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SadBoy1981 reacted to Darth_Rogue in Client 0.3.0.3 released
Pushing an Epoch client update to Steam without having server files available to all servers is just bad news. Make them available via the website via torrent so that folks who want to update and test them can do so. But any players who have subscribed to Epoch on Steam will automatically be updated and consequently won't be able to play on their favorite servers, which is bad for ALL servers and the mod itself.
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SadBoy1981 got a reaction from Darth_Rogue in [RELEASE] Status Bar With Icons & Server FPS display v1.36
Use it! Good Work!
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SadBoy1981 got a reaction from OzzY_MG in Extended Safezone Script - Working!
Here is how to make it serverside.
Download pbo file here https://www.dropbox.com/s/5m4qg1ucch116f6/Safe_Zone.pbo?dl=0
Unpack Safe_Zone.pbo and add your safe zone cords inside file init.sqf
Pack it back to pbo and add to @epochhive\addons
Run it from MPMission init.sqf
[] execVM "\q\addons\Safe_Zone\init.sqf";
There is no need any be filters
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SadBoy1981 got a reaction from spitF1RE in Help with traders / Selling custom items to them
add to description.ext #include "CfgPricing.hpp"
add this file inside your mission pbo
https://www.dropbox.com/s/4plw6dk4bp476fk/CfgPricing.hpp?dl=0
End of file before }; add your custom vehicles, weapons, ammo
example:
class xxxxxxxxxxxxxxx {price = yyyyyyyyyyyyyyy;};
where xxxxxxxxxxxxxxx is classname
where yyyyyyyyyyyyyyy is selling price
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SadBoy1981 got a reaction from jjvaardt in Add a custom image to the spawn box
Lazy people, altis all 4 walls =)
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SadBoy1981 reacted to Suppe in [Release] cfgCrafting (Craft a Item,Gun,Vest or Magazine)
ok.... and updated again... with install guide and pictures :D
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SadBoy1981 got a reaction from sparrow8332 in [Release] Spawn Selection Dialog Menu - v1.0
fixed, just wrong image folder :D
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SadBoy1981 got a reaction from Salutesh in Add a custom image to the spawn box
All custom images working now on my spawn box.
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SadBoy1981 got a reaction from js2k6 in Unusual battleye kick since the update.
add !"waitUntil {{alive _x} count allUnits < 5};"
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SadBoy1981 got a reaction from Nic in Crypto price to craft.
I have safe zone where players have craft menu to upgrade weapons, or change one weapon to other or more other interesting things what they can do.
If unrealistic for u ok.
I ask help to make craft more interesting, if you dont have answer just go back to your middle of woods. ;)
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SadBoy1981 reacted to Suppe in mission.sqm
edit....
ahhh...ok SadBoy was faster :D
if u need a other map just ask :D
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SadBoy1981 reacted to Tobias Solem in [0.3.0.1_b5] Impressions from a host
The current played official back-end (server side) patch is 0.3.0.1_b5, which was made to fix krypto issues and vehicle explosions on server startup. The purpose of this post is to give some insight to hosts waiting for the release to know what to expect, and to players to get some insight into what's going on, what is actually configurable and what is not. Without further ado, here's the current situation:
Performance
Server-side 0.3.0.1_b5 is the most demanding patch as of yet. I will repeat that, all hosts will struggle with trying to make it perform as the last patch. With the best hardware we can rent from OVH we have about 12 (server side) FPS with 70 players. We tried running one AI-script on top of that, and it dropped to 4-5 server FPS. Note, this is with vanilla Epoch, and about 2900 buildables and default numbers for vehicles, so nothing unusual for Epoch.
Performance first took a dive after the Helicopters DLC was released, but now we are at an all-time low. The options we as admins have right now are:
1. Put a severe limit on buildables and vehicles (will affect larger maps like Altis worse)
2. Lower player limits, 100 players is not really feasible currently performance-wise
3. Let Epoch run vanilla, without extra scripts and mission systems
4. Only allow for missions that utilize a headless client (offloads AI handling/CPU usage to a separate client)
5. All of the above
6. Accept very low server-side FPS with odd consequences
Expect Arma 3 1.40 server-binary to sometimes reach 80% CPU-utilization. Something that hosts with multiple server instances on the same host will be frowning at. At this point I recommend setting process priority to realtime and affinity to include all cores to push the most out of it. In my opinion, Epoch needs to run alone on a server, with perhaps a headless client alongside it (I also wish devs to adapt the code to allow AI to be moved to headless client(s)).
Bug(s)
The current worst bugs are the krypto-system that sometimes lets you spawn with X amount of Krypto. This was partially fixed since 0.3.0.1_b1, but still persists to an extent. There are still bugs present, naturally as we are in alpha, but some of them affect the gameplay; such as getting kicked after being within visual range of multiple sappers exploding, objects not snapping properly after deconstructing and rebuilding them, and such. 0.3x is still less buggy than previous instances.
Exploits
You will be happy to learn that quite a few of the common ways to exploit (duping etc.) the mod have been worked on. Unfortunately glitching by vaulting near walls still remain. Duping can still be done, but it is more difficult.
Configuration
We now have a lot more configurable options server-side, we are able to edit the loot-tables currently, which means that each host can have their own loot table system. The loot table is baked in with the pbos in @epochhive, which means that any customization will currently have to be redone after new server-side patches/iterations. I have suggested the loot table to be moved to the database.
