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TheVampire

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  1. Like
    TheVampire reacted to RipSaw in LAV25 M242 main gun ammo?   
    Epoch also added the regular LAV25, but yeah, as Vampire said, they didn't link the ammo to a model or a CfgMagazines entry.

    They also added the BTR-90 & BTR-90 HQ.
  2. Like
    TheVampire reacted to Quicky2992 in [Release] DayZ Mission System   
    Loving the mission system, really easy to install. 
  3. Like
    TheVampire reacted to LoadingSA in [Release] DayZ Mission System   
    This mission system is much better then most of the stuff out there.
  4. Like
    TheVampire got a reaction from NorthyPark in [Release] DayZ Mission System   
    I don't agree with timeouts, and I don't plan to impliment them.
     
    Timeouts in my opinion lead back to one of the things I believe users should not do with missions, and thats picking and choosing which missions to run. I shouldn't be able to sit on a low pop server and wait for the missions I know has the most crates, or the best guns, or more to spawn in. When there's a hostage situation, it doesn't go away.
     
    If there is a reason your players are choosing not to do certain missions, let me know what they say. I want the missions to be advanced, entertaining, and challenging enough to make them want to get every mission. With v1.1 I'm starting this by completely redoing all the missions I currently have in the map editor so they look better and feel more realistic.
     
    v1.1 Goals
    - Redo Missions in the Editor
    - Add Epoch Specific Missions
    - Work on Expanding Missions, with Relocated Missions, Missions that become more complicated, Traveling Missions, or Point A to B Missions.
    - Balance the AI better, while still being challenging to the player.
  5. Like
    TheVampire reacted to Gregarious in Could infiSTAR Admin Tools have a malicious backdoor into your server?   
    Huh.
     
    So there WAS a backdoor (what he calls a 'front door'), but it was patched. Sketchy.
     
    Thanks for the reference link, Vamp.
     
    P.S. I love your mission system. 
  6. Like
    TheVampire reacted to Sukkaed in [Release] DayZ Mission System   
    In DZMSFunctions.sqf change this
    _object setFuel _ranFuel; to this
    _object setFuel 0; If you are using DZMSSaveVehicles I guess you have to do the same thing in DZMSSaveToHive.sqf
  7. Like
    TheVampire got a reaction from Staraway in RPT error, updated to 1.0.4.2 but still remain   
    16:05:20 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
    16:05:54 "DEBUG: unable to find suitable vehicle to spawn" Your max vehicle limit is larger than the total number of vehicles able to spawn according to the dynamic_vehicle.sqf. For example, it will let 12 bikes spawn.
    16:05:45 "Error: Attempting to start AGN products on a server where it should not be!" Safezone commander is not inside an if (isServer) in the init.sqf.
    bin\config.bin/CfgMovesZombie/States/AmovPercMrunSnonWnonDfr.InterpolateTo: Bad move All these are normal.
    Wrong text element 'null' Pick a better debug moniter.
    SetFace error: class CfgFaces.RodriguezHead.Face66 not found SargeAI Errors.
  8. Like
    TheVampire got a reaction from xBowBii in RPT error, updated to 1.0.4.2 but still remain   
    16:05:20 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
    16:05:54 "DEBUG: unable to find suitable vehicle to spawn" Your max vehicle limit is larger than the total number of vehicles able to spawn according to the dynamic_vehicle.sqf. For example, it will let 12 bikes spawn.
    16:05:45 "Error: Attempting to start AGN products on a server where it should not be!" Safezone commander is not inside an if (isServer) in the init.sqf.
    bin\config.bin/CfgMovesZombie/States/AmovPercMrunSnonWnonDfr.InterpolateTo: Bad move All these are normal.
    Wrong text element 'null' Pick a better debug moniter.
    SetFace error: class CfgFaces.RodriguezHead.Face66 not found SargeAI Errors.
  9. Like
    TheVampire got a reaction from insertcoins in stumped right away   
    The EMS folder is a renamed DZMS folder, but he didn't go though and change all the function calls to scripts to account for an EMS folder instead of DZMS, and as I said some of the missions are still flawed. I'm sure Fox will get it right eventually but the pre-release is pretty flawed.
     
