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Sp4rkY

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  1. Like
    Sp4rkY reacted to orangesherbet in Epoch 0.5 Celebration Event 4/22/17 - Hosted by [VB]AWOL, Orangesherbet and Friends!   
    Thank you all who helped with the event and participated! I will let you guys and gals know when we hold the next one 
  2. Like
    Sp4rkY reacted to Drokz in ESVP - Extended Safezones with Vehicle Protection   
    Thought so thx will update em then :)
    I just didnt use be before i reininstalled my server thats why i had some issues with them now but the addon itself works fine 
  3. Like
    Sp4rkY reacted to Petite in NEW Roads/Towns/Villages North of Chernarus   
    My husband and I made new roads and towns/villages for Chernarus. After lots of request of my husband to share it, so other servers can use it I finally decided to do it.
    My husband built about 15 Km of new roads North of the map with little village. I built 2 big towns, one called Skalkatown and Pesha. 
    There is some pictures of it http://imgur.com/a/2ToKo
    Download the files here https://www.dropbox.com/sh/fl7oqiz2aputyah/AACC1Ct3sKHOsEm15f5RwMI5a?dl=0
    1- Put the Map folder in your dayz_server
    2- Open your server_functions.sqf and add this to the bottom of the file;
     
    And you're good to go.
    I hope you will enjoy it. We spent hundreds hours on that project. Make it perfect and natural like if its part of the map was not an easy thing. 
    I have other creations that I will soon add.
  4. Like
    Sp4rkY reacted to orangesherbet in Epoch 0.5 Celebration Event 4/22/17 - Hosted by [VB]AWOL, Orangesherbet and Friends!   
    (skip to the end for a tl;dr if you wish)
    Hello,
    I'm Dan also known as orangesherbet- haven't been active on these forums for some time but I've been a tester and supporter of Epoch since the early days in 2012.  More importantly, I've made lasting friendships with the development team and surrounding community of Epoch Mod. With the release of version 0.5, I wanted to organize an event that would bring all of us together to celebrate the time we've spent playing, testing, and developing (I'm not a dev) the mod!
    The event itself will take place on Chernarus, where everything started!  We will have several activities for participants including a race from Kamenka debug line to NE Airfield,  a melee arena, demolition derby, "Tower of Terror" built by community developer and friend SLI, stunt contest, fishing, and base building!  
    I'll be hosting the event on my stream and Discord, but I do want to make it clear that this event is about the celebration of Epoch Mod's development and not a promotion for my stream or Discord server.  I would recommend participants join my Discord server as that is where players will be welcomed to chat with each other and the admins to help us stay organized and have fun!  Feel free to leave the Discord server at the conclusion of the event if you wish.  We do have another Epoch Event in the near future and I will share that information with everyone once we have a date set!
    tl;dr
    ------------------------------
    Event Info:
    Date: Saturday April 22nd, 2017
    Start Time: 12pm EST / 5pm GMT (Find your time here: http://bit.ly/2pm6kXR via WorldTimeBuddy) Event will be at least 6 hours.
    Game Mode / Map: Epoch Mod Chernarus
    Server Information: Event has been completed
    Discord Server (for information, support): https://discordapp.com/invite/orangesherbet  Free to use program- please use the text channel #event for help with anything regarding the event.
    Mods required for the event (all available on Steam Workshop, total file size over 14gb): Epoch Mod, CUP Units, CUP Vehicles, CUP Terrains - Maps, CUP Terrains - Core, CUP Weapons, CBA_A3, Ryan's Zombies and Demons
    Stream channel if you care to watch the event: https://twitch.tv/orangesherbet
    ------------------------------
    Thanks to [VB]AWOL, SLI, Pumba, Konc, Robio, TipsyJack, somyc, Buddha187, and Philanthropy for help setting up this event and [VB]AWOL for providing the event server. Promo image made by SLI.
    Stay Tuned for server info Saturday morning! 
     
