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RimBlock

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  1. Like
    RimBlock got a reaction from fettneX in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    @fettneX
     
    This mod is built for Epoch and has not been tested on Overpoch and is not supported of Overpoch installs.
     
    Having said that....
     
    If you link to one file and then link to another file and both contain code with the same function name then the last one to be called will overwrite the first one.
     
    ie.
     
    File 1
    testfunction = {diag_log text :Cat.";}
     
    File 2
    testfunction = {diag_log text :Dog.";}
     
    Main code
    [] call testfunction;
     
    Result = Dog.
     
    Now what may be happening is that the original functions defined in the compiles etc in the Overpoch files are defining Overpoch functions with different names to the Epoch functions.  Calling the compiles etc from my mod then only overwrites the Epoch functions and not the Overpoch ones as they have different names.  THis is all just a theory though.
     
    The downside with this is that you are defining functions more than once which is wasteful and makes startup slower.  The better way would be to use something like diffmerge to merge the changes in to a single file that is then called.  There are two links to guide on how to do this on the first post.
     
    I also do not use / support infinistar.  You would have to go back to him.
     
    For the servermonitor line, you are kicking off two processes that are trying to do the same thing.  You should only be running one server_monitor.
  2. Like
    RimBlock got a reaction from glowpowner in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    All three files now just use fn_check_owner.sqf for those checks so changing in that single file will sort it out for all three.

    Have a look and play around. It should be pretty simple. If you post on Zupas thread he should be able to give you the code change pretty easily.

    Gone 11 pm here and work day tomorrow. Will have a quick look if Zupa has not supplied an update.
  3. Like
    RimBlock got a reaction from MatthewK in [Help] Working on Custom Script - Get this Error   
    Ok,
     
    Fully working code with the item to put the protection on as a variable.
    // Ring of protection by RimBlock (http://epochmod.com/forum/index.php?/user/12612-rimblock/) // // This script will allow you to set two rings around an object (vehicle, building, player). The first ring will create a warning, the second will kill the player. // // Completely rewritten from initial code by [MIC] Murcielago. Private ["_n","_classnameProtected","_nearbyProtected","_vehiclePlayer","_nearestProtected","_warningRange","_deathRange","_nearbyProtected","_aliveNearbyProtected"]; _n = 0; _warningRange = 20; _deathRange = 7; _classnameProtected = "Wooden_shed_DZ"; While {True} Do { _nearbyProtected = []; _aliveNearbyProtected = []; _nearestProtected = ""; _vehiclePlayer = (Vehicle Player); _nearbyProtected = nearestObjects [_vehiclePlayer, [_classnameProtected], _warningRange]; if ((count _nearbyProtected) >= 1) then { { if (alive _x) then { _aliveNearbyProtected set [(count _aliveNearbyProtected),_x]; }; }count _nearbyProtected; if ((count _aliveNearbyProtected) >= 1) then{ _nearestProtected = _aliveNearbyProtected select 0; If ((_vehiclePlayer Distance _nearestProtected) < _deathRange) Then {Player Setdamage 1;}; If ((_n == 0) && {_vehiclePlayer Distance _nearestProtected >= _deathRange}) Then { TitleText ["[WARNING]: Entering restricted area. Continuing will result in death.","PLAIN"]; }; _n = _n + 0.05; }; }; Sleep 0.05; If ( _n > 1 ) Then { _n = 0; }; }; Put the following in the compiles.sqf
    ringOfProtection = compile preprocessFileLineNumbers "[File path and name]"; Call it (probably from the init.sqf)  after the line "_playerMonitor = ..." with
    [] spawn ringOfProtection; Note this is likely to have at least a small impact on each player.
  4. Like
    RimBlock got a reaction from CartoonrBOY in [Release] Ring of Protection - Warning then death if a player gets too close to a named object type.   
    Have just rewritten a script for MatthewK to try and help out (thread ) and though I would release for all to enjoy.
     
    Set the _classnameProtected to a class name of an object you want to protect.  Classnames are types of objects.  In the code below it is all wooden DZ sheds. 
     
