Jump to content

grave867

Member
  • Posts

    104
  • Joined

  • Last visited

Reputation Activity

  1. Like
    grave867 got a reaction from jrrudeeyez in [Release] UEP BattlEye Extended Controller Installer   
    UEP BattlEye Extended Controller Installer
     
    This is an installer created by me under the Unified Epoch Project to allow server hosters to easily and properly install BEC into their servers on any epoch map.
     
    FEATURES:
     
    Auto Downloads and installs the latest BEC into your server
     
    Supports GUI dialogue options for users to configure BEC settings
     
    Comes with a pre set up scheduler that will auto restart server every 3 hours
     
    Officially supported by the BEC creator and can be found on their site!
     

     
    Download:
     
    https://github.com/bbatton/UEP_BattlEye_Extended_Controller_Installer
     

    Donate A Beer If You Like The Installer!
  2. Like
    grave867 reacted to RimBlock in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **   
    Yep, same issue as with mine.  Saving playerUIDs to the characterID field is just not possible anymore (SteamID = 16 chars from what I have seen, characterID field is 11 digits).
     
    OtterNas3 and I had been discussing moving away from saving in the characterID column for a number of weeks now and came to agreement on a solution.  I have spent most of the day working on it for my mod and will have a chat with Otter so we can align.  No point both of us reinventing each others work and we can both troubleshoot the common base code.  Mine is just about ready for my first alpha test.
  3. Like
    grave867 reacted to OtterNas3 in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    I never had a look in the automatic return change, so if you like to have a look on it i would appreciate it and will add it to the mod!
    Just send me a PM
     
    Moo,
    Otter
  4. Like
    grave867 reacted to Stranger in Show us your loadScreen!   
    Our loading Screen:
     

     
    Server IP: 85.214.47.214:2302
  5. Like
    grave867 reacted to Kenturrac in Unified Epoch Project   
    Correct me if I am wrong or if I forgot something, but the basic arguments against it are:
    Could be that you as the pack creator lose interested in maintaining it at some point and the pack wouldn't receive any update. Take care of the copyright. (Which is really important!) Could be/will be that this will creates more work for the creator Could be that this pack needs some love after Epoch reveives an update (which doesn't happen that often) All of that could also happen if you just release a script for something. And this stuff is happening quite often. Cause the script is shit or because the one who want to implement it has no clue what he is doing (more likely). So I dont really see the problem. Yes, a pack could introduce problems, but they are manageable and if not, the pack will die like all the addons that are just shite. Take one of the million safezone scripts. I don't know one that is working 100% correct.
     
    What I would love is branching off a stable build of Epoch. Which is something you guys do in your git hub every day I guess. Yes, you as the creator of Epoch lose control since this could introduce more "Sub"-Mods of the Mod (limited to the server and mission files). Everyone should be able to do his own mistakes. Putting an untested/unstable pack on his hive could be one of these mistakes. Welcome to the free world. :D Yes, you probably learned a lot by doing it.
     
    Don't get me wrong. At the end of the day its your forum and your Mod. So its your call, but I don't get your arguments and I don't see the problem as long as the copyright is cool. For me, all of that sounds like you wanna protect the people from something by controlling it. Sounds just wrong for me.
  6. Like
    grave867 reacted to Kenturrac in Unified Epoch Project   
    Just to get it right: We could release a custom build that is just filled with our code besides the original Epoch/Dayz code, right? So for example taking the latest server and mission files of 1.0.4.2a and just add a bunch of selfmade scripts and providing that as a custom build is allowed? 
     
    No offense, but contributing to the Epoch project is not my thing. I just dont like your update schedule and they way you communicate about your updates, further plans and game designs. Besides that, awesome work with that Mod. :D
  7. Like
    grave867 reacted to OtterNas3 in [RELEASE] VASP - Vehicle and Skin preview on Traders v1.2 (Updated 06/18/2014)   
    Hey folks,
     
    some time ago i pushed something to the public, but here is next!
     
     
    "Damn which Truck was the open Camouflage one?"
    "Bah cant remember which of the Vehicles holds the most amount of Magazines and Weapons..."
    "How many Players can Drive in XYZ Vehicle?"
    "How fast can that Vehicle go?"
     
    "What the hell a 'Donald' skin look like?"
    "'Rocker 1 2 3 whats the difference?"
     
    Ever had such questions?
     
     
    Here you go - VASP - Vehicle and Skin Preview
     
     
    This little Mod let you Preview any Vehicle or Skin in the TraderMenu.
    Vehicles will show additional Infos like:
    Max Speed Max Seats Max Cargo Weapons Max Cargo Magazines Max Cargo Backpacks Max Fuel Max Armor All stuff is totally client side spawned and will not be visible to any other Player on Server!
     
