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Sp4rkY

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  1. Like
    Sp4rkY reacted to vbawol in Future of Arma 3: Epoch Mod   
    Creation of Arma 3: Epoch Mod started on December 15th 2013, and while community support has had its ups and downs along with the contest it did encourage us to spend more time working on the project. Epoch was a top 10 finalist in the MANW total conversion category and won the popular community vote and that I am very grateful for.
    Epoch Development Team are all volunteers and have each put in hundreds if not thousands of unpaid hours into helping create and release Epoch Mod for everyone to enjoy. Making game ready Arma assets, game modes etc. is not easy and can be very time-consuming. Special thanks go to all those that have supported us throughout our development! Epoch Mod would not exist without you! 
    Plans for next year include working with the community to further refine the MP survival framework and adding more support for singleplayer editor based missions and scenarios. The 1.0 update will bring a massive release of all remaining asset sources under APL-SA, and will be considered in the hands of the community to fork and develop as they choose. 
    Happy Holidays and New Year! Cheers to the pursuit of the next big thing!
    Source: https://arma3.com/news/report-in-marek-spanel-ceo
  2. Like
    Sp4rkY reacted to vbawol in Dead by Armalight   
    Came across a cool looking  gamemode that also uses Epoch mod and figured I would share it here.
    Read more and downloads: https://forums.bistudio.com/topic/197400-mp-dead-by-armalight/

     
  3. Like
    Sp4rkY reacted to vbawol in Epoch 0.4 Release Changelog   
    [New] Dynamic and extensible inventory sub menu system for item interaction and crafting options. (Double click item in your inventory)
    [Added] Vehicle immunity when a vehicle is left locked inside a player owned base (within jammer range) at server startup. Thanks to @morgoth0 for the feedback!
    [Added] Stamina loss when a player jumps.
    [Added] Option to pour out gas to get an empty Jerry can and a "Drink" option to poison yourself.
    [Added] Option to pour out honey and get an empty jar instead of eating it.
    [Changed] Inventory Armor stats feature now dynamic and no longer forced via config.
    [Changed] Group menu and group requests options are now found options on the self-action menu. (SPACE BAR)
    [Changed] Wardrobe mirror now works in single player.
    [Changed] Jetski and Electric Motorcycle motorcycle in-vehicle HUD now functions in singleplayer or editor.
    [Changed] Updated Tanoa trade city layout and added ATM's. Thanks to @morgoth0 (aka Grahame on EpochMod.com Forum)
    [Changed] Players now start with only 30% Hunger and Thirst instead of 100%.
    [Fixed] Increased mass of "Hotwire Kit" (ItemHotwire) magazine item from 2 to 50 to address balance issues. Thanks to PR from @Ignatz-HeMan
    [Fixed] Disposal of Snakes and other animals when inside a protection zone.
    [Fixed] Shark bite attack and effect can now target all players.
    [Fixed] Female ghillie suit transparency issue since Arma update 1.62.
    [Fixed] Fireplace position incorrectly shifted down after lighting the fireplace. Thanks for the report by @Ignatz-HeMan #592
    [Fixed] Increased anti-teleport range that should hopefully allow for proper HALO spawning.
    [Fixed] Typos in Battleye script.txt that caused the filter not to function properly.
    [Fixed] Trailing commas in mission addons array. Thanks to a RP from @SPKcoding (aka $p4rky on EpochMod.com Forum)
    [Fixed] No longer possible to unlock Doors / Gates while using a UAV. Thanks to PR from @Ignatz-HeMan
    Server Side Only:
    [New] EpochServer.dll/so is now statically linked to pcre3 and hredis. On Windows this means that the pcre3.dll file in the arma 3 root can now be removed. On Linux we no longer depend on libhredis and libpcre to be installed.
    [Added] Example mission file epoch_RyanZed.Tanoa that includes "RyanZombies" in the required addons array.
    [Fixed] Database logging now trims log entries via the LogLimit setting  provided in EpochServer.ini. The default is 1000 log records per list.
    Known Issues:
    Jetski and Electric Motorcycle motorcycle in-vehicle HUD will not initialize if player is spawned inside vehicle, as display getin EH did not fire.
     