    DZMS is working and still a single line install.
  10. Like
    TheVampire reacted to RipSaw in Infistar banning players for unlimited ammo 1.0.4.2   
    I just send him an email whenever I'm updating my server, he usually sends them within 4 hours since we're in the same time zone. Just email him with the email your bought the AH with (so your PayPal email) Or include your order number.
  11. Like
    TheVampire got a reaction from Halvhjearne in C-130 Storage Capacity   
    This has been bugging me for a long time now, and I know the C130 in arma is a passenger plane, but the storage capacity is way too small for the size.
     
    I know Epoch is expanding and adding new config classes for vehicles like some APCs, so in an upcoming update could we get the storage size on the C130 redefined? I'm not sure what would be adequate, but I think it would be interesting to make it rather large. It would allow large quantities of items to be moved from one point to the other, but being so large there are few places other than an airfield that a pilot could land to offload the cargo.
     
    The reason being is that currently, you never see someone keeping a C130 for any serious use. It's simply a big score to find like the Osprey, but only to be sold. People currently use the Osprey as the large cargo carrier, and I think the C130 should be the replacement for that role.
  12. Like
    TheVampire got a reaction from -shadow- in [Release] DayZ Mission System   
    I plan to do that in the next update, v1.1. At the moment it just checks if a player is within 30meters.
     
     
     
    I'm staying with findSafePos because using it the missions can work on any map. I'm planning to experiment with a trader blacklist soon although I'm not sure if I will end up supporting it as a feature. In an upcoming update I'll be adding a distance check. I have already experimented with the code but had some issues, so I need to take another shot at it.
  13. Like
    TheVampire got a reaction from ~R3GR3T~ in Heli-Lift and Towing System for Dayz Epoch.   
    I think he means he wants it to be slimmed down to what he wants it to do E.g. just tow and lift, not necessarily the script size.
  14. Like
    TheVampire got a reaction from antartis in locked vehicles weapon shows to take (1.0.4.2)   
    As far as I know this has always been a bug with Epoch. Randomly locked vehicles will give you an option to take a single object from the vehicle.
    I've seen people empty out most of what was in a locked vehicle before because this glitch popped up on that vehicle.
  15. Like
    TheVampire got a reaction from Nakama Mind in Config based trader set up 1.0.4.1   
    You add DZE_ConfigTrader = true; to your init.sqf
     
    Add
    #include "\dayz_epoch_b\CfgServerTrader\cfgServerTrader.hpp"
    to your Description.ext.
     
    What it is essentially is the entire traders_data table from the database in a Cfg file instead. This is faster than the server needing to connect to the database to ask what the trader is selling, and if there is any left.
     
    If you did want to switch to this though, and you have custom items in your Traders_data you need to pull a copy of cfgServerTrader.hpp from dayz_epoch_b.pbo in your @DayZ_Epoch folder, add it to your mission.pbo, and then modify it to point to the custom config based on what you are adding.

     
    There's a config file for each trader_tids entry in your database from the looks of it.

     
    And the contents of these files look something like this:
    class Category_577 { class 30Rnd_556x45_StanagSD { type = "trade_items"; buy[] = {4,"ItemSilverBar10oz"}; sell[] = {2,"ItemSilverBar10oz"}; }; class 5Rnd_86x70_L115A1 { type = "trade_items"; buy[] = {4,"ItemGoldBar"}; sell[] = {2,"ItemGoldBar"}; }; class 100Rnd_762x51_M240 { type = "trade_items"; buy[] = {2,"ItemGoldBar"}; sell[] = {1,"ItemGoldBar"}; }; class 20Rnd_762x51_FNFAL { type = "trade_items"; buy[] = {4,"ItemSilverBar10oz"}; sell[] = {2,"ItemSilverBar10oz"}; }; class 20Rnd_762x51_SB_SCAR { type = "trade_items"; buy[] = {1,"ItemGoldBar"}; sell[] = {5,"ItemSilverBar10oz"}; }; }; Which looks like its the same as the database. The class Catagory_### probably points to a trader TID.
  16. Like
    TheVampire got a reaction from thekaboobie in Config based trader set up 1.0.4.1   
    You add DZE_ConfigTrader = true; to your init.sqf
     
    Add
    #include "\dayz_epoch_b\CfgServerTrader\cfgServerTrader.hpp"
    to your Description.ext.
     
