There is nothing wrong with having more choices for launchers, I have tried the Epoch launcher, but honestly prefer the A3 launcher done by maca. Its all preference.
My only concern is, the devs are developing a mod, that was the original focus. Look at how fast epoch advanced for arma 2? Sure it wasn't always fast, but it was somewhat steady, and sure as hell moved along alot quicker than it is moving on A3:Epoch. I love the mod, I really do, and I appreciate what the devs have created, because I do have a basic understanding of all the work that goes into something like this.
But in all honesty, I feel the focus really needs to be on the mod itself, the side projects can wait in my opinion. People want content, they can get by with 3rd party launchers for now, they will be just fine without some of the other stuff, including the antihack. People will either use the 3rd party antihack, or they will do it the old fashioned way and rely on logs and player feedback. Logs don't lie, they are a surefire way to catch a hacker. No program can catch every hacker, no matter how well it is coded, there will always be someone who will find a way to circumvent the antihack. The only thing an antihack does is give admins a tool that allows them to easily moderate the server, and makes hackers question whether or not the effort is worth the result.
Just my 2 cents, focus on the content of the mod and bugfixes. The community will be just fine with the antihack and launcher the way they are right now. I just want to see the .3 version get released to the public, as that will really give you more realistic feedback of bug reports. In-house testing is great, but it is a whole new beast when things are running large scale. Far more variables to account for, but also makes finding bugs alot faster, as long as server owners report bugs to the developers.
To be honest, I don't see anything special about this new launcher, In the time its taken to get it to a semi usable state, maca's already done the A3Launcher, fully functional with every server / mods listed.
I agree with the OP that it would be better to stay focused on the mod rather than get side tracked with barely functional fanboi goodies. I hope you take this post as constructive feedback.
i started this new Thread for the Mod so it's easier for players to find it and for me to support it!
This will also stop the confusion with the mod when you use Maca's or mine and have problems with it.
I got Maca's permission to do it and ALL credits for the idea and the first coding goes to Maca!
Thanks again Maca for this amazing idea/script!
Ok here we go...
This Mod adds a "Toggle Snapping" function to these Epoch Buildable objects:
MetalFloor_DZ
WoodFloor_DZ
CinderWall_DZ
CinderWallDoorway_DZ
CinderWallDoorLocked_DZ
CinderWallDoor_DZ
CinderWallSmallDoorway_DZ
CinderWallDoorSmallLocked_DZ
CinderWallHalf_DZ
CinderWallDoorSmall_DZ
WoodLargeWall_DZ
Land_DZE_LargeWoodDoor
WoodLargeWallWin_DZ
WoodLargeWallDoor_DZ
Land_DZE_GarageWoodDoor
Land_DZE_GarageWoodDoorLocked
Land_DZE_LargeWoodDoorLocked
WoodSmallWallThird_DZ
WoodSmallWallDoor_DZ
WoodSmallWall_DZ
WoodSmallWallWin_DZ
Land_DZE_WoodDoor
Land_DZE_WoodDoorLocked
Sandbag1_DZ
MetalPanel_DZ
Fence_corrugated_DZ
StickFence_DZ
Land_HBarrier1_DZ
Land_HBarrier3_DZ
Land_HBarrier5_DZ
Fort_RazorWire
Objects can be snapped to another object of the same type like: Metal_Floor_DZ <-> Metal_Floor_DZ Sandbag1_DZ <-> Sandbag1_DZ
or any Wall combination if its the same Material like: WoodSmallWall_DZ <-> WoodSmallWall_DZ WoodSmallWall_DZ <-> WoodSmallWallWin_DZ CinderWallHalf_DZ <-> CinderWallHalf_DZ CinderWallHalf_DZ <-> CinderWallDoorway_DZ
When you start building a new object you will get a "Toggle Snapping" option if the object is supported.
Hit it to activate the snapping.
Distance between the two objects has to be lower then 1.5m.
So move your object to almost same height and next to one side, near the top or near the bottom of the object you want to snap it to.
SNAP!
This allows you to build a Floor or a Wall on the same height in a perfect line.
It is also possible to make perfect 90° angles with it, for this you also have to bring the object almost in the desired angle to the other object and it will snap to it.
So What makes this version "Extended"?
Well...
Snapping will work on more then one Floor
Snapping will work while building over Water
Snapping a object on Top/Bottom of eachother
Snapping with set rotation (for set Door open directions)
More objects supported
Code for finding snap points redone
Demo Video:
http://youtu.be/j5SXctN8WHA
3.