    Save the following as something (i.e. mpmissions\[MAP NAME]\Custom\RingOfProtection\RingOfProtection.sqf)
    // Ring of Protection by RimBlock (http://epochmod.com/forum/index.php?/user/12612-rimblock/) // // This script will allow you to set two rings around an object (vehicle, building, player). The first ring will create a warning, the second will kill the player. // // Completely rewritten from initial code by [MIC] Murcielago. Private ["_n","_classnameProtected","_nearbyProtected","_vehiclePlayer","_nearestProtected","_warningRange","_deathRange","_nearbyProtected","_aliveNearbyProtected"]; _n = 0; _warningRange = 20; _deathRange = 7; _classnameProtected = "Wooden_shed_DZ"; While {True} Do { _nearbyProtected = []; _aliveNearbyProtected = []; _nearestProtected = ""; _vehiclePlayer = (Vehicle Player); _nearbyProtected = nearestObjects [_vehiclePlayer, [_classnameProtected], _warningRange]; if ((count _nearbyProtected) >= 1) then { { if (alive _x) then { _aliveNearbyProtected set [(count _aliveNearbyProtected),_x]; }; }count _nearbyProtected; if ((count _aliveNearbyProtected) >= 1) then{ _nearestProtected = _aliveNearbyProtected select 0; If ((_vehiclePlayer Distance _nearestProtected) < _deathRange) Then {Player Setdamage 1;}; If ((_n == 0) && {_vehiclePlayer Distance _nearestProtected >= _deathRange}) Then { TitleText ["[WARNING]: Entering restricted area. Continuing will result in death.","PLAIN"]; }; _n = _n + 0.05; }; }; Sleep 0.05; If ( _n > 1 ) Then { _n = 0; }; }; Put the following in your custom compiles.sqf (just after "progressLoadingScreen 0.8;" should work).
    ringOfProtection = compile preprocessFileLineNumbers "Custom\RingOfProtection\RingOfProtection.sqf";     Call it (probably from the init.sqf)  after the line "_playerMonitor = ..." with
    [] spawn ringOfProtection; Note this is likely to have at least a small impact on each player.
     
    Possible future upgrade:
     It could probably be addapted to a single item (i.e. admin base) but the item would need to be tagged (i.e. with a setvariable item "Protected" true type but of code) and then after the item classname is detected in range, the variable can be checked to see if that one in particular is protected.
     
  5. Like
    RimBlock got a reaction from calamity in [Release] Ring of Protection - Warning then death if a player gets too close to a named object type.   
    Have just rewritten a script for MatthewK to try and help out (thread ) and though I would release for all to enjoy.
     
    Set the _classnameProtected to a class name of an object you want to protect.  Classnames are types of objects.  In the code below it is all wooden DZ sheds. 
     
    Save the following as something (i.e. mpmissions\[MAP NAME]\Custom\RingOfProtection\RingOfProtection.sqf)
    // Ring of Protection by RimBlock (http://epochmod.com/forum/index.php?/user/12612-rimblock/) // // This script will allow you to set two rings around an object (vehicle, building, player). The first ring will create a warning, the second will kill the player. // // Completely rewritten from initial code by [MIC] Murcielago. Private ["_n","_classnameProtected","_nearbyProtected","_vehiclePlayer","_nearestProtected","_warningRange","_deathRange","_nearbyProtected","_aliveNearbyProtected"]; _n = 0; _warningRange = 20; _deathRange = 7; _classnameProtected = "Wooden_shed_DZ"; While {True} Do { _nearbyProtected = []; _aliveNearbyProtected = []; _nearestProtected = ""; _vehiclePlayer = (Vehicle Player); _nearbyProtected = nearestObjects [_vehiclePlayer, [_classnameProtected], _warningRange]; if ((count _nearbyProtected) >= 1) then { { if (alive _x) then { _aliveNearbyProtected set [(count _aliveNearbyProtected),_x]; }; }count _nearbyProtected; if ((count _aliveNearbyProtected) >= 1) then{ _nearestProtected = _aliveNearbyProtected select 0; If ((_vehiclePlayer Distance _nearestProtected) < _deathRange) Then {Player Setdamage 1;}; If ((_n == 0) && {_vehiclePlayer Distance _nearestProtected >= _deathRange}) Then { TitleText ["[WARNING]: Entering restricted area. Continuing will result in death.","PLAIN"]; }; _n = _n + 0.05; }; }; Sleep 0.05; If ( _n > 1 ) Then { _n = 0; }; }; Put the following in your custom compiles.sqf (just after "progressLoadingScreen 0.8;" should work).
    ringOfProtection = compile preprocessFileLineNumbers "Custom\RingOfProtection\RingOfProtection.sqf";     Call it (probably from the init.sqf)  after the line "_playerMonitor = ..." with
    [] spawn ringOfProtection; Note this is likely to have at least a small impact on each player.
     
