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Cubitron

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  1. Thanks
    Cubitron reacted to Airwaves Man in Battleye Question   
    Set MaxCreateVehiclePerInterval higher or remove it.

    https://github.com/EpochModTeam/DayZ-Epoch/blob/master/Server Files/DZE_Server_Config/BattlEye/BEServer.cfg#L6
  2. Like
    Cubitron reacted to Airwaves Man in Epoch 1.0.7 Release   
    This is the official Epoch 1.0.7 Release. Thanks to everbody who took part on this especially helion4.
     
    Changelog: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.7/CHANGE LOG 1.0.7.txt
    Report bugs: https://github.com/EpochModTeam/DayZ-Epoch/issues/2123
    Download via Google Drive at the moment: https://drive.google.com/drive/folders/1z94OU_-yz8SGz14Se2txNbcIYu8sEV-p
    The password for the Server Files is: 123456
     
    Edit: Epoch 1.0.7 is now in the DayZ Launcher. Unfortunately Epoch 1.0.6.2 got completely removed. Server Admins have to update to Epoch 1.0.7 now.
  3. Like
    Cubitron reacted to Airwaves Man in Epoch 1.07 variable change?   
    This function got removed ages ago but you can add it back to your mission file:
    https://github.com/EpochModTeam/DayZ-Epoch/pull/940/files#diff-017bca5d5daf67d0ff4030e3360a8a472f5e75b5fd6bba62079d274aaf34b8ab
  4. Like
    Cubitron reacted to BigEgg in Epoch Antihack / Admin Tools   
    Hello everyone,
     
    Here is the public release of my Antihack / Admin tools. Both myself and Movinggun put a lot of work into this, so I hope you all can benefit. The culmination of my time spent on this game went into this, and I hope you all enjoy it just as much as I did.
    Unfortunately due to time, I will not be able to actively add to this project, but I will always be around to approve pull requests. This project can easily live on through the community, and I hope you all the enjoy the complexity of everything involved with it.
     
    The repository that contains install instructions can be found here:
    https://github.com/BigEgg17/Epoch-Antihack-Admin-Tools
     
    I will add source code for the DLL as soon as it is received from Movinggun, along with the source for the executable file.
    I will also create an official release on the Github as soon as everything is successfully converted for compatibility with 1.0.7.
     
    Best wishes to the community, I look forward to applying all changes desired, and to answering any questions members may have.
     
    It's been a blast and I will never forget some of the memories and friends made on this game.
     
    - BigEgg
  5. Like
    Cubitron reacted to Airwaves Man in [RELEASE] Vehicle Key Changer [Updated for 1.0.7]   
    Updated for Epoch 1.0.7
  6. Like
    Cubitron reacted to Airwaves Man in Epoch 1.0.7 Pre-Release   
    Epoch 1.0.7 Pre-Release with signed pbos and the needed server key is ready. This will be in test until the 15th of April. If nothing bigger occurs we will release the final version on the same day.
  7. Like
    Cubitron reacted to Helion4 in Dayz Epoch (2019)   
  8. Like
    Cubitron reacted to Helion4 in The Epoch Mod Hoverboard is here.   
    Better late than never.