  4. Like
    Sp4rkY reacted to Grahame in EpochZ: Black Tide   
    The year is 2025, six months after person or persons unknown unleashed the H7D3 virus on the world, killing a large proportion of the world's population and turning many of the "survivors" into mindless "zombies" - feral and infectious, very much alive and very, very hungry...
    Trying to create the feel of John Ringo's Black Tide Rising universe with less weaponry available, though if you want to chase Zs with a Saiga they are around. Knock yourself out.
    IP: 149.56.28.85:2302
    Visit the EpochZ Community Forum or contact us on Discord.
    Required Mods
    Ryan's Zombies and Demons: currently using COS to spawn the Zs, though there are also native spawns around the map with more to come. Normal infected in urban areas are walkers, the spawns are fast Zombies so watch out.
    CBA_A3, CUP Weapons, CUP Units, CUP Vehicles: it's 2025 with 2025 weapons and vehicles. I've completely overhauled loots.h for CUP but not increased the loot spawn chances.
    CUP Terrains Core: for upcoming map changes and the ports of old Wicked AI missions.
    Tryk's Multi-Player Uniforms: lots more uniforms for the uniform junkies out there. This is the one that you want if you are downloading via Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=779520435
    RDS Civilian Vehicles: primarily for the deployable bicycle but you also get a load of old favourites including Thomas the Tractor and the excellent Yamaha TT650!
    Enhanced Movement Mod: Sneeki Breeki your way into a base with a buddy vaulting you over the wall, or just climb on a roof or through a window to avoid the infected!
    Hellenic Armed Forces Mod (HAFM): for all those nice Greek uniforms and vehicles. 
    NI Arms All-in-One Mod: All the weapons and attachments from the mod are available at the traders and spawn as loot. 
    Scripts
    A3EAI: with vehicle and helicopter patrols. AI patrols and spawns replace the default Epoch antagonists (apart from the Epoch UAVs and subsequent militia if you don;t shoot them down). The AI will interact with the Zs and vice versa.
    SEM, BlackEagl's and WAI Missions: all with weapons, equipment and loot customized for CUP and including SEM Convoy missions. And yes, there is the WAI Nuke mission. If no one's dealt with that before the timer expires run like hell
    DayZ style Helicopter Crash Sites: with reduced CUP-based loot.
    C-130 Supply Drops, guarded by AI and with CUP-based loot.
    Deployable and packable bicycles and unarmed mozzies, so long as you have a Tool Kit (available in starting gear) and the other build parts (just Vehicle Repair Parts for a bicycle).
    New buildables at your base including working Portable Lights, a Sink and Field Toilet (both are water sources), Razor Wire, Watch Tower, various Sandbag Walls, Fuel Pump, large and small Camo Nets, Loudspeakers, a Burn Barrel and an ATM.
    Black Market Traders in trader camps and elsewhere.
    HALO/Ground Spawns and you can select limited Starting Gear
    Halv's Repair and Reammo Script, rearm and repair your vehicles in the repair shops at gas stations
     @Sp4rkY's Extended Safe Zones with Vehicle Protection!
    Advanced Towing and Advanced Rappelling
    Features
    All players are BLUFOR, roaming, dynamic and mission AI are OPFOR, infected are RESISTANCE allowing the interaction between the Ai and infected - they will fight each other when spawned together. No building restrictions, build where ever you want 150m Jammer range 7-day base maintenance 48-hour vehicle locks 4 hour restarts, day/night cycle PvE or PvP, your choice (but remember the AI and Zs will be after you too) The only safe zones are the five marked on the map (north, south, east, west and central). Everywhere else on the map is a free-fire zone so stay frosty, and alert.
  5. Like
    Sp4rkY reacted to Grahame in EpochZ: Tanoa   
    This server has been decommissioned due to lack of donations to keep it running.
    The year is 2045, twenty years after person or persons unknown unleashed the H7D3 virus on the world, killing a large proportion of the world's population and turning many of the "survivors" into mindless "zombies" - feral and infectious, very much alive and very, very hungry... Since The Fall, humanity has made great strides in reclaiming this world from the infected. Automated factories have been brought online 24x7 to produce weaponry and equipment which was under development before civilization collapsed. While twenty years have passed, the infected still survive anywhere that there is food and water and, though clearing continues in North America, Europe and Asia, attention has moved to clear the islands of the south Pacific.
    Trying to continue to develop and expand the feel of John Ringo's Black Tide Rising universe into the future. This server features Vanilla ARMA3 and Apex weaponry, vehicles and equipment on an incredibly atmospheric map. The numbers of infected are higher, thanks to the smaller map size and reduction in the number of mods.
    IP: 149.56.28.85:2322
    Required Mods
    Ryan's Zombies and Demons: using COS to spawn the Zs, though there are also native spawns around the map with more to come. Normal infected in urban areas are "slow", the spawns are "fast" Zombies so watch out.
    ARMA3 Apex. Obviously
    Tryk's Multi-Play Uniforms. Version 0.95 (with the armour fixes for vests). The un-sided uniforms work well with the siding changes on the server.
    Scripts
    A3EAI: with vehicle and helicopter patrols. AI patrols and spawns replace the default Epoch antagonists (apart from the Epoch UAVs and subsequent militia if you don;t shoot them down).
    SEM, BlckEagl's and WAI Missions: all with weapons, equipment and loot customized for EpochZ and including SEM Convoy missions. And yes, there is the WAI Nuke mission. If no one's dealt with that before the timer expires run like hell
    DayZ style Helicopter Crash Sites
    Black Market Traders in spawn site and elsewhere.
    HALO/Ground Spawns and you can select limited Starting Gear
    Halv's Repair and Reammo Script, rearm and repair your vehicles in the repair shops at gas stations
    @Sp4rkY's Extended Safe Zone and Vehicle Protection. with three new custom trader camps, North, South and West.
    Advanced Towing
    Advanced Rappelling (fast rope from helos)
    Advanced Sling Load (better sling loading from helicopters)
    Features
    All players are BLUFOR, roaming, dynamic and mission AI are OPFOR, infected are RESISTANCE allowing the interaction between the Ai and infected - they will fight each other when spawned together. Spawn Centre moved from the volcano crater to a small island so you can enjoy the view again No building restrictions, build where ever you want 150m Jammer range 7-day base maintenance 48-hour vehicle locks 4 hour restarts, day/night cycle PvE or PvP, your choice (but remember the AI and Zs will be after you too) All base parts are destructible Discord server. Join at: https://discord.gg/BguMwga
    EpochZ Community Forum at: http://www.epochz.net/forum
  6. 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
  7. Like
    Sp4rkY got a reaction from Tarabas in ESVP - Extended Safezones with Vehicle Protection   
    Ah I understand...
    That could be an issue. Thanks for let me know.
    I will take a look at this as soon I start my next update.