    Possible future upgrade:
     It could probably be addapted to a single item (i.e. admin base) but the item would need to be tagged (i.e. with a setvariable item "Protected" true type but of code) and then after the item classname is detected in range, the variable can be checked to see if that one in particular is protected.
     
  6. Like
    RimBlock got a reaction from GaspArt in [Release] Ring of Protection - Warning then death if a player gets too close to a named object type.   
    Have just rewritten a script for MatthewK to try and help out (thread ) and though I would release for all to enjoy.
     
    Set the _classnameProtected to a class name of an object you want to protect.  Classnames are types of objects.  In the code below it is all wooden DZ sheds. 
     
    Save the following as something (i.e. mpmissions\[MAP NAME]\Custom\RingOfProtection\RingOfProtection.sqf)
    // Ring of Protection by RimBlock (http://epochmod.com/forum/index.php?/user/12612-rimblock/) // // This script will allow you to set two rings around an object (vehicle, building, player). The first ring will create a warning, the second will kill the player. // // Completely rewritten from initial code by [MIC] Murcielago. Private ["_n","_classnameProtected","_nearbyProtected","_vehiclePlayer","_nearestProtected","_warningRange","_deathRange","_nearbyProtected","_aliveNearbyProtected"]; _n = 0; _warningRange = 20; _deathRange = 7; _classnameProtected = "Wooden_shed_DZ"; While {True} Do { _nearbyProtected = []; _aliveNearbyProtected = []; _nearestProtected = ""; _vehiclePlayer = (Vehicle Player); _nearbyProtected = nearestObjects [_vehiclePlayer, [_classnameProtected], _warningRange]; if ((count _nearbyProtected) >= 1) then { { if (alive _x) then { _aliveNearbyProtected set [(count _aliveNearbyProtected),_x]; }; }count _nearbyProtected; if ((count _aliveNearbyProtected) >= 1) then{ _nearestProtected = _aliveNearbyProtected select 0; If ((_vehiclePlayer Distance _nearestProtected) < _deathRange) Then {Player Setdamage 1;}; If ((_n == 0) && {_vehiclePlayer Distance _nearestProtected >= _deathRange}) Then { TitleText ["[WARNING]: Entering restricted area. Continuing will result in death.","PLAIN"]; }; _n = _n + 0.05; }; }; Sleep 0.05; If ( _n > 1 ) Then { _n = 0; }; }; Put the following in your custom compiles.sqf (just after "progressLoadingScreen 0.8;" should work).
    ringOfProtection = compile preprocessFileLineNumbers "Custom\RingOfProtection\RingOfProtection.sqf";     Call it (probably from the init.sqf)  after the line "_playerMonitor = ..." with
    [] spawn ringOfProtection; Note this is likely to have at least a small impact on each player.
     
    Possible future upgrade:
     It could probably be addapted to a single item (i.e. admin base) but the item would need to be tagged (i.e. with a setvariable item "Protected" true type but of code) and then after the item classname is detected in range, the variable can be checked to see if that one in particular is protected.
     