Copy custom folder from the extracted Snapping_v1.6 to MPMissions\YOURMISSIONNAME\
4.
Open MPMissions\YOURMISSIONNAME\init.sqf
Find this line:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
and add this line RIGHT BELOW it:
call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";
so it will look like:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";
5.
Open MPMissions\YOURMISSIONNAME\description.ext
Add this line to the VERY BOTTOM of it! (Yeah this means AFTER the last closing bracket!)
It has to be the VERY LAST LINE of the File!
If you ever wanted to have your own Evac-Chopper you can place anywhere you want, that picks you up where and when you want.
This is the Mod you would like to have!
This Mod allows you to make a Evac-Chopper Field next to your Base or another place you like and use it with any Chopper on it as a Evac-Chopper.
If you start fresh all you need is a Chopper with a Key, which you should have in your Inventory, and for the Evac-Field marking a full Briefcase as payment.
This will make a Evac-Chopper field under your Chopper.
If this Chopper gets destroyed or stolen or just lost, no problem just place any other Chopper you like on it and it will act as your Evac-Chopper!
The "Call Evac-Chopper" action menu entry is just shown if you have a Evac-Chopper field, it checks on activation for:
Chopper is on the field
Enough fuel
Damage status
The Evac-Chopper locks itself on start so no passenger can hop in.
It will stay locked when reaching the Evac-Zone until the player who called it gets close to the Evac-Chopper.
This way no thief could get it before the player is in it.
If the player dies, before or after the Evac-Chopper has reached the Evac-Zone, the Evac-Chopper will be reset to Evac-Field!
JAEM 1.4 changelog:
"evac_AllowedChoppers = ["x","y","z"]"
A new configuration entry is in the EvacChopper_init.sqf
With that configuration entry you can decide which Choppers are allowed as Evac-Choppers!
With many thanks to ebayn0.0b for the Chopper-List in his post, the default config should now implement all available Choppers from Arma2 and Epoch.
I'm really not sure and never tested it if you can use the MV-22 aka Osprey as a Evac-Chopper i just leaved it in the list.
"BE Filters"
Again thanks to ebayn0.0b for solving that, never got very familiar with these BE filters anyway ^^
Changed the files as you suggested!
"Join lag"
The lag was due to the fact that every player had to search for all Evac-Chopper-Fields on Server themself.
To support all kinda Maps, also the hughe ones like Sauerland, i had to put in a very high number to the "nearestObjects" call, that caused the join lag
I decided to put the Evac-Chopper-Fields in a Array now.
A function in the scripts send a PublicVariableServer call to the server to add/rem a field from that array and send that array again via publicVariable to all players.
On Serverstart the Array gets filled with all available Evac-Chopper-Fields on Server and is then send via publicVariable to connecting players.
This should remove the join lag!
"PlayerUID with Characters"
A new check is implemented for these Players with the Arma2 anniversary edition.
Like RimBlock wrote me in a PM these Players have characters in their PlayerUID and cause the Database entry just hold numeric it doesnt worked good for them.
I tooked the function from RimBlock his "A Plot for life v1.1" and implemented it in the JAEM scripts so that should not be a problem anymore
As i took this function from RimBlock his scripts i gave Credits to him here! Dont know who wrote it first if it not was RimBlock himself! "Cant call after Die / Call is always available even if no Evac-Field / and other cal/set/clear related errors"
Clear Evac-Chopper so Field gets delted - CHECK
Set new Evac-Chopper so old field gets deleted - CHECK
Call-Evac-Chopper on login - CHECK
Call-Evac-Chopper on relog - CHECK
Call-Evac-Chopper after die - CHECK
Sorry that the update took such a long time now but this mod was now completely running on my Headless-Client and the port to a working Missionfile system was not that easy!
1. Download JAEM_v1.4.zip and extract it
2. unpbo MPMissions\YOURMISSIONNAME.pbo
3. copy the custom folder from the extracted JAEM_v1.4.zip to MPMissions\YOURMISSIONNAME\
4. Edit MPMissions\YOURMISSIONNAME\init.sqf
Find this block:
if (!isDedicated) then {
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
};
And insert this line above the closing bracket };
_nil = [] execVM "custom\JAEM\EvacChopper_init.sqf";
If you dont have already a custom variables.sqf do step 4a) else do step 4b)
4a)
Find this line:
call compile preprocessFileLineNumbers "z\addons\dayz_code\init\variables.sqf";
and ADD BELOW
call compile preprocessFileLineNumbers "custom\JAEM\variables.sqf";
4b)
Copy this line to the very bottom of your custom variables.sqf
dayz_allowedObjects = dayz_allowedObjects + ["HeliHRescue"];
Whoever says that this line not works, i do it like this for almost a year now on my Server!