    But I can´t promise anything because the TP function is in the serverside addon which requires the epoch serverfiles to be fully loaded first. But I will check this out.
    EDIT: on the other hand  I have to say, when I was testing it while I created the function, every vehicle was TP´ed "before" I was fully login. So its kinda hard to reproduce this issue... Just give me some time...
    cheers
  8. Like
    Sp4rkY reacted to Tarabas in ESVP - Extended Safezones with Vehicle Protection   
    Is there a possibility to lower the time after restart, till vehicles teleport to parking zone ?
    some buyed a vehicle, wanted to walk to it and it spawned away.
    others use the time to buy something, get in and teleport to parking place with it..
  9. Like
    Sp4rkY got a reaction from IT07 in ESVP - Extended Safezones with Vehicle Protection   
    updated to v0.564
    [fixed] issue where fresh-spawns are able to steal a not-owned vehicle in half a second
    [added] if using the "lifted vehicles protection", there will also be a check for the owners, so stealing is not possible
     
    cheers
  10. Like
    Sp4rkY reacted to IT07 in a3_vemf_reloaded by IT07   
    UPDATE! (v0751.0)
    Check the CHANGELOG.md for details
  11. Like
    Sp4rkY got a reaction from Tarabas in ESVP - Extended Safezones with Vehicle Protection   
    updated to v0.564
    [fixed] issue where fresh-spawns are able to steal a not-owned vehicle in half a second
    [added] if using the "lifted vehicles protection", there will also be a check for the owners, so stealing is not possible
     