  7. Like
    RimBlock got a reaction from oSoDirty in [Help] Working on Custom Script - Get this Error   
    Ok,
     
    Fully working code with the item to put the protection on as a variable.
    // Ring of protection by RimBlock (http://epochmod.com/forum/index.php?/user/12612-rimblock/) // // This script will allow you to set two rings around an object (vehicle, building, player). The first ring will create a warning, the second will kill the player. // // Completely rewritten from initial code by [MIC] Murcielago. Private ["_n","_classnameProtected","_nearbyProtected","_vehiclePlayer","_nearestProtected","_warningRange","_deathRange","_nearbyProtected","_aliveNearbyProtected"]; _n = 0; _warningRange = 20; _deathRange = 7; _classnameProtected = "Wooden_shed_DZ"; While {True} Do { _nearbyProtected = []; _aliveNearbyProtected = []; _nearestProtected = ""; _vehiclePlayer = (Vehicle Player); _nearbyProtected = nearestObjects [_vehiclePlayer, [_classnameProtected], _warningRange]; if ((count _nearbyProtected) >= 1) then { { if (alive _x) then { _aliveNearbyProtected set [(count _aliveNearbyProtected),_x]; }; }count _nearbyProtected; if ((count _aliveNearbyProtected) >= 1) then{ _nearestProtected = _aliveNearbyProtected select 0; If ((_vehiclePlayer Distance _nearestProtected) < _deathRange) Then {Player Setdamage 1;}; If ((_n == 0) && {_vehiclePlayer Distance _nearestProtected >= _deathRange}) Then { TitleText ["[WARNING]: Entering restricted area. Continuing will result in death.","PLAIN"]; }; _n = _n + 0.05; }; }; Sleep 0.05; If ( _n > 1 ) Then { _n = 0; }; }; Put the following in the compiles.sqf
    ringOfProtection = compile preprocessFileLineNumbers "[File path and name]"; Call it (probably from the init.sqf)  after the line "_playerMonitor = ..." with
    [] spawn ringOfProtection; Note this is likely to have at least a small impact on each player.
  8. Like
    RimBlock got a reaction from GaspArt in [Help] Working on Custom Script - Get this Error   
    Ok,
     
    Have rewritten it.  Cant test it from where I am but give it a go.
     
    The script now
    Checks for alive "HeliHEmpty"s within the warning range (rather than trying to find one in the whole map).  Only if any are found it then checks if any are alive. If an alive heli is within range it checks if the player is in the warning or death zone and either kills them or warns them every second. Warning and death ranges are now variables for easy fine turning. Variables are defined and initalised. Private ["_n","_nearbyHeliEmpty","_aliveNearbyHeliEmpty","_vehiclePlayer","_nearestHeliEmpty","_warningRange","_deathRange"]; _n = 0; _warningRange = 20; _deathRange = 7; While {True} Do { _nearbyHeliEmpty = []; _aliveNearbyHeliEmpty = []; _nearestHeliEmpty = ""; _vehiclePlayer = Vehicle Player; _nearbyHeliEmpty = nearestObjects [_vehiclePlayer, ["HeliHEmpty"], _warningRange]; if ((count _nearbyHeliEmpty) > 1) then { { if (alive _x) then { _aliveNearbyHeliEmpty set [(count _aliveNearbyHeliEmpty),_x]; }; }count _nearbyHeliEmpty; if ((count _aliveNearbyHeliEmpty) > 1) then{ _nearestHeliEmpty = _aliveNearbyHeliEmpty select 0; If ((_vehiclePlayer Distance _nearestHeliEmpty) < _deathRange) Then {Player Setdamage 1;}; If ((_n == 0) && {_vehiclePlayer Distance _nearestHeliEmpty >= _deathRange}) Then { TitleText ["\n\n\n" + Localize "STR_Limited_Area_Warning","PLAIN"]; }; _n = _n + 0.05; }; }; Sleep 0.05; If ( _n > 1 ) Then { _n = 0; }; }; Let me know if you get any errors and I will have a quick look.
  9. Like
    RimBlock got a reaction from The_Zodiac_925 in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    You will need to merge the variables and compiles files with your existing custom ones and then link to the merged version.  You can run two versions at the same time but you are then defining the same fnctions / variables twice (waste of server effort) and anything that is common in both versions of variables / compiles will only take what the 2nd file defines it as (in load order so last defenition is the one that sticks).
     
