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Sp4rkY

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  1. Like
    Sp4rkY got a reaction from vbawol in Happy Birthday AWOL!!!!   
    same from me, happy Beers-Day! :)
  2. Like
    Sp4rkY 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
  3. Like
    Sp4rkY reacted to He-Man in Door remote script   
    Okay, here it is:
    https://github.com/Ignatz-HeMan/Door-Opener
    If there are bugs, let me know
  4. Like
    Sp4rkY 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
  5. Like
    Sp4rkY reacted to Relentless in [RELEASE] RLNT Weapon HUD (21.01.2018, v1.1.0)   
    Hello Epoch-Community!
    Today I want to release our RLNT Weapon HUD!
    Basic information:
    Game version: Epoch 1.0.6.2 (Overwatch and Origins compatible)
    Maps: compatible with all maps
    Addons: compatible with all addons

    The RLNT Weapon HUD grants a clean visual HUD for all Epoch players to display their weapons. Also you can setup something that we call Quick-Slot-Items.
    These are items you can choose which will be also displayed in the HUD and accessible by hotkeys.
    I know you want to see how it looks like so here is a little preview:

    Feature requests and bug reporting:
    We have an own chart to display all things we are currently working, things that are already done and things that are already suggested or reported.
    Look it up here!
    If you want to report or suggest anything else that is NOT already mentioned on this chart, do that here!

    Features:
    General Multi-Weapon-Support (compatible with one or two primaries Quick-Slot-Items (adjustable item type and amount) Visibles (toggable in config) hotkeys weapon names (localized) item names (localized) item amounts Customizables (adjustable in config) hotkeys item type item amount colors of the boxes colors of the texts colors of the hotkeys Other The script/addon includes a huge error prevention mechanic. Whenever it detects an error in your installation or in your configuration it will either automatically fix it or inform you. It also detects the amount of boxes that are needed to display everything you set up. The Weapon HUD has a huge config you can adjust to fit your personal preferences. Everything you need to know is explained in there. It also supports custom weapons and items. You can now toggle the Weapon HUD with a function in case you want to include a button in your player menu! And if that's not enough for you, here is a picture overview:
     
    Credits:
    Authors: Relentless (GitHub) Thonikum (GitHub) @Sp4rkY - taught me most in SQF (GitHub) @salival - always helping me with issues when my brain is mud again (GitHub) @iben - often helps with issues, also got the GitHub design from him (GitHub) LordGolies - made an awesome Atom SQF-linter (GitHub) Epoch-Discord - filled with nice guys that often help (join the Discord)
      Download and install instructions:
    Downloading is not recommended at the moment, we are working on some fixes -> watch the table
    Everything is explained on our RLNT GitHub!

    Changelog (real changelog [here]):