    What it is essentially is the entire traders_data table from the database in a Cfg file instead. This is faster than the server needing to connect to the database to ask what the trader is selling, and if there is any left.
     
    If you did want to switch to this though, and you have custom items in your Traders_data you need to pull a copy of cfgServerTrader.hpp from dayz_epoch_b.pbo in your @DayZ_Epoch folder, add it to your mission.pbo, and then modify it to point to the custom config based on what you are adding.

     
    There's a config file for each trader_tids entry in your database from the looks of it.

     
    And the contents of these files look something like this:
    class Category_577 { class 30Rnd_556x45_StanagSD { type = "trade_items"; buy[] = {4,"ItemSilverBar10oz"}; sell[] = {2,"ItemSilverBar10oz"}; }; class 5Rnd_86x70_L115A1 { type = "trade_items"; buy[] = {4,"ItemGoldBar"}; sell[] = {2,"ItemGoldBar"}; }; class 100Rnd_762x51_M240 { type = "trade_items"; buy[] = {2,"ItemGoldBar"}; sell[] = {1,"ItemGoldBar"}; }; class 20Rnd_762x51_FNFAL { type = "trade_items"; buy[] = {4,"ItemSilverBar10oz"}; sell[] = {2,"ItemSilverBar10oz"}; }; class 20Rnd_762x51_SB_SCAR { type = "trade_items"; buy[] = {1,"ItemGoldBar"}; sell[] = {5,"ItemSilverBar10oz"}; }; }; Which looks like its the same as the database. The class Catagory_### probably points to a trader TID.
  17. Like
    TheVampire reacted to Poncho in ARMA 3 PVE - A suggestion thread   
    So I have heard multiple people talking about how ARMA 3 will not have zombies anymore, this concept excites some people, and concerns many others.
     
    I for one am all for no zombies in the ARMA 3 version, and can entirely understand why it would be better to remove them but I still think some variant of PVE is necessary in/around most loot spawning areas. Here are my reasons:
     
    PVE is something that results in bringing players together, whether that be for special loot drops or Co-op looting runs it makes the game more exiting and fundamentally it is gameplay, removing it would lessen the experience in my mind.
     
    Secondly there are a lot of players out there, with many different play styles, some people want nothing but PVP, others enjoy PVE content more, some/most a mixture of the two.
     
    Thirdly, and this one really depends on server player limits, but the map areas are usually quite large on ARMA 3. Players could easily avoid others on purpose or by accident, forcing player interaction (In epoch's case, mainly by fighting over resources) is needed and again is great gameplay. A gunshot sounds in the distance and surrounding players move to investigate. A gunshot that without any PVE contact may not have been fired in the first place, that and it makes the supplies/loot more difficult to obtain if there is an absence of player activity in the area .
     
    I love the thrill of the hunt, or of being hunted, or even just spontaneous and sudden player contact. Where two players meet and the question pops up immediately, friend or foe? I also however really enjoy just chilling out by going with a but tonne of ammo and shredding down the zeds for resources or even just for a laugh.
     
     
    So okay, there are no zombies. So what could there be?
    Well I would love to see AI, maybe three factions:
    - Bandits.
    - Military.
    - Scavengers.
     