    Grab a copy of diffmerge and search for Raymixs tutorial on using it.  Should be fairly straightforward if only those two files need to be merged.
  10. Like
    RimBlock reacted to HungEmmaoLP in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    As ReDBaroN,
    I have the same Problem. 
    Installed (to my best knowledge) everything to the dime with a few changes as I am running a few other Scripts.
    And have the same Issue with the GUI.
     
    Everything works just the GUI is frozen after you shoot or are attacked and fall into the combat mode.
     
    I have no RPT errors or such.
    When it comes to Scripting I am an absolute noob so even if i wanted to help search for a fix I would most probably just be a lead weight.
    Funny Enough as I was comparing a PP4L Compiles versus the None PP4L CompilesI found that you have changed the following
     



     
    Best Regards.
    Huppabubba 
    (HungEmmaoLP is letting me use his Account as I have not been added. Been waiting 2 Months now  ;) )
  11. Like
    RimBlock got a reaction from ReDBaroN in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Ok, to drill down a bit on what appears to be working and what does not.
     
    Old bases & Old friendly
    Take ownership of base
    Friendly cannot build before server reboot: Y/N
    Friendly cannot build after server reboot: Y/N
     
    Old bases & New friendly (post A Plot for Life install)
    Take ownership of base
    Friendly cannot build before server reboot: Y/N
    Friendly cannot build after server reboot: Y/N
     
    ----
     
    New bases (built post A Plot for Life install) & Old friendly
    Take ownership of base
    Friendly cannot build before server reboot: Y/N
    Friendly cannot build after server reboot: Y/N
     
    New bases (built post A Plot for Life install) & New friendly (post A Plot for Life install)
    Take ownership of base
    Friendly cannot build before server reboot: Y/N
    Friendly cannot build after server reboot: Y/N
     
    ----
     
    Own bases & New friendly (post A Plot for Life install)
    Already owned base
    Friendly cannot build before server reboot: Y/N
    Friendly cannot build after server reboot: Y/N
     
    Own bases & Old friendly
    Already owned base
    Friendly cannot build before server reboot: Y/N
    Friendly cannot build after server reboot: Y/N
  12. Like
    RimBlock got a reaction from cring0 in What's the point of building when people can destroy your base with c4   
    The mod is the Epoch Devs vision which may or may not be tinted by community feedback.
     
    If the devs have said indestructable bases do not fit with that vision then it wont go in to the A3 Epoch mod.  There really is no point on trying to convince them to change their mind.
     
    Wait until it comes out and then either mod it yourself or get one of the modders here to do it.
     
    The dev team have said there is a decent modding system planned so lets see how it turns out and if it is not as good as expected then there are a number of modders here who will most likely take up the challenge to do something to fix that.
     
    Personally I am not a fan of indestructable bases but do believe there has to be some sort of protection whilst players are off the server.  A number of decent options have been suggested but I kind of like the following solutions best;
     
    - A general upgrade option to allow players to armour the walls (increase wall hitpoints and different model).
    - Booby traps / vehicle & personnel landmines (craftable).
    - Alarms
    - Self destruct
     
    Just think of the possibilities....
     
    Create a nice little choke point raiders have to go through to get to the main base walls.  They drive through it in a vehicle they plan to explode against the walls and boom...  vehicle mine + vehicle = goodbye raider.
     
    To counter, have some mine sweeping gear (vulnerable whilst sweeping).
     
    To counter that have claymore boobytraps covering the minefield with tripwires (for when not at the base to stop minesweeping).
     