  6. Like
    Sp4rkY reacted to 82ndAB_Bravo17 in A big thank you to the Devs   
    Having been able to follow along with the Devs private Discord I have been able to get an idea of just how much time and effort has been put into this latest release, especially in the last few weeks leading up to the release.
    And they are still at it, tweaking settings and so on with the feedback that has come since the release.
    So, as the title says THANK YOU for all your hard work.
  7. Like
    Sp4rkY reacted to salival in how do i fix this   
    Remove the ] after ["caribou"
  8. Like
    Sp4rkY reacted to Airwaves Man in Epoch 1.0.6.1 Bugs   
    First of all, stop being that rude to a person who  answers one of your questions. If you want that we listen to you treat everybody with respect here. We are a community and so we should speak to each other.
    Second, the bugs you are describe are not really bugs at all. The freeze in side chat is something that the server admins can advoid by disable the the voice in side chat restriction. It is up to the admins. I agree with you that the freezing is annoying that is why I have it disabled. The zombie path finding is a problem since the DayZ Mod was released and it will be updated in every release again and again. In Epoch 1.0.6.2 there are some changes to the zombie fsm too. We are working on that and the DayZ Mod Devs aswell.
    If you find some other bugs, please post them here:
    https://github.com/EpochModTeam/DayZ-Epoch/issues
    And look before posting in the new 1.0.6.2 changelog. Perhaps we have fixed a bug you noticed already:
    https://github.com/EpochModTeam/DayZ-Epoch/blob/master/CHANGE LOG 1.0.6.2.txt
  9. Like
    Sp4rkY reacted to vbawol in Epoch 1.0 Release Changelog   
    I am proud to present to you Arma 3 Epoch Mod version 1.0. This update represents the cumulative volunteer effort over 4 years by me and more than a dozen people and this latest update would not possible without help from these great developers: @He-Man, @DirtySanchez, @Raymix, @orangesherbet , @pumba and @Helion4. An extra thanks go to our donors and GSP sponsors for your ongoing support.
    Full Changelogs:
    https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Release Notes:
    Added
    Favorites bar - Players can pin (almost) any item to the bar by dragging items from inventory to equip/un-equip (Weapons, attachments, headgear, etc.) or consume (eat, drink, build etc) using keyboard mapping without having gear open. Use ESC menu to change the mappings. Server admins, see client_init.sqf for config. Advanced Vehicle Repair System - Repairing your vehicle just got more realistic. Patch a leaky fuel tank with Duct Tape. If you blow a tire you now need to find a Spare. Engine too damaged? you'll need to grab an engine block to repair it.  Repair Items: Duct Tape - Used to repair fuel tanks. Fuel Tank - Replacement fuel tank. Spare Tire -  Repairs a blown out tire. Engine Parts - Repair parts for Engines. Engine Block - Replacement engine block. Glass - Fixes broken window glass. Rotors - Repairs helicopter rotors. Vehicles Armed Mosquito: helicopter variant that comes with 3 Grenades. Vehicle Upgrade System - Upgrade your ride by using one of the new vehicle upgrade documents found in the world. Vehicle Ammo Reloading from Inventory and Vehicle Ammo. Vector Base Building - Build in any direction or angle you want. (uses Arrow keys by default and with SHIFT / ALT you can control the steps). Base Building: Quarter and Half wood floors. Concrete floor. Cinder wall with a window. Cinder wall with a metal door and window shutter. Barbed Wire. Concrete and Metal Towers. A-frame and Domed Tents. Burn Barrel Wooden Light Pole Small (forest and desert) Camo Nets Large (forest and desert) Camo Nets Camp Fire Field Toilet Scaffolding Sink (water source), Single and Double Portable Lights Lifeguard Tower Sun Shade Fuel Pump Small Sandbag Bunker Short Sandbag Wall Long Sandbag Wall Bar Gate Water Pump Crafting Canvas Smelting Tools Female outfits 84 new outfits based on 20 top designs and 4 new pairs of jeans. Halloween masks Witch Skull Ghostface Plague Hockey Medical items: Adrenaline Shot Caffeine Pills Orlistat Pills Vitamins Antibiotic Atropine (Radiation Toxicity) Nanite Pills, Cream, and Shot (Radiation Toxicity) Iodide Pills (Radiation Toxicity) Food items: 100 Krypto Candy Bar RedKing Burger BluKing Burger Gyro Wrap Ice Cream Cereal Powdered Milk Box o Rice Farming System: Craftable farm garden plot, Just place seeds and watch it grow. Seeds for growing: Goldenseal, Hemp, Poppy, Pumpkin, Sunflower. Karma System: Will affect your ability to perform certain missions and purchase some items in the future. Karma changes for deaths, suicides, PvP, trader kills, revives, trading sales and purchases. Radiation System Out of bounds radiation Digital Geiger counter Satellite crash event Dynamic Debris Vehicle wrecks that can be broken down to scrap metal using the sledgehammer. Trash and other debris on the roadways that can be "Examined" for loot.  Epoch Events 3.0: Support for external pbo based events. see epoch_server_vip_event or epoch_server_debris_event for examples. VIP Event: Reveals the map location of a random player that possesses a specific item (default: ItemBriefcaseGold100oz) every X (default: 15) minutes. Epoch Dev Libs: See https://github.com/EpochModTeam/Epoch/tree/experimental/Tools/DevFrameWork for more info. Dynamic Simulation is now fully enabled. See "CfgDynamicSimulation" for configs. Misc Items: Seed-based dynamic "underground" bunker concept using VR map.    Barrel Bomb: large craft-able explosive that can be placed and detonated. Brown Briefcase: that contains 100oz Silver. Bio Hazard bag "Zombie Parts Bag". Custom map markers and icons. Option to drink with your hands from water sources found in the world with an added chance for toxicity. Md5 hash function, See usage example with EPOCH_fnc_server_hiveMD5 SQF function. Map support for Malden 2035. Map support for Chernarus Redux. Changed
    Crafting recipes can now have item requirements and Crafting metal bars now require Smelting Tools. Karma now persists death and was moved to community stats. Optimized player saving and loading. CBA extended event handler and zeus curator support for Epoch Vehicles. Base PlotPole ESP added to Epoch Admin Panel. Helper arrow to indicate the door-opening direction for Base Building.  Made ServicePoint more configurable. Base Building: Elements can be detached to walk around the Element before saving. Replaced 0/90/180/270° direction build mode with "Rotate 90°". Max building height now will be checked directly at building element placement. Separated Hunger and Thirst loss values. Hunger and Thirst loss rates are now affected by server time Multiplier. Gas Station Auto-Refuel is now disabled on all maps by default. Note that this update requires extension (epochserver.dll/so) updates server side. Fixed
    Player stats variables are now obfuscated, and hitpoints tracked via the server. Bad conversion: bool RPT spam caused by incorrect usage of configClasses. Snapping issues with base building. Sounds not working due to changes to 3dSay command in recent A3 updates. Spawning at base above Water was not working correctly. One step is higher on stairs, can't run up while crouched. L85 Elcan optic issues. Zombie falsely triggers Mission success. Base Building 90° and 270° Snap was broken. Sometimes snapped Base Building elements rotated back on save. BE kicks since 1.76.  
     