     
    - Bandits made up of ex-military, survivors, anyone who wants to take their supplies by force instead of searching for them themselves. These guys will   shoot anything that moves and leave nothing to waste, not even the meat on your bones. I'm talking real sadistic bastards here. Holed up in bandit
      holdouts, rickety looking structures, usually loosely fortified villages or parts of town using rusted metal, wooden planks, burnt out cars, anything to
      hand. Decorated with the classic 'KEEP OUT' and other graffiti roughly spray painted over any place that allow it. Some may be seen on small patrols
      searching for their next victim
             
      AI Mechanic:  - Shoots all players
                                    - Dynamic / intermittently spawning "Holdouts" (Bandit style fortified villages) For players to assault for their supplies.
                                    - Dynamically spawning Bandit AI wandering the map out for blood.
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    - Military, soldiers stranded on the Island (map) by whatever caused the apocalypse. Perhaps trying to rebuild law and order to some degree. These
      guys are usually friendly although they are highly cautious. Towns under their control will have traders in selling military grade weaponry and
      ammunition, as well as clothing and importantly - high grade medical supplies.  
                There could also be a Bounty Hunters Office of sorts, a 'Sheriff' in each major Military town who could offer a contract to
      players. When accepted a mission would pop up on the map of the player who initiated the contract, after this time there could be a 5 minute timer to
      allow for friends to join the contract, with a maximum number of participants based on the size of the mission (Reward split between the participants -
      less players means a greater share for yourself) Once a contract is full / the timer runs out the Sheriff will simply announce 'A contract is already
      underway' to anyone else who tried to take a new one during the current missions progress to prevent too many missions spawning in. Timers would
      be in place for each mission, maybe 1 hour for completion, 30 minutes to claim the reward. You can fill in the blanks yourself but you get the idea.
               Set up in military style fortifications, steel and sandbags. Effective and efficient barriers. Their forts are clean cut, basically everything you would   expect from such a setup. Some smaller groups may be seen patrolling the surrounding areas.
         
      AI Mechanic:  -  Opens fire on any player who raises their weapon within a set proximity if not lowered within 5 seconds after a verbal command by
                                      the AI - "LOWER YOUR WEAPON!".
                                  -  Static / Permanent Fortifications / Fortified towns (Equivalent of trader zones in the ARMA 2 version)
                                  -  Traders Selling Military Apparel, Weaponry and Ammunition as well as High grade Medical Items.
                                  -  Sheriff's Office offering contracts (Player Triggered PVE Missions) 
     
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    - Scavengers, these hardy and nomadic people wander the map in search of anything of use. Either on their own or in small group, some times even
       setting up a small shop in certain random locations, they may be traded with weather they are out scavenging or at a static location.
           For now lets split them up into wandering and static scavengers.
                    - Wandering scavengers, following a predefined path from point to point (town to town for example) they offer their wares along the way, but
                      only have a limited stock, if you buy everything they may replenish their stocks after a set amount of time at their next point (or town) as if
                      they have actually scavenged it during their stay. They are very temperamental, and will also fire upon a player if they have their weapon
                      raised, although their verbal commands are spoken with less authority than the military - "Come on now friend, lower your weapon", or
                      "Don't do anything stupid there friend" If killed they will drop their whatever it is they were selling at the time. These wandering traders
                       stocks could vary depending on where it is they are looting and they may have some rarer items available.
                    - Static scavengers, dynamically spawning in a small group of scavengers they set up a small loosely fortified encampments with tents and                        sell their wares from it, with a few of them making the trades and the rest guarding the area. Again hostile to anyone with a raised weapon.                    They sell a large amount of assorted items such as civilian/wasteland clothing, weaponry, base building items, ammunition, more common
                       medical supplies and there is lootable chest/crate in the camp that you may try to steal from, anyone trying to steal from this will be fired                        upon immediately but having it gives a reason to assault the encampment. 
     
     AI Mechanic:  - Lone or small groups of wandering scavengers (traders) patrol the map for a chance to pick up some interesting items, for a decent 
                               price. Hostile to any player with a raised weapon (as mention with a warning).
                            -  Small Trade Encampments dynamically/intermittently spawning around allowing for supplies items to be bought / sold. 
                            -  Possibly of escort contracts for wandering traders? A fee payed for the safe escort of the wandering scavengers to their next point,
                               the fee depending on how many you got to the next point alive.
            