    I also think that destroyed bases should leave a portion of the required crafting items behind that are 'salvaged' from the rubble...
  13. Like
    RimBlock got a reaction from dzrealkiller in [Release] 3.0 Door Management - No More Codes   
    Thanks for the mention Zupa.
     
    A chance to break in would be good as I have been playing around with the idea of bobby trapping a door with a frag mod :D ....
     
    Just as an aside, I am just writing the instructions for my add-on for A Plot for Life which gives a plot owner the option to take ownership of all buildables on the plot (excluding safes, lockboxes, tents and locked doors - all configurable).
     
    Meant mainly for people to align their old buildables to the A Plot for Life v2+ system but would also allow raiders to place their own pole and take ownership.
     
    If you are using the inventory (wep / mag / backpack) fields then is should work fine.  
  14. Like
    RimBlock got a reaction from Vindomire in [Release] MySQL DB backup v1.1.   
    MySQL DB backup v1.1.
     
    Note: This script is included in the DayZEpoch 1.0.6 distribution (when released).
     
    What is it.
     
    This is a Windows batch file (.bat) which will backup your MYSql database(s) for you.  If you add it to Windows scheduler it can also run automatically at a frequency you define (every 15 minutes for example).
     
    Features.
     
    - Backup tables, triggers and events.
    - Housekeeps old backups after user defined number of days.
    - Resulting .sql files can be loaded in to a SQL client and run against a MYSQL database to recreate the structure and data from the backed up database.
    - Server DateTime format independant (works for MM/DD/YYYY or DD/MM/YYYY date formats).
    - Can be scheduled with Windows scheduler.
     
    How to use it.
     
    Create a .bat file (call it something like DB_Backup.bat) and paste the following in to it.
    @REM *** PARAMETERS/VARIABLES *** SET BackupDir="[Where you want to save the backups]" SET mysqldir="C:\Program Files\MySQL\MySQL Server 5.6\bin" SET mysqlschema=[Your DB schema name] SET mysqlpassword=[your DB password] SET mysqluser=[your DB user login] SET housekeepafter=5 for /F "usebackq tokens=1,2 delims==" %%i in (`wmic os get LocalDateTime /VALUE 2^>NUL`) do if '.%%i.'=='.LocalDateTime.' SET ldt=%%j set datestamp=%ldt:~0,4%-%ldt:~4,2%-%ldt:~6,2%.%ldt:~8,2%-%ldt:~10,2%-%ldt:~12,2% @REM *** EXECUTION ***@REM Change to mysqldir c: cd %mysqldir% @REM dump/backup ALL database, this is all in one line mysqldump -u %mysqluser% -p%mysqlpassword% --databases %mysqlschema% --routines --events --triggers --quick >%BackupDir%\%mysqlschema%_backup.%datestamp%.sql @REM - Housekeeping forfiles -p %BackupDir% -s -m *.sql -d -%housekeepafter% -c "cmd /c del @path"   Configuration   Input your DB connection details and desired backup save location.  All details that need changing are in []. Make the changes without the [].    e.g. SET mysqlschema=[Your DB schema name] may change to  SET mysqlschema=EpochDB   SET BackupDir="[Where you want to save the backups]" May change to  SET BackupDir="c:\DB-Backups"   Housekeeping will clear any .sql files that are over housekeepafter number of days old.   You may need to confirm the MySQL path for the mysqldump exe as it may depend on your provider.   Add "read" (without "") at the end of the file to require an input for debugging.  This allows you to check the test backup is ok and troubleshoot any issues.  Remove it when automating or the .bat file will never close.  Automation can be done via Windows task scheduler.  Create a basic task and then edit the tasks parameters after creating if you want to backup more than once a day.  The option is only available after the task is created.  
    Revision History.
     
    Current version: v1.1
     
    Changes:
     - Amended code to cope with US & UK date formats when calculating the resulting .sql files datetimestamp included in the filename.
     
    Previous versions:
    v1.0: Initial version.
     
    Possible future improvements.
     
    I may add an option to compress (zip) the files if there is enough interest.
     
