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TheVampire

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  1. Like
    TheVampire got a reaction from He-Man in 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. Like
    TheVampire got a reaction from Ghostrider-GRG in 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
  3. Like
    TheVampire got a reaction from salival in 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
  4. 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.)
  5. Like
    TheVampire got a reaction from cyncrwler in VEMF - Vampire's Epoch Mission Framework   
    Before Arma broke the last version of VEMF I was working on a nuke  mission. Instead of a crate in a city it was a "Device" with a laptop on it and roaming AI. You had to walk up to the laptop and scroll to "hack" it and disable the nuke.
    I'm not opposed to blowing up player bases but it has to be very rare and the player needs to be well informed which I'm not sure I can convey in the mission.
    I also want the mission system to allow "opting out" overall. You can choose not to participate but you will have major difficulty in attempting to live inside the "infected area" that AI have taken over.
    Forcing players to craft a terminal in their base to opt into the mission system is pretty close along the lines of how I would like the mission system to run. It also acts as a never-ending end-game minigame of sorts.
    For small servers that are admin-oriented I'm also going to add an option that can be ran to fill the map (infect every city possible) on the first server startup so the players can play it in an invasion style instead.
    Right now I'm working on an add-on unrelated to VEMF and another small script like vehicle degrade.
    The main thing I'm struggling with  VEMF atm is writing the watchdog FSM which is essentially the AI brain that decides what actions get taken on the server (infect city, spawn mission, etc). After it is wrote the majority of the code is already done.
    As always if anyone wishes to help send me a PM to get access to the repository.
  6. Haha
    TheVampire reacted to Helion4 in [Solved] signature mismatch and ...are not signed by a key accepted by this server   
    hmm, I made a test server a few days ago


    didn't need to put any keys in it. I wonder what defines the need or not to have keys in there?

    EDIT: I had keys check disabled
  7. Like
    TheVampire got a reaction from Helion4 in [SOLVED] Major glitch with Enhanced Movement and Epoch   
    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.
  8. Like
    TheVampire reacted to Grahame in A3E DZMS   
    ARMA3 DayZ Mission System (DZMS)
    This is a purely derivative port of the DayZ Mission System to ARMA3/Epoch. I have added functionality where appropriate (equipping uniforms for example) and stripped and replaced ARMA2 or DayZ/Epoch specific code in this implementation.
    The DayZ Mission System is a very good, lightweight and modular mission system.
    Credits
    There are a lot of people who have contributed to DZMS on A2/DayZ/Epoch. Please check the links below for many of them. Personally they all have my thanks for providing a solid mission system that has been a lot of fun to play in the years I've spent on DayZ/Epoch:
    Download
    Download from GitHub at:
    https://github.com/morgoth0/A3E-DZMS
    Installation Instructions
    If using Vanilla ARMA3/Epoch, and you just want to just try it out simply download and upload the DZMS.pbo in the @EpochHive folder into the @EpochHive/addons folder on your server.
    The source files, including the three config files are located in the DZMS folder on GitHub
    Coming soon
    All the missions included within the latest version of DZMS 1.1 uploaded by @JasonTM will be implemented using CUP Terrains Core for use on maps and servers that support it. A module to support Static weapons at missions More diverse and varied loot tables for custom crates A port of the DZMS Hotspots code for roadblocks and other such interesting things The ability to run multiple major, minor and hotspot missions Better configuration instructions and a mission file design tutorial
  9. Like
    TheVampire got a reaction from He-Man in [SOLVED] Major glitch with Enhanced Movement and Epoch   
    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.
  10. Like
    TheVampire got a reaction from vbawol in Traders Overhaul Discussion   
    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?
     
  11. Like
    TheVampire got a reaction from natoed in Traders Overhaul Discussion   
    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."
  12. Like
    TheVampire got a reaction from Grahame in Traders Overhaul Discussion   
    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."
  13. Thanks
    TheVampire reacted to Helion4 in The Epoch Mod Hoverboard is here.   
    Better late than never.




  14. Like
    TheVampire got a reaction from Ghostrider-GRG in 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. Like
    TheVampire reacted to natoed in Config Option for Antagonists Spawned by Drones   
    G'day All,
    Would it be probable in future updates to have an option to set what type and quantity of Antagonists spawned via a drone when triggered by the player.
     
    cheers
    natoed
     
  16. Thanks
    TheVampire got a reaction from natoed in Make Epoch great again! (Endgame motivation)   
    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.
  17. Like
    TheVampire got a reaction from natoed in Make Epoch great again! (Endgame motivation)   
    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.
     
  18. Like
    TheVampire got a reaction from Drokz in Make Epoch great again! (Endgame motivation)   
    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.
     
  19. Like
    TheVampire got a reaction from Grahame in Make Epoch great again! (Endgame motivation)   
    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.
     
  20. Like
    TheVampire got a reaction from Helion4 in Make Epoch great again! (Endgame motivation)   
    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.
  21. Like
    TheVampire reacted to Grahame in Static Radiation Source   
    Seems like this behaviour is also only for custom radiation sources and satellites, not the locations picked at random at server start... 
    See this code in epoch_server/init/server_init.sqf:
    which taken together with this in the epoch_code/gui/scripts/geiger/epoch_geiger_simulate.sqf:
    means that only custom sources and satellites - the ones that use the EPOCH_Rads variable - will be directional... presumably to help you find them. I tested the map spawned location based rad sources and it does not matter which direction you are looking your geiger counter will work as in real life
  22. Like
    TheVampire got a reaction from natoed in Static Radiation Source   
    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.
  23. Thanks
    TheVampire got a reaction from Grahame in 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.
  24. Like
    TheVampire reacted to Grahame in A3E DZMS   
    Thanks very much @TheVampire Appreciate that, BIS_fnc_findSafePos() really should return randomized positions maybe based on a seed but that's not going to happen.
  25. Like
    TheVampire got a reaction from Helion4 in A3E DZMS   
    To fix the issue with all the missions spawning too close, edit the _okDis in DZMSFindPos. Currently in your code it is set to 1000. When I was testing DZMS on Altis I had to bump it up to 6000.
    To get missions off the salt flats I just used the blacklist.
    [[23496.6,18389.7,0],1900],     [[10801.4,10606.9,0],500],     [[23723.8,16225.6,0],340]  
    This is pulled from the easy port I had of DZMS to run on Altis Life back before Arma updated and broke my method.
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