     
  10. Like
    Sp4rkY reacted to KELLEY in THANKS   
    Thank you to all the Epoch devs for your Arma mods. I wish you well in all your future projects.
  11. Like
    Sp4rkY reacted to vbawol in Epoch Dead?   
    That said 1.0.0 is in the works and is going to be feature packed, there is a lot of work going on both experimental GitHub accounts from the community devs. I can say that the changelog is way out of date so if you are curious check out the commits. 

    Client Files:
    https://github.com/EpochModTeam/EpochCore/commits/experimental
    Server/Game mode:
    https://github.com/EpochModTeam/Epoch/commits/experimental

    Also, I will touch this quickly. @phm The only build that did have a "Steam ID backdoor" was an early leaked version that was intended only for use by the closed group of server admins we had testing at the time. They all knew about it.  Just as you mentioned the "controversy" you refer to was manufactured just to get attention to drive sales. I.E. https://en.wikipedia.org/wiki/Streisand_effect 

    Gamers are never satisfied for long and if you try to please everyone you will ever finish. While we cannot please everyone when it comes to an Epoch survival game mode we tried to lay the best groundwork we could so that others can leverage our work. So, If you do not like something change it. That is the beauty of modding.
  12. Like
    Sp4rkY reacted to KPABATOK in Epoch Dead?   
    Sappers are great, and cultists are amazing, especially when they spawn at night time (which is disabled on every server). They add a lot to the survival feeling. Unfortunately they are all disabled on most servers and we are left with KOTH style pvp only, where you do not have to worry about anything else, just other players. Saying "people do not like this and that" is not a good argument. I think it is the server owners who do not like Epoch antagonists are the real problem, not players.
  13. Like
    Sp4rkY got a reaction from ReidenXerx in Help me! arma 3 epoch napf   
    Yes iam busy with reallife atm.
    Can you upload your epoch_server_settings.pbo and your missionfile so i can take a better look?
    What I can see from your rpt is: "Warning Message: No entry 'bin\config.bin/CfgWorlds.Napf'."
    It seems that you still have some issues with your configs....
     
    cheers
  14. Like
    Sp4rkY got a reaction from ReidenXerx in Help me! arma 3 epoch napf   
    You have several errors from the lootspawner script, maybe you should take it off, its also outdated.



    And I don´t know about this line: 20:49:30 aif_napfobjects\aif_arma1buildings\aif_ryb_domek.p3d: house, config class missing.
    What about a blank install of the server without any mods or scripts?
    cheers
     
  15. Like
    Sp4rkY got a reaction from ReidenXerx in Help me! arma 3 epoch napf   
    Ya, looks ok...
    But like I said, I dont know the buildings from the Napf map.
    I would have to check it for myself but the time is missing.
    I have to say sorry but actually I have no more idea but I will give you some response as soon as I have it. If I find some time this evening, I will setup a Napf server and check it.
    (maybe you have fixed it until then) / anybody else here an idea?
    But do me a favor and post your client and serverside rpt logs, perhaps there are some errors where we can search for the issue.
    cheers
  16. Like
    Sp4rkY got a reaction from ReidenXerx in Help me! arma 3 epoch napf   
    In your epoch_server_settings.pbo in the config.cpp file, you have these lines near the top:
     
    #include "configs\CfgMainTable.h" #include "configs\CfgLootTable.h" #include "configs\CfgLootTable_CUP.h" #include "configs\CfgLootTable_MAD.h" #include "configs\CfgLootTable_MADCUP.h" and near the bottom this:
    #include "configs\maps\Napf.h" ?