5.
Copy these 3 files from the downloaded JAEM_v1.4 to your Servers BattlEye filters folder:
If you already have edited ones you need to compare my changes! remoteexec.txt waypointcondition.txt waypointstatement.txt
Edit this block to your likings!
/////////////////////////////////////////////////
/////////////////////////////////////////////////
// Edit these settings to fit your needs/likes //
/////////////////////////////////////////////////
/////////////////////////////////////////////////
/// Amount of Briefcases a Evac-Chopper costs ///
/////////// Any amount between 1-12 /////////////
evac_chopperPrice = 3;
/////////////////////////////////////////////////
////// Need a Radio to call Evac-Chopper? ///////
////// 1 = Need Radio | 0 = No need Radio ///////
evac_needRadio = 0;
/////////////////////////////////////////////////
// Evac-Zone marker type Smoke or Landingpad? ///
////////// 0 = Landingpad | 1 = Smoke ///////////
evac_zoneMarker = 0;
/////////////////////////////////////////////////
/// Minimum Distance to call for Evac-Chopper ///
///////// Dont set this lower then 500! /////////
evac_minDistance = 500;
/////////////////////////////////////////////////
/// Allowed Choppers to use as Evac-Chopper ///
evac_AllowedChoppers = [
"AH1Z","AH64D_EP1","AH64D","AH64D_Sidewinders","AH6X_DZ",
"AH6X_EP1","AH6J_EP1","AW159_Lynx_BAF","BAF_Apache_AH1_D","BAF_Merlin_HC3_D",
"CH_47F_BAF","CH_47F_EP1","CH_47F_EP1_DZ","CH_47F_EP1_DZE","CSJ_GyroC",
"CSJ_GyroCover","CSJ_GyroP","Ka137_MG_PMC","Ka137_PMC","Ka52",
"Ka52Black","Ka60_GL_PMC","Ka60_PMC","Mi17_CDF","Mi17_Civilian",
"Mi17_Civilian_DZ","Mi17_DZ","Mi17_Ins","Mi17_medevac_CDF","Mi17_medevac_INS",
"Mi17_medevac_RU","Mi17_rockets_RU","Mi17_TK_EP1","Mi17_UN_CDF_EP1","Mi171Sh_CZ_EP1",
"Mi171Sh_rockets_CZ_EP1","Mi24_D","Mi24_D_TK_EP1","Mi24_P","Mi24_V",
"MH60S","MH6J_DZ","MH6J_EP1","MV22","MV22_DZ",
"pook_H13_medevac","pook_H13_medevac_CDF","pook_H13_medevac_TAK","pook_H13_medevac_INS","pook_H13_medevac_UNO",
"pook_H13_medevac_PMC","pook_H13_medevac_GUE","pook_H13_medevac_CIV","pook_H13_medevac_CIV_RU","pook_H13_gunship",
"pook_H13_gunship_CDF","pook_H13_gunship_UNO","pook_H13_gunship_PMC","pook_H13_gunship_GUE","pook_H13_gunship_TAK",
"pook_H13_gunship_INS","pook_H13_transport","pook_H13_transport_CDF","pook_H13_transport_UNO","pook_H13_transport_PMC",
"pook_H13_transport_GUE","pook_H13_transport_TAK","pook_H13_transport_INS","pook_H13_civ","pook_H13_civ_white",
"pook_H13_civ_slate","pook_H13_civ_black","pook_H13_civ_yellow","pook_H13_civ_ru","pook_H13_civ_ru_white",
"pook_H13_civ_ru_slate","pook_H13_civ_ru_black","pook_H13_civ_ru_yellow","UH1H_DZ","UH1H_DZE",
"UH1H_TK_EP1","UH1H_TK_GUE_EP1","UH1Y_DZ","UH1Y_DZE","UH60M_EP1",
"UH60M_EP1_DZ","UH60M_EP1_DZE","UH60M_MEV_EP1"
];
/////////////////////////////////////////////////
/////////////// DONT EDIT BELOW ! ///////////////
/////////////////////////////////////////////////
- Config notes -
If you set evac_needRadio to 1 and you dont have Radios in your respawn loadout, this breaks the call Evac-Chopper for respawners!
If you set evac_zoneMarker to 1 the Smoke in the evac-zone will not last until the Chopper arrives if the distance is very far!
In "evac_AllowedChoppers" the LAST entry in the list DOES NOT HAVE A COMMA ON THE END!