  9. Like
    Cubitron reacted to Helion4 in [FEATURE REQUEST] Hoverboards (URGENT)   
  10. Like
    Cubitron reacted to Grahame in EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers   
    By Grahame, @natoedand @Drokz (and others). Based on ExileZ 2.0 by Patrix87 which was forked from an original project named EXILE-Z created by SAM, Otto and CaptionJack of RelentlessServers.com based on Civilian Life by code34. Released under the same Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) license.
    Incorporates DayZ-style Heli Crash Site code from @rvg?!, based on the original script by @Richie 
    Feature List from the original ExileZ 2.0
    Dynamically spawns Ryan's Zombies. An infinite set of spawner configurations Harassing zombies aka Random encounters that will spawn near players wherever they are. Hordes! The number of zombies in a town is proportional to the number of player in that town (adjustable ratio) Very lightweight. Server Side only! A constant flow of zombies in towns. Fully configurable Supports any map! Map support included in base EpochZ 1.0 build for Altis, Tanoa, Chernarus Redux, Australia and Takistan Safezone protection. Zombie Missions! (Not tested in EpochZ 1.0) The possibility to display infested zones on map. Adjustable zombies health and damage. Zombies won't disappear if close to a player. Zombies won't spawn right next to a player. Turn off all lights on the map by setting the LightsOff variable to true in fn_init.sqf  (not working atm... we're working on a fix) New Features in EpochZ 1.0
    Reworked for use on Epoch servers. Infected will not be spawned within minJammerDistance of a frequency jammer. DayZ Style Heli Crash Site code incorporated within EpochZ so infected will spawn at a heli crash site. If you use it then remove the helicrash.pbo from @epochhive/addons Infected entering safe zones defined in fn_init.sqf in the SafeZonePositions[] array will be deleted. If SpawnWithinTriggerRadius is set to true in fn_init.sqf then the infected will spawn throughout the entire trigger area, otherwise they will spawn between MinSpawnDistance and MinSpawnDistance of the centre of the trigger. Download
    https://github.com/morgoth0/EpochZ
    Installation
    If you just want to use our default version on Altis then simply upload the epochz.pbo in @epochhive/addons in the GitHub repository into the same location on your Epoch server and restart.
    This addon is incredibly customizable and I am working on full documentation for it to help people set it up the way they want. In the meantime the code is very well commented and, assuming you have a reasonable knowledge of configuring addons then here are the files in which you can change it to suit your needs:
    epochz/init/fn_init.sqf: contains all configuration settings and trigger definitions
    epochz/init/TriggerPositions.sqf: defines all locations for infected spawns and which trigger class they are in
    epochz/init/ZClasses: defines the classes of infected spawned in each trigger type
    epochz/init/ZLoot.sqf: what loot is found on the infected
    epochz/init/ZVest: what vests are worn by the infected
    Screenshot
    http://www.grahamecurtis.com/images/epochz_spawns.jpg
  11. Like
    Cubitron reacted to vbawol in Epoch 1.1 Release Changelog   
    Arma 3 Epoch 1.1 has been released!
    Server Files:
    https://github.com/EpochModTeam/Epoch/archive/1.1.0.1195.zip
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/969/files
    Client Files
    https://github.com/EpochModTeam/EpochCore/releases/download/1.1.0.1194/Epoch_Client_1.1.0.0.zip
    Changelog:
    Added
