line like this:
    if ((player distance [X,Y,Z]) < 500) exitWith { DZE_ActionInProgress = false; cutText ["You cannot build in an AI City!","PLAIN DOWN"]; }; Coordinates would be the coords of the center of your city, 500 is the radius in meters.
  4. Like
    TheVampire got a reaction from MGT in Preventing sky bases   
    This should work. (The _vehicle code is there so you know the location)
    _vehicle = vehicle player; _inVehicle = (_vehicle != player); if (((getPosATL _vehicle) select 2) > 45) exitWith {DZE_ActionInProgress = false; cutText ["Your fear of heights prevents you from building!","PLAIN DOWN"];};
  5. Like
    TheVampire got a reaction from Markokil321 in Dayz standalone moving to a new engine   
    "We realized we rushed making a game on an engine that we had no time to specialize it for, and now want to specialize it"
     
    Or there is always
     
    "We took an engine that runs ENTIRELY on scripting, and it allowed people to script, so now we are changing the engine"
  6. Like
    TheVampire got a reaction from Mama41 in [Release] DayZ Mission System   
    DZMS is a logic and useability rewrite of the DayZChernarus Mission System.
    DZMS should be considered as an "updated" DayZChernarus Mission System.

    Why Use DZMS instead of DayZChernarus MS?
    DZMS has a simple Configuration File, no more digging through code No more junk code! (Anyone who has read add_unit_server will understand) Simple Install! DZMS Requires a single line edit. No more server_cleanup confusion! No more messy mission code! DZMS uses functions for most code. DZMS is rewrote with all maps in mind, not just Chernarus. Hence the Generic Rename. DZMS is completely server sided! No marker files needed in the Mission PBO! No more "Novy Sobor Bug"! Plus, many features have been added!
    Option to save vehicles to the database! If Vehicle Saving is off, Users are warned when entering vehicles! Randomized Crate Loot! No more static crate loot! Adjustable Body Despawn Time! Optional: AI Ran Over have no gear! More!  
    The Current Version is v1.2

    Download Instructions: https://github.com/SMVampire/DZMS-DayZMissionSystem
    Project Tracking: https://github.com/SMVampire/DZMS-DayZMissionSystem/projects
     
    (Note: I have given The Fuchs permission to use DZMS as the base for EMS.)
  7. Like
    TheVampire got a reaction from Glenn in DayZ Side-Missions Epoch   
    The DayZ Chernarus Mission System is considered outdated. DZMS is supposed to be an "updated" version of it.
     
    So naturally I would recommend installing DZMS instead.
     

  8. Like
    TheVampire reacted to Razzputon in [Release] DayZ Mission System   
    Thanks Vamp! Spot on and Timely as usual.
     
    This is a win/win. Now when the people on my server complain about bandits not dropping weapons I can tell them that you did it since, technically, you did write the code. :D
     
    Your thankful and innocent victim, Razz.
     
    j.k., of course :)
  9. Like
    TheVampire got a reaction from jus61 in lets gather ideas and hope to inspire the developers   
    Although the example I used was War of the Worlds, I don't mean an alien from the movie, just a monster that size.
     

     
    Although even with my experience with the Arma engine, I'm not entirely sure how hard it would be to create and animate something that size.
     
    [ Warning!! Language ]

  10. Like
    TheVampire reacted to Ballz in [Suggestion] Dog tags and faction.   
    Could call it a Journal.
  11. Like
    TheVampire got a reaction from Razzputon in [Release] DayZ Mission System   
    If you use this DZMSAIKilled.sqf it will strip all the gear off the AI when they die. I'd suggest then leaving the crates as default.
     
    Turn DZMSRunGear on in the DZMS Config.
     



  12. Like
    TheVampire reacted to Razzputon in [Release] DayZ Mission System   
    My issues is I have to many weapons as loot on my missions. I have setup each mission to have around 15 bandits. Including the crates there is a lot of loot to be had. I'm trying to decrease the amount of weapons in the crates. I have tried to manipulate the code in DZMSBox.sqf but nothing is working.
     
    I'm changing the following as per a post earlier in this thread. As you can see I have set it to as low as I can take it but the weapons are still spawning at 6 per crate.
    //load primary _scount = count DZMSprimaryList; for "_x" from 0 to 1 do { _sSelect = floor(random _sCount); _item = DZMSprimaryList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 1))]; }; }; Or! Is there a way to have the bandits weapons despawn after they are killed? I see you have this setting for the RPG. Is there one for regular weapons as well? This would easily take care of the amount of loot on all my missions.
     
    p.s. Great MOD. It's a staple of my server.
  13. Like
    TheVampire reacted to TNT in [Release] DayZ Mission System   
    Thanks for all your hard work 
  14. Like
    TheVampire reacted to Kiory in Who do I have to beg?   
    That's an awesome idea Vamp, I'll push the idea forward, Sequisha and I are guitar players ourselves, so it could be a nice addition.

    Watching the video you posted (good work btw), it does a lot of atmosphere that's missing in these type of games.
     
    Can't promise anything but I personally think it's a good idea. ;)
  15. Like
    TheVampire got a reaction from fr1nk in The Future of DZMS   
    Some of you are probably wondering what the future of DZMS is, it being designed for Arma 2: DayZ and all. I just did a version change and have released DZMS v1.1 Final. This is the final version of DZMS unless there is some drastic update that breaks everything.
     