     

  5. Like
    Sp4rkY reacted to Drokz in ESVP - Extended Safezones with Vehicle Protection   
    Yea works for me too
  6. Like
    Sp4rkY reacted to vbawol in Is It Alpha or Beta Now?   
    Thanks for the heads up will get this fixed, I am sure we will be replacing the word Alpha for a while. 
  7. Like
    Sp4rkY got a reaction from He-Man in Epoch + ARMA 1.68 compatible?   
    ...and don´t forget the beserver_x64.dll.
    If you want to use BEC, then also copy your existing BEServer.cfg to beserver_x64.cfg.
     
    cheers
  8. Like
    Sp4rkY reacted to Grahame in Tanoa Trains!   
    Duda123 on the BIS Forums (they guy who brought us lots of nice rope mods) is at it again. Not released yet, but looks close:
    https://forums.bistudio.com/topic/201762-tanoa-trains/
    Will work on all maps if you use Tanoa trains and tracks! Personally I cannot wait!!!
  9. Like
    Sp4rkY got a reaction from Teacher in ESVP - Extended Safezones with Vehicle Protection   
    Title:                 SPK_ESVP
    Author:            Sp4rkY (Github)
    Description:   Extended Safezones with Vehicle Protection for Arma 3 Epoch
    Version:           0.9
    Required:        Arma 3 1.66+ / Epoch 0.4+
    Credits:            IT07 (Thx for many brain) (Github)
                              |V.I.P.| CH!LL3R (Thx for thoughts & testing!)

    DOWNLOAD & INSTALL INSTRUCTIONS:
    >>> >> > CLICK ME < << <<<
    Edit by EpochMod - 2019-11-08:
    There came some issues up with the Arma 1.96 update.
    Unfortunately @Sp4rkY currently seems to be not active here, so we have added a pull request for his GitHub files.
    So if you want to use this addon, check / add this changes:
    https://github.com/SPKcoding/A3_Epoch_ESVP/pull/2/files

    FEATURES:
    * Fully customizable
    * Works with all maps
    * Works for players and vehicles
    * No more `"ProtectionZone_Invisible_F"` is needed (usually found in map config in a3_epoch_server_settings.pbo)
    * Fired bullets will automatically be deleted in safezones
    * (optional) Teleport players out of safezones after restart
    * (optional) Teleport players away from the parking place (if used) after restart
    * Protection from idiots trying to drive over other players (including traders)
    * Check vehicle ownership of bought vehicles
    * (optional) Teleport vehicles out of safezones at server restart to:
        - (optional) a given distance from the respective safezone
        - (optional) a static parking place (you can use your own map addition and define as many parking lots you want)
    * (optional) Restricted vehicle´s access in safezones (only the owner(s) can enter the vehicle)
    * (optional) Restricted vehicle´s gear-access in safezones (only the owner(s) can access the vehicle´s inventory)
    * (optional) Protection for lifted vehicle´s
        - If using this feature, there will be also a check for the owner, so stealing is not possible
    * (optional) Unlock teleported vehicles
    * 2 ways of info messages (depends on if vehicle protection is used or not)
    * (optional) Vehicle Access Menu:
        - "Refresh" button to update the player-list while menu is open
        - "Registered" listing to see which players are added to your vehicle
        - "Clear" button to remove the added players
    * (optional) restrict access to driver seat for primary vehicle owner
    * slingload check for bought vehicles (you can not steal cars or ships)
    * (optional) info messages for prohibited lifting
    * (optional) Prevent spawning of antagonists (UAV, Sappers, Snakes, Cultists) in safezones
    * (optional) Allow/disallow to chop/sledge/chainsaw anything in safezones
    * (optional) Feature to set map markers directly from this script (no need to define them anywhere else)
    * If using the "vehicle teleporting WITHOUT Parking Place" - function:
        - the vehicles get teleported to a random position within the given radius out of the safezones
    * If using the "vehicle teleporting WITH Parking Place" - function, it will works like this:
        - server restarts, vehicles in safezones will be teleported to a parking place
        - vehicles which are present at the parking place are getting teleported to a random location on the map, new vehicles (in safezones) are ported to the parking place
    * If the respective safezone contains water, ships are treated like this:
        - if ships are located at water surface, they gets teleported close to the safezone´s shore at given radius
        - if ships are located at terrain surface because of lifting or simliar, they gets ported random at the maps shore
    * If not using "vehicle teleporting" - function, remaining vehicles in safezones are indestructible after restart
    * Debug option for better determine errors (client & server)
     
    Enjoy this stuff and have fun!
    cheers
  10. Like
    Sp4rkY reacted to xXLeVeLXx in ESVP - Extended Safezones with Vehicle Protection   
    Okay im so Sorry but the Reason why it doesnt work was related to the mission.sqm
    Since the last Update this function was not available. I dont know exacly the reason why.
    If somebody want to use this and dont know how to add this to the files..
    this is how it works
    Create a file called InitPlayerLocal.sqf ( if you dont have one) 
    and type this 
    ["InitializePlayer", [player]] call BIS_fnc_dynamicGroups;  
    then create a file ( if you dont have one) called InitServer 
    and type this
    ["Initialize"] call BIS_fnc_dynamicGroups;  
    thats all!
    repack your Pbo and restart . 
    After that you will be able to open this menu with "U".
    If you want to Open this Menu via Script its 
    "findDisplay 46 createDisplay 'RscDisplayDynamicGroups'";
    So thats it . 
    Sorry again for the Trouble.
     