    And how does your CfgBuildingLootPos.hpp looks like?
    > epoch.Napf\epoch_config\Configs\CfgBuildingLootPos.hpp
    Personally I never ran Napf, so i don´t know which buildings are on that map. What I want to say is, if there are buildings which aren´t listed in this hpp file, then there is no loot spawn, but I can´t imagine it.

    Any rpt errors btw?
    cheers
     
  17. Like
    Sp4rkY got a reaction from ReidenXerx in Help me! arma 3 epoch napf   
    Ofcourse no :)
    This is just a way to insert some map additions, like safezones or whatever.
    Loot spawn has nothing to do with propspos.
     
    cheers
  18. Like
    Sp4rkY reacted to ReidenXerx in Help me! arma 3 epoch napf   
    Wait, are these proppos not needed to spawn loot in buildings?
  19. Like
    Sp4rkY got a reaction from ReidenXerx in Help me! arma 3 epoch napf   
    You know the meaning of propspos? Objects which are placed at the map for a safezone or something else for example.
    You don´t have to do this, it´s optional and yes, iam talking about the standard Eden editor.
    How can you determine the type of construction: It´s fully up to you, depending on what do you want to use. Just start with placing some buildings in the editor, save it and check the file, you will understand what iam talking from. ;)

    cheers
  20. Like
    Sp4rkY got a reaction from ReidenXerx in Help me! arma 3 epoch napf   
    Just place your objects in the editor, save it and open that saved mission.sqm.
    You find your saved editor stuff in "c:\Users\YOURNAME\Documents\Arma 3 - Other Profiles\YOURPROFILENAME\mpmissions\SAVEDMISSION.MAP\"
    Then you can see some stuff like this:
    The classname of the object is "type", in this example: Land_i_Garage_V2_F.
    "position" should be self-explaining, the coordinates. But take care: In sqm files the coordinates are in [x,z,y], you need [x,y,z].
    And the direction you can find in "angles", the second number (2.5294108).
    I think there is a way to convert the direction into a full number, but i forgot it. Maybe someone else has this information, but this also should be working.

    So for this example the propspos would be:
    { "Land_i_Garage_V2_F", { 4787.3916, 7280.8706, 10.130178 }, 2.5294108, true }  
    cheers
  21. Like
    Sp4rkY got a reaction from ReidenXerx in Help me! arma 3 epoch napf   
    You did not told that. But you can just create your own positions and use them in there.
    Place some objects you want to use in the editor and catch the data. As example you can use the altis file.
    cheers
  22. Like
    Sp4rkY got a reaction from ReidenXerx in Help me! arma 3 epoch napf   
    Dont know why its empty for you but here is the original one, maybe it helps:


    cheers
  23. Like
    Sp4rkY got a reaction from Tarabas in ESVP - Extended Safezones with Vehicle Protection   
    @Tarabas
    Yo, ofcourse i will check it out and try to fix it as soon as possible...
    Only problem actually is the real-life... new work -> new chaos -> less time for anything else  lol

    cheers
  24. Like
    Sp4rkY got a reaction from rvg?! in ESVP - Extended Safezones with Vehicle Protection   
    Last time I checked it for sunnus01 and everything was fine.
    Don´t know why it should not work now but I can recheck it, especially for the filters and give you response as soon as I get some spare time.
    Can you reveal your BE log related to this?
    Do you have any errors in rpt´s (client and server)
    cheers
  25. Like
    Sp4rkY reacted to vbawol in database   
    I feel Redis is well suited for game persistence in general because it is fast, stable, zero install has a ton of great features and we are not even close to using half of it's potential yet. I will try to give a brief summary of why I chose to use Redis for Epoch.  https://redis.io/

    Most game data does not need to be saved forever. Redis gives us built-in features to control how long we save data. Thus, automatically preventing database bloat requiring no maintenance on the part of the server admin, it just works.

    The schema concept is based on saving data as an Arma Array data type. The actual schema is completely in the hands of the Arma engine and SQF coder and should never require external schema changes.

    Every player in Arma 3 has a unique steam64ID so we use that to our advantage as a unique identifier or "Key". As our method does not use tables it does not slow down as more database entries are added as relational databases often do.
    Don't get me wrong I like using MySQL and have done so for many years. Redis has a lot of potential and we have not even touched some of the more advanced features yet.
    That said the sources for our DLL and gamemode are here if you want to take a further look.
    Epoch gamemode for Arma 3 - https://github.com/EpochModTeam/Epoch
    Epoch Server DB extension (DLL / so) for Arma 3 - 
    Epoch Server SQF Persistence Framework for Arma 3 -
    https://github.com/EpochModTeam/EpochServer
     
     
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