    DZMS v1.1 Final:
    https://github.com/SMVampire/DZMS-DayZMissionSystem/releases/tag/v1.1Fin
     
    So what does this mean for the future of DZMS?
     
    DZMS achieved all that I wanted it to be. I wanted a stable, efficient mission system that was easy to use, install, configure, and customize. I wanted to make a system that didn't have all the bugs the other systems did.
    My first release was on the OpenDayZ forums, and after I got the registration issues sorted with the EpochMod forums, I released it here also.
     
    When I released it, TheFuchs contacted me asking if he could use it as a base for EMS, which I was fine with, but apparently a week after releasing EMS 0.3, his water cooling leaked and fried his computer leading to EMS being very buggy and un-updated, which isn't what I intended. I'm sorry for those who tried to use EMS and were disappointed for it being buggy and glitchy, which was the exact opposite for what I wanted DZMS to be.
     
    I want to thank all of those who submitted RPT's, bugs, errors, and those who submitted better code to me. Your feedback helped me tremendously in fixing DZMS and making it what it is now. I also want to thank the Epoch staff for giving me this little section of the forum.
     
    With the coming of Arma 3: Epoch in the short future, DZMS is going to be recoded under a different name, with missions created from scratch for the Arma 3 platform. I don't know exactly what it will look like, but I want it to meet the same standards I had when I decided to create DZMS. When I have a first release, I'm hoping to also have a section of the Epoch Forums to post about it in.
     
    So here's a thread to the creation of DZMS, and to the future of the DZMS base.
  16. Like
    TheVampire reacted to Halvhjearne in Undefined Variable in expression   
    you arent solving a problem by sweeping it under the carpet ...
     
     
     
    what did you do change right before you got this error?
  17. Like
    TheVampire got a reaction from raymix in Who do I have to beg?   
    Cigar Box Guitar anyone?
     


  18. Like
    TheVampire reacted to vbawol in Would totally pay.   
    This seems to be a common misconception, BI does not own our work. We simply have to abide by the tools license, modding, and game usage rules.
     
    The other licenses DML, APL, etc. are for when you use BI assets like A2 content, since we are not using any previous BI assets those licenses do not apply here.
  19. Like
    TheVampire got a reaction from boyd in love it!   
    The contents of Axle's test thread is probably
     
    "HAHA it's gonna drive people nuts what I posted here :lol: "
  20. Like
    TheVampire got a reaction from insertcoins in Enable OPFOR on Epoch Sahrani   
    If you are trying to make players JOIN as a different faction, this is all achieved in the Mission.sqm.
     
    Simply change what side they are on.
    class Item0 { position[]={-7244.9355,365.97467,19534.543}; azimut=-17.0839; id=11; side="WEST"; // <------ vehicle="Survivor1_DZ"; player="PLAY CDG"; skill=0.60000002; init="this enableSimulation false;this allowDammage false;this disableAI 'FSM';this disableAI 'ANIM';this disableAI 'MOVE';"; }; When you change this, both Blufor and other side will be selectable from the lobby.
  21. Like
    TheVampire got a reaction from axeman in lets gather ideas and hope to inspire the developers   
    When it comes to things like this, Epoch usually sets the standard, and then servers deviate from it a little.
     
    If Epoch did do that, then most servers would be somewhere around there.
  22. Like
    TheVampire reacted to sego in Help with DZMS   
    Thanks,  Vampire this is good looking code btw.  Your function file and other things are really easy to follow.  I was able to just read it and get an ok grasp of SQF.
  23. Like
    TheVampire reacted to ekroemer in Ai with no weapons   
    I put the gold besides the painkiller, not the toolbelt items that occupy weapon slots, and it works.
  24. Like
    TheVampire got a reaction from iRAGE in lets gather ideas and hope to inspire the developers   
    Although the example I used was War of the Worlds, I don't mean an alien from the movie, just a monster that size.
     

     
    Although even with my experience with the Arma engine, I'm not entirely sure how hard it would be to create and animate something that size.
     
    [ Warning!! Language ]

  25. Like
    TheVampire got a reaction from TheReallyBadGuy in [Release] DayZ Mission System   
    DZMS is a logic and useability rewrite of the DayZChernarus Mission System.
    DZMS should be considered as an "updated" DayZChernarus Mission System.

    Why Use DZMS instead of DayZChernarus MS?
    DZMS has a simple Configuration File, no more digging through code No more junk code! (Anyone who has read add_unit_server will understand) Simple Install! DZMS Requires a single line edit. No more server_cleanup confusion! No more messy mission code! DZMS uses functions for most code. DZMS is rewrote with all maps in mind, not just Chernarus. Hence the Generic Rename. DZMS is completely server sided! No marker files needed in the Mission PBO! No more "Novy Sobor Bug"! Plus, many features have been added!
    Option to save vehicles to the database! If Vehicle Saving is off, Users are warned when entering vehicles! Randomized Crate Loot! No more static crate loot! Adjustable Body Despawn Time! Optional: AI Ran Over have no gear! More!  
    The Current Version is v1.2

    Download Instructions: https://github.com/SMVampire/DZMS-DayZMissionSystem
    Project Tracking: https://github.com/SMVampire/DZMS-DayZMissionSystem/projects
     
    (Note: I have given The Fuchs permission to use DZMS as the base for EMS.)
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