    The Player clicks in the Tradermenu on a Vehicle or a Skin and he will get a hint message to press F5 for a preview of it.
     
    While in preview, you can use these Hotkeys:
    Zoom in/out:       Arrowkeys up/down
    Rotate left/right: Arrowkeys left/right
    Close preview:   F5
     
    After preview the Tradermenu will open again on the same spot the Player left it for the preview.
    Just hit Buy and the last previewed item get bought.
     
    Easy as Pie.

     
    Demo Video
      http://youtu.be/KN8MAEpTC8I
     
    Download:
    https://www.dropbox.com/s/a2ziauc6rudqk97/VASP_v1.2.zip
     
    Install instructions:
    1. Download und unzip VASP_v1.2.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo (If your hoster has just folders you can skip this obviously ^^)
    3. Copy the custom folder from unziped VASP_v1.2.zip to MPMissions\YOURMISSIONNAME\
    4. open 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 last closing bracket };
           _nil = [] execVM "custom\VASP\VASP_init.sqf"; If you dont have already a custom pulicEH.sqf continue on 5a) else continue on 5b)
     
    5a)
    Still in the init.sqf Find this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; and replace with:
    call compile preprocessFileLineNumbers "custom\VASP\publicEH.sqf"; 5b)
    open your custom publicEH.sqf and find this line:

    "PVDZE_plr_SetDate" addPublicVariableEventHandler {setDate (_this select 1);}; and replace with:
    "PVDZE_plr_SetDate" addPublicVariableEventHandler {if (!(player getVariable["Preview",false])) then {setDate (_this select 1);};}; If you dont have already a custom compiles.sqf continue on 6a) else continue on 6b)
     
    6a)
    Still in the init.sqf Find this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and replace with:
    call compile preprocessFileLineNumbers "custom\VASP\compiles.sqf";                //Compile regular functions 6b)
    Open your custom compiles.sqf and find this block:

    // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf"; }; and replace with:
    // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "custom\VASP\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "custom\VASP\player_traderMenuHive.sqf"; }; Find this line:
    fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self and replace with:
    fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\VASP\fn_selfActions.sqf"; //Checks which actions for self If you already use a custom fn_selfActions.sqf open it and find this line:
    _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; and add ABOVE:
    LastTraderMenu = (_traderMenu select 0); 7. repbo MPMissions\YOURMISSIONNAME\ - upload - restart server - enjoy!
     
     
    - Configuration -
    Open VASP_init.sqf and edit this block to your liking:
    /****************************/ /* Configuration */ /****************************/ /* Vehicle Preview on/off */ /* true = ON / false = OFF */ VASP_VehiclePreview = true; /****************************/ /* Skin Preview on/off */ /* true = ON / false = OFF */ VASP_SkinPreview = true; /****************************/ /* !!! DONT EDIT BELOW !!! */  
    - Additional Information -
     
    For those who have MORE then the standard Epoch Skins buyable at the Traders you would need to open MPMissions\YOURMISSIONNAME\custom\VASP\VASP_init.sqf
     
    and add them to this block:

        AllAllowedSkins = [         "Skin_Survivor2_DZ","Skin_SurvivorWcombat_DZ","Skin_SurvivorWdesert_DZ",         "Skin_SurvivorWurban_DZ","Skin_SurvivorWsequishaD_DZ","Skin_SurvivorWsequisha_DZ",         "Skin_SurvivorWpink_DZ","Skin_SurvivorW3_DZ","Skin_SurvivorW2_DZ",         "Skin_Bandit1_DZ","Skin_Bandit2_DZ","Skin_BanditW1_DZ",         "Skin_BanditW2_DZ","Skin_Soldier_Crew_PMC","Skin_Sniper1_DZ",         "Skin_Camo1_DZ","Skin_Soldier1_DZ","Skin_Rocket_DZ",         "Skin_Rocker1_DZ","Skin_Rocker2_DZ","Skin_Rocker3_DZ",         "Skin_Rocker4_DZ","Skin_Priest_DZ","Skin_Functionary1_EP1_DZ",         "Skin_GUE_Commander_DZ","Skin_Ins_Soldier_GL_DZ","Skin_Haris_Press_EP1_DZ",         "Skin_Pilot_EP1_DZ","Skin_RU_Policeman_DZ","Skin_Soldier_TL_PMC_DZ",         "Skin_Soldier_Sniper_PMC_DZ","Skin_Soldier_Bodyguard_AA12_PMC_DZ","Skin_Drake_Light_DZ",         "Skin_CZ_Special_Forces_GL_DES_EP1_DZ","Skin_TK_INS_Soldier_EP1_DZ","Skin_TK_INS_Warlord_EP1_DZ",         "Skin_FR_OHara_DZ","Skin_FR_Rodriguez_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ",         "Skin_GUE_Soldier_MG_DZ","Skin_GUE_Soldier_Sniper_DZ","Skin_GUE_Soldier_Crew_DZ",         "Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ","Skin_TK_Special_Forces_MG_EP1_DZ",         "Skin_TK_Soldier_Sniper_EP1_DZ","Skin_TK_Commander_EP1_DZ","Skin_RU_Soldier_Crew_DZ",         "Skin_INS_Lopotev_DZ","Skin_INS_Soldier_AR_DZ","Skin_INS_Soldier_CO_DZ",         "Skin_INS_Bardak_DZ","Skin_INS_Worker2_DZ"     ]; This is ONLY needed if you have custom Skins that are buyable on the Traders!
     