    And last but not least Your Safezone Script works AWESOME
     
    The only thing i have to change is that the AI from the A3EAi can spawn in the Safezone at the moment and i dont know why xD
    but i will figure this out.
     
    Sorry for my English it is not that Best  but you can understand me i guess.
     
     
     
     
     
  11. Like
    Sp4rkY reacted to Tarabas in ESVP - Extended Safezones with Vehicle Protection   
    Now it works very well again :)
    Good job Sp4rkY
  12. Like
    Sp4rkY got a reaction from Tarabas in ESVP - Extended Safezones with Vehicle Protection   
    updated to v0.893
     
    * [fixed] projectiles of armed vehicles are still getting deleted after leaving safezones
    * [updated] BE filters (scripts.txt)


    Thanks to @Tarabasfor letting me know about this fail. :)
    There will be a better way of code to handle such things in the next bigger update.
    cheers
  13. Like
    Sp4rkY got a reaction from Grahame in ESVP - Extended Safezones with Vehicle Protection   
    updated to v0.89
     
    Hello everybody!
    After a bigger break of developing this script, I can proudly present my new update with many new features and fixes.

    Long story short:
    Check the main post for the new stuff! ;)
    And like everytime:
    Keep me informed about anything what is probaply going wrong.

    Have fun and enjoy it!
    cheers
  14. Like
    Sp4rkY got a reaction from Tarabas in ESVP - Extended Safezones with Vehicle Protection   
    Thats a good question.
    Maybe I will insert the Epoch group system with a later update, but for now it works like this:

    First of all, the option for using the access check is optional.
    If enabled it works like this:

    You drive into a SZ and no other player is sitting in your vehicle, then you are the "only" owner of that vehicle.
    Now you have the option to use the access menu to grant access for the players you want (they have to be in the same safezone ofcourse and outside of any vehicle).
    If you did this, they have the same access to the vehicle as for yourself (depends on if you use the check for restriced driver check. if you enabled this check, only you will be able to drive the vehicle but noone else).

    If you drive into a SZ with some players sitting in your vehicle then they have the access automatically and there is no need to add them via the access menu, but you still are able to remove them. If you do that, they will get ejected from your vehicle. :)

    I found it is a good way to control something. Let´s see how its working for you.
    Tested it many, many times and couldnt find any issues.

    There will come 1 or 2 updates more at minimum and perhaps I will implement the Epoch group system check as an option.

    cheers
  15. Like
    Sp4rkY got a reaction from ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    Thats a good question.
    Maybe I will insert the Epoch group system with a later update, but for now it works like this:

    First of all, the option for using the access check is optional.
    If enabled it works like this:

    You drive into a SZ and no other player is sitting in your vehicle, then you are the "only" owner of that vehicle.
    Now you have the option to use the access menu to grant access for the players you want (they have to be in the same safezone ofcourse and outside of any vehicle).
    If you did this, they have the same access to the vehicle as for yourself (depends on if you use the check for restriced driver check. if you enabled this check, only you will be able to drive the vehicle but noone else).

    If you drive into a SZ with some players sitting in your vehicle then they have the access automatically and there is no need to add them via the access menu, but you still are able to remove them. If you do that, they will get ejected from your vehicle. :)

    I found it is a good way to control something. Let´s see how its working for you.
    Tested it many, many times and couldnt find any issues.

    There will come 1 or 2 updates more at minimum and perhaps I will implement the Epoch group system check as an option.

    cheers
  16. Like
    Sp4rkY reacted to ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    Nice :)
    Quick question on only the owner being able to access the vehicle in the SZ...... If this is switched on, will his group members be able to access it? 
    Thanks again for the great work :)
  17. Like
    Sp4rkY got a reaction from CH!LL3R in ESVP - Extended Safezones with Vehicle Protection   
    Title:                 SPK_ESVP
    Author:            Sp4rkY (Github)
    Description:   Extended Safezones with Vehicle Protection for Arma 3 Epoch
    Version:           0.9
    Required:        Arma 3 1.66+ / Epoch 0.4+
    Credits:            IT07 (Thx for many brain) (Github)
                              |V.I.P.| CH!LL3R (Thx for thoughts & testing!)