Furthermore spawn chances of sappers, super-sappers, UAV's and other antagonists are changable by admins in the loots.h - this gives server-owners more control. Other than that, most options remain the same as previous versions with one exception: Weather controls can now be changed to a static value (same weather 24/7), this allows hosts to turn off rain for example.
AI behaviour
As AI-behaviour is affected by server performance, you will see it behave erratically sometimes. In general though sapper behaviour and UAV-drone military dude spawn are behaving better when they fight.
There now is an "anti-camper"-functionality in effect that is not connected to the spawn chance options that can be configurable as far as I can tell. UAV's and sappers will spawn on top of player(s) that stay still or in the same zone. The feedback we have had is that this is "beyond frustrating". I recommend turning the default spawn values in the configuration down to compensate to a certain extent. Beyond that, camping is a lot more difficult now.
General impressions
From a server perspective we are quite satisfied with this patch and feel like Epoch has taken a major step in the right direction. We are of course bothered by the fact that it currently performs much much worse than previous patches, something that likely will generate a bunch of "odd" bug reports that will be difficult to reproduce due to the volotile behaviour of an overloaded ARMA 3 server.
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SadBoy1981 got a reaction from js2k6 in M3 Editor - Unable to Save Project
you need to update M3 Editor to latest version, oldest one have bug with saving.
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SadBoy1981 got a reaction from DanVonTrap in Script #16 error
Thats why we are here, or few of as... ;)
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SadBoy1981 got a reaction from cring0 in Script #16 error
ok. One more time.
script restriiction 16 means line 17
so in scripts.txt line 17 start with 7 assignAs
Now we have keyword from this line and this is assignAs
Your restriction
#16 "on setDir _dirTo;
deleteVehicle _tripodBP;
sleep 2;
_gunner assignAsGunner _weapon;
_gunner moveInGunner _weapon;
_group setVari"
all line with your keyword you must to add to line 17 start with !" and finish with "
so must look like this !"_gunner assignAsGunner _weapon;"
if you still dont understand how this must to be, sorry, nobody cant help u.
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SadBoy1981 got a reaction from DanVonTrap in Script #16 error
ok. One more time.
script restriiction 16 means line 17
so in scripts.txt line 17 start with 7 assignAs
Now we have keyword from this line and this is assignAs
Your restriction
#16 "on setDir _dirTo;
deleteVehicle _tripodBP;
sleep 2;
_gunner assignAsGunner _weapon;
_gunner moveInGunner _weapon;
_group setVari"
all line with your keyword you must to add to line 17 start with !" and finish with "
so must look like this !"_gunner assignAsGunner _weapon;"
if you still dont understand how this must to be, sorry, nobody cant help u.
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SadBoy1981 got a reaction from Richie in Script #16 error
ok. One more time.
script restriiction 16 means line 17
so in scripts.txt line 17 start with 7 assignAs
Now we have keyword from this line and this is assignAs
Your restriction
#16 "on setDir _dirTo;
deleteVehicle _tripodBP;
sleep 2;
_gunner assignAsGunner _weapon;
_gunner moveInGunner _weapon;
_group setVari"
all line with your keyword you must to add to line 17 start with !" and finish with "
so must look like this !"_gunner assignAsGunner _weapon;"
if you still dont understand how this must to be, sorry, nobody cant help u.
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SadBoy1981 got a reaction from narrundo in script restriction #20
Script Restriction #1 mean you need line 2.
When you look into line 2, it starting with 7 "BIS_fnc_dynamictext"
So this is the keyword to found corect line in your restriction.
18:17:57 : Script Log: #0 Mark (xxxxxxxxxxxxxxxxxxxxxxxxxxxx) - #1 "[safezoneY + safezoneH - 0.8,0.7],_timeout,0.5] spawn BIS_fnc_dynamicText;
uiSleep (_timeout * 1.1);
} forEach _messages;"
Now yo found corect line and add all from it to your batleye filter.
Copy all and add to scripts.txt line 2 !"[safezoneY + safezoneH - 0.8,0.7],_timeout,0.5] spawn BIS_fnc_dynamicText;"
Hope this help to you understand how to found and add corect line from restrictions! =)
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SadBoy1981 got a reaction from computermancer in [WIP] UPDATING, Major Overhaul. Preview
I get idea to make other menu!
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SadBoy1981 got a reaction from San in Extended Safezone Script - Working!
example:
make file SafeZone.sqf
Add code inside:
private ["_objects"]; _objects = [ ["ProtectionZone_Invisible_F",[23710.1, 16250.1, 0.01]], //safe zone cords with 25m radius ["ProtectionZone_Invisible_F",[23710.1, 16225.1, 0.01]], ["ProtectionZone_Invisible_F",[23710.1, 16200.1, 0.01]], ["ProtectionZone_Invisible_F",[23685.1, 16250.1, 0.01]], ["ProtectionZone_Invisible_F",[23685.1, 16225.1, 0.01]], ["ProtectionZone_Invisible_F",[23685.1, 16200.1, 0.01]], ["ProtectionZone_Invisible_F",[23660.1, 16250.1, 0.01]], ["ProtectionZone_Invisible_F",[23660.1, 16225.1, 0.01]], ["ProtectionZone_Invisible_F",[23660.1, 16200.1, 0.01]] ]; { private ["_obj"]; _obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; _obj setvectorup [0,0,1]; _obj setPosATL (_x select 1); } foreach _objects; run it from init.sqf
[] execVM "SafeZone.sqf"; -
SadBoy1981 got a reaction from Friendly in Extended Safezone Script - Working!
in scripts.txt line 58 add !"player removeEventhandler["HandleDamage", _safeZoneDamageEH];"