    Plant Spawner: vehicle object for sunflower. @Helion4 MoneyDrop Event: Random Money lump with Mapmarker (like Plants) @he-man Examples for Vehicle upgrades for Server Admins into CfgVehicleUpgrades.hpp @he-man Make Lighter refillable at Fuel-Sources (Gasstations / Vehicles) @he-man Make Trader more configurable in epochconfig.hpp @he-man Added Examples for Batchfiles to control Server Restarts @DirtySanchez default pops for "center" marker @awol More map supports @awol Lighter is needed to imflame fires @DirtySanchez FireExtinguisher is needed to "put our fire" on Burn Barrel @DirtySanchez Rope is needed for SlingLoad (get back on release) @DirtySanchez R3F compatibility for SlingLoad @DirtySanchez Hints while using Vehicle Repair (MultiGun) @he-man Config to completely disable Simulation for BaseParts (if not needed) @he-man Made Radiation configureable by cfgepochclient.hpp @raymix Hints for lock / unlock Vehicles / Storages @he-man Nuisance multiplicator in cfgepochclient.hpp @he-man Reduce rads over time at cost of immunity @raymix Wearable Male & Female wearable full radiation suit @Helion4 December seasonal items (Santa hat / Snowman) @Helion4 Autorun function (suggested by Ghostrider) @he-man Default Key is "W" You can change the key in EPOCH ESC Menu If choosen key is same as "moveforward" (default), you have to 2x tap it, else you only have to 1x tap it If your legs are broken, you get a hint "can not autorun - legs are broken" If the terrain is too steep, you only walk in AutoRun Inside Water, you can not Autorun Helper 3D-Icon + Line on the part, where element is snapped on (while Base-Building) @he-man Config in cfgepochclient.hpp to block ATM's in Plotpole range @he-man Power Sword @helion Fixed
    False BE kicks since Arma 3 1.80 update. Nightlight now also follow players inside Vehicles @he-man Fixed fault disabled DynamicDebris @morgoth0 SERVER_VARS (BaseSpawn) was not saved on revive @morgoth0 Without Advanced Vehicle Repair, Vehicle upgrade was not available @he-man Base Storages could be deleted if near Loot containers were auto-deleted @he-man Some Tarp Loot was spawned under the Floor @he-man Reworked wall check by getting out of Vehicles @he-man Garden Plot had no physical ground @Helion4 Some Vehicles were missing in EPOCH Admin Spawn Menu @he-man Changed
    RCon Port is now set to 2307 by default since changes in A3 1.78 prevent use of 2306. @awol SnapPoints for Building objects (especially full / half / quarter Floors) @he-man Some performance tweaks Inventory will be opened automatically, if "you found something" @awol EPOCH Events reworked (Markers will change if players near / event looted) @DirtySanchez Traders will no longer refill sold magazines @he-man Magazines will automatic be repacked in Trader First the trader offers full magazines If no full magazine is available, the Trader offer the last not full magazine Not full magazines are colored: Yellow (nearly full) -> Red (nearly empty) You also get a Tooltip, how much bullets left in magazine The prices are calculated by the left bullets in the magazine Increased snap-distance for Foundations (much easier to find snap positions) @he-man Reworked and added EPOCH Vehicle Classes @he-man Each upgrade increase Speed, Torque, Fuel, Terrainbehaviour, Load and Armor Hatchback >= lvl2 will no longer stuck in forests Added M900 forced without Backseats -> "C_Heli_Light_01_civil_2seat_EPOCH" Added M900 forced with Backseats -> "C_Heli_Light_01_civil_4seat_EPOCH" The Random M900 will also stay available -> "C_Heli_Light_01_civil_EPOCH" Added very low EPOCH variants of VTOL and Xi'an (eventually we have to change them with the next update a bit) Added Door-Animations to some Vehicles by GetIn / GetOut
  12. Like
    Cubitron reacted to Grahame in DayZ Style Portable Generators & Refueling in A3E   
    I'll pass back the code to the A3/Epoch devs if they want it and if someone has or can get a public domain generator sound... obviously the one I use on my servers is not afaik (though it might be...)  
    P.S. Apologies for the poor quality of the video, my PC is a potato...
  13. Like
    Cubitron 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
  14. Like
    Cubitron reacted to Thug in AI Skalisty Island, not so easy   
    Have updated for 1.0.6.2
    See first post 
  15. Haha
    Cubitron reacted to salival in No Food, water, blood, ETC meters.   
    Push F3 in game
  16. Like
    Cubitron got a reaction from Donnovan in Error   
    Hi, its only on my Testsererver and i have  atm no enough time , im moving to a new House Next 3 Weeks im out of Order 
     