    DOWNLOAD & INSTALL INSTRUCTIONS:
    >>> >> > CLICK ME < << <<<
    Edit by EpochMod - 2019-11-08:
    There came some issues up with the Arma 1.96 update.
    Unfortunately @Sp4rkY currently seems to be not active here, so we have added a pull request for his GitHub files.
    So if you want to use this addon, check / add this changes:
    https://github.com/SPKcoding/A3_Epoch_ESVP/pull/2/files

    FEATURES:
    * Fully customizable
    * Works with all maps
    * Works for players and vehicles
    * No more `"ProtectionZone_Invisible_F"` is needed (usually found in map config in a3_epoch_server_settings.pbo)
    * Fired bullets will automatically be deleted in safezones
    * (optional) Teleport players out of safezones after restart
    * (optional) Teleport players away from the parking place (if used) after restart
    * Protection from idiots trying to drive over other players (including traders)
    * Check vehicle ownership of bought vehicles
    * (optional) Teleport vehicles out of safezones at server restart to:
        - (optional) a given distance from the respective safezone
        - (optional) a static parking place (you can use your own map addition and define as many parking lots you want)
    * (optional) Restricted vehicle´s access in safezones (only the owner(s) can enter the vehicle)
    * (optional) Restricted vehicle´s gear-access in safezones (only the owner(s) can access the vehicle´s inventory)
    * (optional) Protection for lifted vehicle´s
        - If using this feature, there will be also a check for the owner, so stealing is not possible
    * (optional) Unlock teleported vehicles
    * 2 ways of info messages (depends on if vehicle protection is used or not)
    * (optional) Vehicle Access Menu:
        - "Refresh" button to update the player-list while menu is open
        - "Registered" listing to see which players are added to your vehicle
        - "Clear" button to remove the added players
    * (optional) restrict access to driver seat for primary vehicle owner
    * slingload check for bought vehicles (you can not steal cars or ships)
    * (optional) info messages for prohibited lifting
    * (optional) Prevent spawning of antagonists (UAV, Sappers, Snakes, Cultists) in safezones
    * (optional) Allow/disallow to chop/sledge/chainsaw anything in safezones
    * (optional) Feature to set map markers directly from this script (no need to define them anywhere else)
    * If using the "vehicle teleporting WITHOUT Parking Place" - function:
        - the vehicles get teleported to a random position within the given radius out of the safezones
    * If using the "vehicle teleporting WITH Parking Place" - function, it will works like this:
        - server restarts, vehicles in safezones will be teleported to a parking place
        - vehicles which are present at the parking place are getting teleported to a random location on the map, new vehicles (in safezones) are ported to the parking place
    * If the respective safezone contains water, ships are treated like this:
        - if ships are located at water surface, they gets teleported close to the safezone´s shore at given radius
        - if ships are located at terrain surface because of lifting or simliar, they gets ported random at the maps shore
    * If not using "vehicle teleporting" - function, remaining vehicles in safezones are indestructible after restart
    * Debug option for better determine errors (client & server)
     
    Enjoy this stuff and have fun!
    cheers
  18. Like
    Sp4rkY got a reaction from CH!LL3R in ESVP - Extended Safezones with Vehicle Protection   
    updated to v0.89
     
    Hello everybody!
    After a bigger break of developing this script, I can proudly present my new update with many new features and fixes.

    Long story short:
    Check the main post for the new stuff! ;)
    And like everytime:
    Keep me informed about anything what is probaply going wrong.

    Have fun and enjoy it!
    cheers
  19. Like
    Sp4rkY got a reaction from ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    updated to v0.89
     
    Hello everybody!
    After a bigger break of developing this script, I can proudly present my new update with many new features and fixes.

    Long story short:
    Check the main post for the new stuff! ;)
    And like everytime:
    Keep me informed about anything what is probaply going wrong.

    Have fun and enjoy it!
    cheers
  20. Like
    Sp4rkY reacted to Cubitron in [HAPPY NEW YEAR 2017 FOR ALL!!!!   
    Happy Happy 
  21. Like
    Sp4rkY got a reaction from juandayz in [HAPPY NEW YEAR 2017 FOR ALL!!!!   
    Also from me a happy new year to all of you! Best regards!
  22. Like
    Sp4rkY reacted to RC_Robio in Epoch Pro |PVP|AI| 1.62|HALO IN|CUSTOM TRADERS AND GEAR   
    Last time we deal with this bitching. I told you to take it to their website. This is not the place. Next will be a ban. Have a Happy New Year!
  23. Like
    Sp4rkY reacted to Zupa in ZBot - BE Rcon Discord Bot   
    ZBot ( An experimental project. ) -> For any BattlEye rcon game supported!
     