     
    ~ Have fun with it ~
     
    Questions - Bugs - Tell me!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  8. Like
    grave867 reacted to axeman in Unified Epoch Project   
    If it is giving a place for upcoming and established developers to add / edit and collaborate on their content, managed on github as a community, then why not start now ? Sounds like a great idea to me..

    Pull requests can be issued to the official Epoch Mod, it is 100% open source after all.

    Having a central point to concentrate work is always a good thing. Am quietly confident that this kind of project could find it's own place here on the forum..
  9. Like
    grave867 reacted to insertcoins in Unified Epoch Project   
    yeah totally, but I was talking about the topic's unified project.
     
    I'm all for your idea
  10. Like
    grave867 reacted to LoadingSA in Comunity Epoch Custom Mod Pack   
    Objective
     
    I want to work with the epoch community to build a mod pack we can add to our servers if we chose. Something central and universal, this way all of the server owners and admins can work on building a fun and balanced mod pack for all of the epoch community. I'm thinking we should focus on new custom weapons, Wheeled vehicles, helicopter and aircraft that fit a civilian or semi civilian style. I have some idea of what mods I think will fit epoch, adding some new flavor to the mod without adding anything insane to the gameplay. I will list some of my ideas broken down into categories.
     
    Permissions
     
    I also want to make sure each mod author is ok with us using their hard work in this way. We want to make sure to ask for their consent when using their work.
     
     
    Wheeled Vehicles 
     
     
    German Armed Forces Pack
     
    This mod adds a lot of high quality German vehicles to the game, flat beds, cars and trucks.
     
    KAMAS Rekins
     
    A simple yet fun pack of reskins for the KAMAS utility trucks.
     
    Polish Police and Army Vehicles
     
    Adds a number of new basic wheeled vehicles.
     
    UAZ 451 Pack
     
    I remember these from DayZero, this pack adds a lot of new UAZ's to the game.
     
    Helicopters
     
    AAC Gazelle 
     
    A fast transport chopper that comes in many different skins and flavors.
     
    Westland Scout
     
    Being a big fan of Westland choppers I can't resist adding this badass chopper to the list.
     
    MH-60 SAR Coast Gaurd Chopper 
     
    the ideal chopper for saving your squad from bad times at sea.
     
    Mi Mi 6A Transport chopper
     
    One of the worlds biggest choppers, you can literally drive a truck in the back of these things.
     
    The Sikorsky R-4
     
    One of the oldest helicopters out there a nice addition to the game.
     
    News Choppers USEC Bell 206
     
    Traffic reporting for your epoch server
     
     
    Weapons
     
     
    TBA looking around at what might not be super OP or crazy. I'm thinking the RH (robert hammer) packs might be good if we don't use all of them.
     
     
     
     
     
     
     
     
     
  11. Like
    grave867 reacted to unerground2 in Comunity Epoch Custom Mod Pack   
    Something like this?

     

     

     

  12. Like
    grave867 reacted to Sandbird in [Release] Manual execution of Epoch Events   
    So i figured it out how to do it....Manually start epoch events or any custom event you've made.
    There might be too much code to change in your files but i like to keep things tidy, thats why so many additions.
     
    Step 1 (editing your dayz_server.pbo)
     
    Extract your dayz_server.pbo and go to folder \dayz_server\compile\
    Inside there make a new file called: server_adminspawnEvent.sqf  and paste the following code inside
    private ["_date","_key","_result","_outcome","_datestr","_event"]; diag_log("MANUAL EPOCH EVENT INIT"); _event = _this select 0; _key = "CHILD:307:"; _result = _key call server_hiveReadWrite; _outcome = _result select 0; if(_outcome == "PASS") then {     _date = _result select 1;     _datestr  = str(_date);     diag_log ("RUNNING EVENT: " + (_event) + " on " + _datestr);     [] execVM "\z\addons\dayz_server\modules\" + (_event) + ".sqf"; }; Open file: init\server_functions.sqf
     
    Under line:
    server_maintainArea = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf"; add this:
    server_adminspawnEvent = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_adminspawnEvent.sqf"; Step 2 (editing your missionfile.pbo)
    Extract your missionfile and locate your publicEH.sqf then search for
    "PVDZE_maintainArea" addPublicVariableEventHandler {(_this select 1) spawn server_maintainArea}; under that add this:
    "PVDZE_spawnEvent" addPublicVariableEventHandler {(_this select 1) spawn server_adminspawnEvent}; Note: If you dont have publicEH.sqf (meaning you are not overwriting it....then open your compiles.sqf and add this line at the bottom INSIDE  if (isServer) then { .... It should work there as well. If not post here.
     