  15. Like
    RimBlock got a reaction from Sandbird in format without the quotes   
    My test server is currently down (Adding a water cooling loop) but I can take a look once I get the hand of this acrylic tube bending :) .
     
    For the new A3 mod I am working on I have gone with storing the worldspace as seperate integer columns in the DB so no conversion to store, just split and combine depending on direction (DB or A3).  You could do the same with A2Net but, as you say, how much of the wheel do you want to re-invent in order to get the A2 Epoch game to the state you want it....
     
    WIll have a play if my server boots without blowing up before you find a solution.
  16. Like
    RimBlock got a reaction from KamikazeXeX in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    @Tanita_Corp: No those are for an old version of the mod.  The structure has changed now.
     
    @KamikazeXex: Yep.  If anyone wants to compare the original Epoch 1.0.5.1 files and the ones in this release with WinDiff and create a set of changes than I am happy to link it.
  17. Like
    RimBlock got a reaction from Santa in Best CPU/Processor for Epoch   
    Yeah, I believe he is refering to max turbo frequency which is dependant on the current number of cores in use and a few other things like power management profile and power / thermal levels. 
     
    For anyone who wants a bit of background reading on Intel Turbo Boost tech have a look here for an overview.
     
    A lot of companies sell processors based on their max boost clock speed and not their actual base speed.  As the max boost speed is directly linked to the number of active cores etc it is fairly missleading. 
     
    i.e. buying an i7-4770 because it is advertised as being 3.9Ghz is fairly misleading as it will not run all 8 threads (4c8t) at that speed.  Using all 4 cores will allow a max of 3.7GHz if power and thermal requirements are met.
     
    CPUz is a pretty good app for indecating your running frequency.
     
    A set of tables detailing what the max boost rating by processor can be found on Intels site here .  These are for i7 processors, just click on the '+' by the type of processor you are intereseted in.  At the bottom are links to tables for i5 cpus.
     
    @Donnovan
     
    The E3-1281v3 goes up to 4.1GHz turbo but is 2-3x the price.  The ram speed is also limited (compared to desktop versions) to 1333MHz or 1600MHz on Xeons.
     
    A dual or tri core E3-1240v3 is a pretty good price performance point I would suggest if you do not want to particually look at overclocking desktop systems.
  18. Like
    RimBlock got a reaction from Switch in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    I have just put up a new readme on GitHub which had the install instructions for a new server.  Please take a look and make sure you have completed the install following all of those instructions.
     
    Thanks to F3cuk who put them in to GitHub md.
  19. Like
    RimBlock got a reaction from flakvest in [WIP] - Better refueling (Accurate fuel capacity, multiple fuel sources, choose vehicle to refuel, GUI).   
    Sure, it may take some time though and if people do not start testing with the releases I put up then undiscovered bugs may just compound the difficulty in troubleshooting later on.
     
    I will take a look at adding fuel trucks as fuel sources next.  Although it seems simple, there are a number of potential exploits that need to be dealt with.
     
    After that I will start to look at fuel pumps but that is likely to take some time as the number of valid combinations is likely to be quite complex.
     
    Version 0.51 (beta) is now up on the Git.  Slight cosmetic change so it now displays 100% when full rather than rounding down if amount is greater than 99.4%.  Functionality is unchanged.
  20. Like
    RimBlock got a reaction from Cherdenko in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  21. Like
    RimBlock got a reaction from RC_Robio in [Release] MySQL DB backup v1.1.   
    Note: This script is included with the Epoch 1.0.5.2. release when it comes out.
  22. Like
    RimBlock got a reaction from Wheaticus in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Guys,
     
    Not quite sure what you mean.
     
    Snap Build Pro 1.4.1 is included with this release.  You do not have to add or merge anything for A Plot for Life and Snap Build Pro to work (if you installed it correctly).
     
    There are variables you need to set in your init.sqf file to turn the functionality on and these are detailed in the install instructions (end of the file).
  23. Like
    RimBlock got a reaction from stonXer in [WIP] - Better refueling (Accurate fuel capacity, multiple fuel sources, choose vehicle to refuel, GUI).   
    Ok, the A3 stuff I was looking at is at a stage I can put it on hold for the time being.
     
