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Sp4rkY

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  1. Like
    Sp4rkY got a reaction from ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    That would be a good idea for sure.
    I will see what i can do.
  2. 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
  3. Like
    Sp4rkY reacted to ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    Nothing bad dude, our twins were born at 4am yesterday :) Now have 3 kids....I must be mad... :D
  4. 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
  5. Like
    Sp4rkY reacted to Kenobi in ESVP - Extended Safezones with Vehicle Protection   
    It looks very usefull, thank you very much. Good job.
  6. Like
    Sp4rkY reacted to ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    Thanks Sp4rkY. I'll load up over the next couple of days as soon as I get out of hospital. 
    Loving the functions from the description though.....just what I've been looking for. :)
  7. 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
  8. Like
    Sp4rkY got a reaction from ReDBaroN in Unlock vehicles parked in safezones at restarts   
    Here it is:
    Once it gets approval you can see that shit ;)
  9. Like
    Sp4rkY got a reaction from ReDBaroN in Unlock vehicles parked in safezones at restarts   
    Yes, primary iam done with it.
    Just have to write some BE Filters and readme/instructions stuff, doing a last testing run and then i will post it to the scripting section.
    But I dont want to give any date. Everytime any unexpected thing can happens, you know that. :)
     
    cheers
  10. Like
    Sp4rkY got a reaction from IT07 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
  11. Like
    Sp4rkY got a reaction from TheStainlessSteelRat in Unlock vehicles parked in safezones at restarts   
    Yes indeed, i have something for you. ;)
    Actually I create a new safezone script with optional features, also these what you are looking for.
    Want to release it as a whole, but it will be possible to use seperate options.
    I still need a bit more time to fix some bugs, but when Iam finished it you will see it here.
     
    cheers
  12. Like
    Sp4rkY got a reaction from ReDBaroN in Unlock vehicles parked in safezones at restarts   
    Yes indeed, i have something for you. ;)
    Actually I create a new safezone script with optional features, also these what you are looking for.
    Want to release it as a whole, but it will be possible to use seperate options.
    I still need a bit more time to fix some bugs, but when Iam finished it you will see it here.
     
    cheers
  13. Like
    Sp4rkY got a reaction from juandayz in AI Update marker   
    Every "OBJECT" in arma is categorized as an "vehicle", also units. This means, isNull is the correct one in this case. If the unit wouldn´t exist, it would be a nullobject.
    Assumed you created a marker before and named the marker "inmortalAI" you can try this:
    if(isServer)then{ [] spawn { waitUntil{!isNull "inmortal"}; while{true}do{ uiSleep .5; "inmortalAI" setMarkerPos (getPos "inmortal"); if(isNull "inmortal")exitWith{} } }; }; cheers
  14. Like
    Sp4rkY reacted to KPABATOK in Will this PC Run ARMA 3 EPOCH etc?   
    With colours and audio disabled you should be able to get about 20 FPS in Arma 3 :D
  15. Like
    Sp4rkY reacted to RC_Robio in Base Ideas   
    Seriously????
  16. Like
    Sp4rkY reacted to Richie in Sahrani map config   
    I started Sahran but then started a new job and no longer host a server, use my Sahrani.h and Mission.sqm to get started.
    I really don't remember how far i got, it should help you get started at least
  17. Like
    Sp4rkY got a reaction from KPABATOK in New helicopter spawns   
    But your solution with the blowed up dome, i like !!! :) hahaha, this would specially be a way to get the heli into it. :) Just to be able to kidding some guys :D lol.
     
  18. Like
    Sp4rkY reacted to axeman in Bohemia... haha makes me laugh   
    tbh, a throw "U" will do the same. There is scope to do more in Foo so that something more descriptive could be returned as an Exception
    Am sure there must be some performance to be gained with using a throw. It's the marriage of exitWith and Switch after a drunken week in Vegas.
    Why not 'throw false' and handle the boolean in the catch statement ? 
  19. Like
    Sp4rkY reacted to raymix in Epoch 0.3.5.053 and Armaupdate 1.54   
    Hi, guys
    Yes, that error was fixed, in fact, it wasn't causing any issues, just showing an error, but it's gone now.
    This is an odd one, because my message disappears instantly as soon as gender is selected. Could be something to do with binarization (i develop using packed data).
    By default script does not have stopping mechanism apart from timer given at start, but it can be forced to stop externally since it uses global vars or by setting smaller timer.
    To be honest, think i'll just remove it, shouldn't be too hard for people to figure out what that screen is.
  20. Like
    Sp4rkY reacted to RC_Robio in Epoch 0.3.5.053 and Armaupdate 1.54   
    Noticed that also. That would be Raymich too. But don't think that would be a top priority. One way to not see it is to just NOT DIE!! ;)
  21. Like
    Sp4rkY reacted to RC_Robio in Epoch 0.3.5.053 and Armaupdate 1.54   
    Already been reported and I believe Raymich has got it fixed on his end. Thanks.
  22. Like
    Sp4rkY got a reaction from KS__ in Gender Selection (0.3.5.0)   
    Hey there.
    I was wondering if there is a way to decrease the display duration of the "Select your gender" Message?
    I think it is shown a bit too long, so i spawned in and still see this message when i can run around...
    Hope i explained it good enough. ^^
    For me i cant find a way because this message seems to be placed in the config.bin of the epoch_code.pbo.
     
    EDIT:
    Ok its called with this new dynamicText "EPOCH_dynamicText". Is there no way to interrupt that? Like a cutRsc which u can also interrupt with cutText...
     
    cheers
  23. Like
    Sp4rkY reacted to vbawol in Epoch 0.3.5 Released (Server Hotfix: 053)   
    Client files download links: http://epochmod.com/download.php
    Server files download links: http://epochmod.com/download_server.php
     
     
    Tank Trap:
     
    Metal Floor: Texture outdated and improved after video.
     

    Files Changed:
    https://github.com/EpochModTeam/Epoch/pull/420/files
     
  24. Like
    Sp4rkY reacted to KPABATOK in Hello everyone, my English is very bad, thank EPOCH brings joy.   
    Thank YOU, man :D
  25. Like
    Sp4rkY reacted to vbawol in Happy Birthday AWOL!!!!   
    Thanks Guys!!
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