    Current version: 1.0.1
     
    A Discord bot that can roam your Discord server and function as an RCON client for your BattlEye game servers. 
    Screenshots at the bottom.
     
    What can it do?
     
    Print all chats in different discord text channels in their respective colours ( Side, Vehicle, Global, ... ). (Tip: Print sidechat in a channel that everyone can read !) Execute RCON & Server commands to your arma server in the assigned Command channel. Protect these commands with an appropriate Discord Role. Reply to user commands when they type ingame. These replies can be printed ingame and in discord. ( eg: !admin -> Admins can be found on discord -> @Admin some asked for an admin ingame. ) Webpanel to configure your rcon-game servers. List players, admins & bans trough rcon commands. ( All BattleEye commands supported ). UPCOMING in next version: Schedule text commands for ingame/discord through the web panel.  
    How to add it to my server?
     
    https://bot.devzupa.be/
     
    Follow the flow of the site. It should be straightforward. Always remember to save a page if needed before navigating to another page!
    Add the bot before or after you filled in all the info. ( The button on top ).
    Always be sure the chosen roles and channel exist in your discord server! ( channel names are without the # )
     
    Whenever you make changes in the config panel you need to reload the config of your server onto the bot. 
    This can be easily done by just typing in a channel:
    !zbot reload This commands also refreshes your rcon instance if it would have stopped for some reason.
     
    All rcon commands can be viewed in the assigned 'command' discord channel. List these commands by typing
    !rcon All commands are prefixed with that aswell.
    1 example for a global message by the bot:
    !rcon say all Welcome you our server! All rcon commands:
    # ZBot BattlEye RCON commands **All commands are prefixed with !rcon** ## Commands players List all players admins List all admins bans List all bans load scripts Reloads al BE scripts load events Reloads al BE events say all [text] Sends text to all users say [playerId] [text] Sends text to specific user id MaxPing [ping] Sets the maxping of the serve. kick [playerId] [reason] Kicks player (eg: kick 32 Language pls.) ban [playerId] [minutes] Bans online player (eg: ban 11 0 Duping) 0 = forever [reason] addBan [GUID|IP] Bans on/off player (eg: addBan 127.0.0.1 0 Duping) [minutes] [reason] removeBan [banId] Remove bans (eg: ban 11 ) version Display the BattlEye version update Check for a newer BattlEye version loadBans Reload Bans from bans.txt writeBans Rewrite Bans to bans.txt disconnect Disconnects the rcon exit Exits the whole rcon client ## Server Commands **All commands are prefixed with !rcon** #shutdown Shutdown the GAME server #lock Locks the GAME server #unlock Unlocks the GAME server #missions Stops current missions and goes to mission list #reassign Moves all players back into the lobby #userlist Displays the list of users on the server #kick [serverPlayerId] Kicks an online player #exec ban Bans an online player [serverPlayerId]  
     
    Please provide as much feedback as possible ! 1 mistake by myself can crash the whole bot. So if there are still use cases where it fails we can finetune it!
    You can join our discord server to discuss or report bugs ( or the topics ).
     
    https://discord.gg/WYbeSKR
     
     
    Technical info about the bot.
    Hosted in france on a good server. Coded in NodeJS ( Ecmascript 6 ). Modular build  
     
    The bot will be hosted by myself until we encounter any problems we can't solve that way.
    If i ever stop hosting the bot i will release the sourcecode.
    I might also release the sourcecode earlier. ( If i know you, you can ask me for access to the code).
     
    Credits - Testers
     
    MGT -> DB Edge of Sanity -> Tobias Solem  
    Screenshots
     

     
     

     

     

  24. Like
    Sp4rkY reacted to vbawol in ARMA 1.66 Update Issues   
    0.4 b668 released:
    https://github.com/EpochModTeam/Epoch/releases
    [Fixed] Crash when opening crafting menu since A3 1.66. [Fixed] workaround for HandleDisconnect not firing since A3 1.66. b660 [Fixed] changed playableUnits to allPlayers [Changed] improved Epoch_selectInventoryItem function [Changed] improved inventory locked check with arma 1.66 features. Known Issue: Killed event handler is not firing since 1.66 release. Changes Since 655:
    https://github.com/EpochModTeam/Epoch/pull/669/commits
     
    @viper179, Ideally crash dumps should be sent to BI.
    Also, are you referring to this? https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgBuildingLootPos.hpp#L20-L21
  25. Like
    Sp4rkY reacted to Grahame in ARMA 1.66 Update Issues   
    Crafting menu comes up on my updated server no problems btw.
    Thanks guys for all the hard work. Much appreciate by us all!!!
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