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    As I have stated the AI is hostile to players with weapons raised, this is as an alternative to the current system of humanity. An additional or alternate means for AI to determine friend from foe would be to put in a faction system. Working differently for each faction as shown below:
     
    Bandits: 
    - They hate everyone and just want you gear, so no system is necessary 
     
    Military:
    - Completing contracts for them will increase your standing with them, the value depending on the size of the mission, perhaps from +20/+40/+50
    - Killing Bandits also increase your status as a lawman with the military so each Bandit kill = +10
    - Killing Military AI will increase you notoriety with the Military, so each Militarily Kill =  -10
    - The Military are connected everywhere, no bad deed goes unpunished so each Scavenger kill = -10
     
    Scavenger
    - They care little for the quarrels of others, just their own lives. They are unaffected by Bandit or Military Kills
    - They do however take offense to people killing innocent scavengers so each scavenger kill = -20
    - Increasing your standing with the scavengers by completing escort contract awards = +20
     
    A total of - 100 could mean that that faction is directly hostile to you, where as + 100 means they are more accepting, perhaps opening up more trade options.
    This should also be reset upon death, the death of your character meaning the death of your relations,  meaning you are not punished for your past lives nor gifted higher standing from fresh spawning.
     
    This could all be displayed in a social menu, if any of you have played ARMA 3 Wasteland you might have seen an option to press the tilde key (¬) This allows you to see players on the server and invite players to your squad (a great addition for Epoch I might add), different sections are divided by use of tabs within this menu, having them in your squad allows you to see each other on the map as well as commune in a squad chat. This could also have a tab for factions allowing you to see your current standing with each faction. 
     
    I like the idea of these systems as you are not punished by the game or its traders for you interaction with players, but instead with the traders themselves, which makes far more sense. Trader zones are more realistic because you are not magically protected from a clip to the face by a safezone, but by the AI in and around the camps/holdouts/forts themselves. Again the systems I have suggested are ONLY suggestions, they are in no doubt in need of major tweaking. The feasibility and practicality of some may not suit the ARMA 3 Engine so much but I just liked this concept and thought I would put it to you. Let me know what you think, and here is a poll to voice your opinions in the role of PVE in ARMA 3 Epoch.  
  18. Like
    TheVampire got a reaction from Oshydaka in Add a taser ?   
    Although I agree there should be some form of a remote-distance knockout, I don't necessarily feel it should be the taser, as its been done so many times before, that I feel Epoch could do something a little more unique.
     
    I actually feel that a dart gun would be more unique and interesting. You could make it spawn very rarely in medical loot, maybe on par with hotwire kits.
     
    You would need to find the gun, the darts, and CO2 canisters, or they could make it have a long pumping action to reload to avoid making CO2 models.
     
     

  19. Like
    TheVampire got a reaction from Fuchs in [Official Release] EMS 0.3   
    To fix Major SM8, find this line:
    _missName = "C-130 Crash"; and put this below it:
    //DZMSFindPos loops BIS_fnc_findSafePos until it gets a valid result _coords = call DZMSFindPos; Its erroring because _coords is undefined, because those lines were ommited.
  20. Like
    TheVampire reacted to NorthyPark in [Release] DayZ Mission System   
    Dam! so Awesome! works like a charm :)
  21. Like
    TheVampire reacted to Richie in [Release] DayZ Mission System   
    I don't host Taviana anymore, I'm just used to setting my own spawn locations now, no rush either, i'm using WAI at the minute so get other things done that you need to do :)
  22. Like
    TheVampire reacted to DoS-gaming in [Release] DayZ Mission System   
    Okay i must admit that this is the best mission system there is :p
  23. Like
    TheVampire reacted to Anthraxx in [Release] DayZ Mission System   
    Using it....Loving it.... :D
  24. Like
    TheVampire reacted to insertcoins in [Release] DayZ Mission System   
    Using it too, thanks for the help on OpenDayz Vampire!
  25. 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.)
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