  17. Like
    Cubitron got a reaction from Donnovan in Error   
    Working great, one thing you get dmg but the dmg dont show in the epoch debug monitor. always Damage 0.0000
  18. Like
    Cubitron reacted to Grahame in Error   
    I use the above on one of my servers. On the other I have a client side mod that resides the Epoch male character model itself to be BLUFOR and unlocks all uniforms though. Either way, these mechanisms free another side for AI. In my case I use OPFOR for renegade uninfected and GUER for Zedz
  19. Like
    Cubitron got a reaction from Donnovan in Error   
    Aloha , i try it on namalsk i changed the center and first spawnposition but they are standing still like soldier with gun in hand and some have godmode
     
    Zombies click me
  20. Like
    Cubitron reacted to Relentless in Maintenance cost dependant on location   
    That's an interesting idea and I really like it. This might solve the problem that half of the map never gets used.
    Maybe I'll take a look into that. :)
  21. Like
    Cubitron reacted to Donnovan in Error   
    Error
     
  22. Like
    Cubitron reacted to Donnovan in Error   
    Error
  23. Like
    Cubitron reacted to JasonTM in [RELEASE] JAEM - Just another Evac-Chopper Mod v1.6   
    Thank you for testing. The problem is that the exitWith clause was nested in an if - then scope so it did not exit the script, just the original scope.
    The fix is to find this line in SetEvacChopper.sqf
    format["Making an Evac-Chopper costs %1 Coins", evac_chopperPriceZSC] call dayz_rollingMessages; and place this below it
    breakOut "exit"; I have updated this in github. Thanks again for the testing.
  24. Like
    Cubitron reacted to JasonTM in [RELEASE] JAEM - Just another Evac-Chopper Mod v1.6   
    This is a reworked and updated version of JAEM originally from @OtterNas3 This version is compatible with DayZ Epoch 1.0.7.
    A complete set of install instructions is provided on my github repository Download Here
    Let me know if you have trouble understanding them or if I made a mistake.
    New Features
    ZSC support -  you can choose between Epoch currency or ZSC to pay for your evac chopper. Deploy Anything - you can use Mudzereli's right-click actions to call the evac chopper instead of using the built in self-action loop. Plot pole and plot friends restriction - to prevent players from placing evac helipads in obnoxious places, they have to build them on their own plots or their friends plots. I have placed all of the config variables in one place in varables.sqf. The variables all have explanatory comments. Adjust them to your preferred settings:
    // Evac Chopper Config Variables evac_chopperPrice = 1; // This is the price players pay in full briefcases to set up an evac chopper (between 1-12 briefcases). Players must have the briefcases in their inventory. evac_chopperUseZSC = false; // If you have ZSC installed you can set this to true and have players pay the amount below to set up an evac chopper. evac_chopperPriceZSC = 100000; // Price for evac chopper if you have ZSC Installed and evac_chopperUseZSC set to true. evac_chopperMinDistance = 500; // Minimum distance for player to call evac chopper. Do not set this lower than 500. evac_chopperZoneMarker = 0; // Evac zone marker type (0 = Landingpad | 1 = Smoke). evac_chopperNeedRadio = 0; // 1 - Require player to have a radio in gear to call evac chopper | 0 - Doesn't require radio to call evac chopper. evac_chopperUseClickActions = false; // If you have Mudzereli's Deploy Anything installed and are going to use click actions to call the evac chopper, set this to true (disables call chopper self-action loop). Functionality Instructions
    if you have any other mods which save classname "HeliHRescue" to the database, be aware that this particular classname is used along with ownerID to make this mod work. If you already have an instance of HeliHRescue saved to the database with your playerUID, then you will get a message stating that you cannot create another when trying to set an evac chopper. To create an evac chopper you need a keyed helicopter, a plot pole, and the money to make the purchase. You have to have the key in your inventory to set and clear the evac chopper field. Walk up to the helicopter and you will get blue self actions for setting and clearing the evac chopper field. You do not have to have the key on you to call the evac chopper. There is a flight status monitor that appears in the same place as the debug monitor, so you will want to have the debug toggled off to view it. If you use Mudzereli's right click actions, make sure to set variable evac_chopperUseClickActions to true to disable the built in self action loop. If your helicopter is destroyed simply place a new one on the rescue helipad. The call evac chopper function finds the nearest heli (within 10 meters) of your rescue helipad. It does not return your money when you disable the evac chopper. Known Issues
    There is only one known issue at this time. If the player is killed while the evac chopper is in route, the helicopter will not return to base. The pilot lands at the evac zone, gets out of the heli and just stands there. The helicopter remains locked. The way the code is written, it looks like it should work, but everything I have tried thus hasn't fixed it. I might try using some diagnostic logs to try to find where the breakdown is later. As long as you don't die before it gets there, it's smooth sailing.
    Enjoy!
     
    OtterNas3's original release topic
     
  25. Thanks
    Cubitron got a reaction from iben in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    Thanks really good, + for DZMS 
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