    cheers
  12. Like
    Sp4rkY got a reaction from RC_Robio in How to switch weapons since apex ?   
    It is only an experience of some players.
    For me it´s ok also, only one time i had this bug for myself. But they did this change in the options and never had that problem anymore.
  13. Like
    Sp4rkY got a reaction from KPABATOK in How to switch weapons since apex ?   
    You have to switch from "Arma 3 Apex controls" to "Arma 3 Standard controls" in your Settings of Arma 3.
    cheers
  14. Like
    Sp4rkY got a reaction from Tarabas in ESVP - Extended Safezones with Vehicle Protection   
    updated to v0.502
    [added] (optional) owner check for lifted vehicles (they also are protected now)
    [added] new variable in clientside config.sqf (useVehLifted [true|false] recommended is true)
     
    cheers
  15. Like
    Sp4rkY got a reaction from Tarabas in ESVP - Extended Safezones with Vehicle Protection   
    I will check this out later. Thx
  16. Like
    Sp4rkY got a reaction from Grahame in ESVP - Extended Safezones with Vehicle Protection   
    updated to v0.443
        * [fixed] issue with chopping trees after leaving a safezone (thx to ReDBaroN for noticing this bug)
        * [added] (optional) prohibit players to chop trees while in safezones (EPOCH_fnc_playerFired.sqf / check instructions in README.md)
        * [added] (optional) using chainsaws or sledgehammers in safezones will have no result (EPOCH_fnc_playerFired.sqf / check instructions in README.md)
        * [updated] BattlEye Filters
     
    cheers
  17. Like
    Sp4rkY got a reaction from ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    Fixed the github.
    There went anything wrong while syncing it this night. Now the actual scripts.txt is online.
    On the other hand, check the README.md, you can find the new instructions for the filters there also. ;)
     
    cheers
  18. Like
    Sp4rkY got a reaction from ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    updated to v0.443
        * [fixed] issue with chopping trees after leaving a safezone (thx to ReDBaroN for noticing this bug)
        * [added] (optional) prohibit players to chop trees while in safezones (EPOCH_fnc_playerFired.sqf / check instructions in README.md)
        * [added] (optional) using chainsaws or sledgehammers in safezones will have no result (EPOCH_fnc_playerFired.sqf / check instructions in README.md)
        * [updated] BattlEye Filters
     
    cheers
  19. Like
    Sp4rkY got a reaction from Grahame in ESVP - Extended Safezones with Vehicle Protection   
    These entrys shouldn´t related to ESVP.
    But for going sure u simply could take ESVP out and check again if these messages will shown.
     
    What are u running at your testserver, stable branch 1.60 & stable Epoch 0.38 or any Dev/Experimental build?
    And which additional scripts are installed, perhaps this could be a useful information.
    I will try to reproduce your described bug now.
     
    EDIT:
    Yes, the bug is true.
    I hope i can figure out a fast solution. I will keep you informed.
     
    EDIT2:
    Figured out the reason, working on a fix now...
     
    cheers
  20. Like
    Sp4rkY got a reaction from ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    These entrys shouldn´t related to ESVP.
    But for going sure u simply could take ESVP out and check again if these messages will shown.
     
    What are u running at your testserver, stable branch 1.60 & stable Epoch 0.38 or any Dev/Experimental build?
    And which additional scripts are installed, perhaps this could be a useful information.
    I will try to reproduce your described bug now.
     
    EDIT:
    Yes, the bug is true.
    I hope i can figure out a fast solution. I will keep you informed.
     
    EDIT2:
    Figured out the reason, working on a fix now...
     
    cheers
  21. 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
  22. Like
    Sp4rkY got a reaction from ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    updated to v0.436
    [added] option to unlock vehicles after teleport (serverside settings.h)
  23. Like
    Sp4rkY got a reaction from Grahame in ESVP - Extended Safezones with Vehicle Protection   
    updated to v0.436
    [added] option to unlock vehicles after teleport (serverside settings.h)
  24. Like
    Sp4rkY reacted to Grahame in ESVP - Extended Safezones with Vehicle Protection   
    This works great. Thanks very much!
  25. Like
    Sp4rkY got a reaction from SAYREX 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
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