    ---------------------------------------------
     
    Now make a new file in the root directory of your mission folder called superadmins.sqf (if you dont have something similar already). Inside there add the UIDs of your admins.
    The people allowed to run the events manually.
    Example code inside the superadmins.sqf:
    ["12312321313","232323232","1231231231","2323234","123123131","23232323"]; //An array of 6 admin UIDs ---------------------------------------------
     
    Now open your fn_selfactions.sqf. At the top after the first values are initiated ... (do it somewhere after _onLadder = ......) add this:
    _adminsList= call compile preProcessFileLineNumbers "superadmins.sqf"; if(("ItemMap_Debug" in items player) and ((getPlayerUID player) in _adminsList)) then {         if (s_player_run_events < 0) then {         s_player_run_events = player addaction [("<t color=""#0074E8"">" + ("Events Menu") +"</t>"),"custom\execute.sqf","",5,false,true,"",""];         };     } else {     player removeAction s_player_run_events;     s_player_run_events = -1; }; Now if are a control freak like me, you would like the script to be executed by admins, and also not to have the select Option in your face all the time.
    Thats why i added the if(("ItemMap_Debug" in items player)... So only if you have the Debug map in your inventory you will see the option to start an event. If you dont want this then change the second line above to this:
    if((getPlayerUID player) in _adminsList) then { --------------------------------------------
    Now make a folder in your root mission folder called custom  (or put the script wherever you want...just make sure you put the right path above in the addaction.
    Inside the folder make a new file called execute.sqf and add the following code:
    private ["_adminList"]; _adminList = call compile preProcessFileLineNumbers "superadmins.sqf"; // Recheck if player is allowed to run this if ((getPlayerUID player) in _adminList) then {     adminmenu =     [         ["",true],             ["Supplyitems", [2], "", -5, [["expression", '["Supplyitems"] call SNDB_CALL']], "1", "1"],             ["Treasure", [3], "", -5, [["expression", '["Treasure"] call SNDB_CALL']], "1", "1"],             ["Sidemissions", [4], "", -5, [["expression", '["Sidemissions"] call SNDB_CALL']], "1", "1"],             ["Construction", [5], "", -5, [["expression", '["Construction"] call SNDB_CALL']], "1", "1"],             ["Military", [6], "", -5, [["expression", '["Military"] call SNDB_CALL']], "1", "1"],             ["", [-1], "", -5, [["expression", ""]], "1", "0"],         ["Exit", [13], "", -3, [["expression", ""]], "1", "1"]             ]; }; showCommandingMenu "#USER:adminmenu"; SNDB_CALL = {         DO_THIS = {         PVDZE_spawnEvent = [_this select 0];         publicVariableServer "PVDZE_spawnEvent";         };     call DO_THIS; }; As you can see this is the menu. If you want to add/change/remove events you have to follow some rules.
    Notice the incremental number next to the Event names. (2,3,4,5,6) you have to follow that increment...First one must be 2, last one 12 (make a new page if you want more) You have to add the name of the event twice.....First is the menu option you'll see igame, and just before call SNDB_CALL is the name of the FILENAME of the event, located in your dayz_server\modules.  
    Step 3 (Initializations and Antihack exceptions)
    Open your variables.sqf located somewhere in your mission folder.
    Search for dayz_resetSelfActions = {
    add this before the end of the last bracket :
    s_player_run_events = -1; ----------------------------------------------
    If you are using infistar AH add these to your config file.....you know where :)
    ,s_player_run_events and also this :
    ,"#USER:adminmenu" This way, lower admins will be able to start events....
     
    -----------------------------------------------------------
    PS: Incase you are getting kicked like do this: (he has heavily modified his mission files, so do this only if you are getting kicked)
    If you get kicked for Publicvariable 3 then just place this !="PVDZE_spawnEvent"  at the end of the 4th line   Enjoy.
  13. Like
    grave867 got a reaction from MrAlfred in TRADERS NOT WORKING   
    This mainly happens to servers when you create a custom self functions. When there is a syntax error in this file the whole thing doesn't work and it includes trader, unlocking vehicles,....etc. In the interest of not completely breaking your server you should keep a back up copy of the self functions file when you add stuff in and it works, that way the next mod you add in and it breaks something you still are in business.
×
×
  • Create New...