    I will get a test server setup tonight and take a look at how far I got with this over the weekend.
  24. Like
    RimBlock got a reaction from stonXer in [WIP] - Better refueling (Accurate fuel capacity, multiple fuel sources, choose vehicle to refuel, GUI).   
    Thanks :) .
     
     
    I did have them blinking at night which was pretty good but unfortunately not all of them would light at any one time.  Seemed to be a limitation and was probably not so good for the game framerate for what was a bit of eyecandy.  Oh the shadows were pretty terrible at times too so I removed the blinking.  When I first put them in, they would fall over if on a hill as well :D .  Had to disable simulation but that means you cannot walk through them.  Hopefully they will not stop vehicles etc ..... although..... if they did then they could be used as anti traffic protection ;) .
     
    Anyway, back to this mod...
     
    I am just halfway through trying to clear some bugs from a much more expandable and secure mod framework for A3 I am putting together with someone Raymix at the moment.  Once done, I can put that one on hold for a bit whilst I get some stuff finished for this one.   Should only take a few evenings.
  25. Like
    RimBlock got a reaction from stonXer in [WIP] - Better refueling (Accurate fuel capacity, multiple fuel sources, choose vehicle to refuel, GUI).   
    Really ???  Who said that ?.
     
     
    What mods have you produced free for the community ?.
     
    So since the last update;
    Config changes for realistic fuel values (air and sea vehicles).
    Pushed realistic fuel values to the Epoch config files for air and sea vehicles which were merged by the Epoch dev team. Gamespy -> Steam fiasco resulting in;
    A complete rewrite of A Plot for Life. Push for A Plot for Life to be added to the Epoch core build
    An extensive rewrite of A Plot for Life to align it with Epoch 1.0.5.2 and to enable it to be an option to save people having to go through the hassle of merging files. Due to delays with Epoch 1.0.5.2 coming out and the Dev teams concentration on A3Epoch, convert to allow use as a standalone mod for 1.0.5.1.
    A medium rewrite to allow people to use it with 1.0.5.1 as a mod. General discussions on the build functions.
    Working with Raymix on the modular building framework for Epoch 1.0.5.2. Due to issues of merging various mods.
    Built a merged version of A Plot for Life incorporating Snap Build pro and the Modular Building Framework (with Raymix s agreement), both optionised so they can be turned on or off. People having issues with historic bases having to be rebuilt if using A Plot for Life.
    Built a Take ownership option and added it to A Plot for Life allowing base owners to realign their bases to the new system for recording base ownership. Plot pole markers having limited control.
    Added the option to turn plot markers and turn them off again and changed them to lit road cones to help night building (sort of fun addition for a change).  
    On top of that has been the code management (learning the basics of Github releases / branches etc), daily support for A Plot for Life releases including issues with merging other mods.  That is, of course, excluding normal work and family life.  Essentially the last 3 months have been pretty busy with a large proportion of my spare time being spent working on stuff for the Epoch community.
     
    A Plot for Life is finally fairly stable and is unlikely to be added too going forwards (just bug fixes).  I have some time to get back to this now.  
     
    Epoch 1.0.5.2 RC build (now changed to 1.0.6) being delayed time and time again means I cannot use the updated config files.  Although I can code around their need, I would then need to re-code again when they are released for better efficiency.
     
    Your post and attitude makes me a lot less likely to spend any more of my own free time on this.  It also makes me a lot less likely to help you in one of your scripting help posts if I happen to come across any.
     
    You could have just PM'd me for an update (like Hellwalker did) or asked me to update the thread via PM as I don't always catch individual thread updates, but no... you thought making that comment was by far the most intelligent and funny thing to do.
     
    Good job moe.
     
    I will take a look today to see if I can get the small rounding issues with the refueling from the fuel truck fixed and if so will release that part shortly.
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