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raymix last won the day on May 6 2018

raymix had the most liked content!


About raymix

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    Epoch Developer
  • Birthday 01/26/1985

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  1. Hi guys sorry for late response, you are correct, but there are 3 types of sources - object, ambient and global. Satellites are assigned random radiation values during creation. Any object in the world can be assigned this variable and become irradiated on the go, which could create some interesting scenarios. Geiger only picks up directional rads, but player should still get irradiated even if not looking at the source. second type is ambient. This type can be assigned to zones. I think it’s random, but pretty sure that can be manually changed. Third is a server public variable of a static radiation no matter where you are located. This was intended for hardcore servers and forces players to gear up asap. Radiation is mitigated by armor value of player, large portions are mitigated by gas masks (90% i think) and hazmat has 100% protection, but you’re a running target. oh and it’s not gamma, it’s all just beta radiation: https://github.com/EpochModTeam/Epoch/wiki/Radiation-design-document
  2. Rads should be decreasing over time by design, just haven't got around to implement it yet. edit: implemented now We discussed having a proper buff/debuff system, not hard to do and it's required for nanite pills/cream, just need to find some time to do it, hopefully around xmas. Having a stressful job taking all my energy sucks, but it puts beer in my belly.
  3. Hi Hux yep, it's either in event2.sqf or event5.sqf can't remember, not on PC right now, it's a simple IF statement on local var, don't have a way to disable globally atm.
  4. There was a fix posted on github for this. Sorry radiation was added last minute (week) before release and didn't get any testing or adjustments. The PP effects were created initially as a proof of concept in couple of minutes long time ago :D
  5. Thanks for the pull request and fix, the code ended up so unnecessary huge and complex (arma not providing simple inventory commands) that I am surprised it worked so well at all and didn't require a lot of bug fixes after the release.
  6. The problem is with scripts.txt line 49 (as far as I remember you take error and add 2 to it to get to the line, depends on header in your file). It does not like some of your custom code you added. Normally people should always adjust their BE filters and most of guides should cover them, too... in a perfect world. You can do as @82ndAB_Bravo17 suggested if this is a private server or just put your scripts.txt in a pastebin and post it here, someone should be able to help you with it quickly. Please understand that pretty much every server is unique and just telling us error code does not tell us which filter and script is actually causing it :)
  7. edit: All links copied from: https://www.itechtics.com/microsoft-visual-c-redistributable-versions-direct-download-links/ Think you only need 2015 version, both 32-bit and 64-bit if you're on 64-bit machine. Download Microsoft Visual C++ Redistributable 2015 (32bit) Download Microsoft Visual C++ Redistributable 2015 (64bit) Download Microsoft Visual C++ Redistributable 2013 (32bit) Download Microsoft Visual C++ Redistributable 2013 (64bit) Download Microsoft Visual C++ Redistributable 2013 (ARM) Download Microsoft Visual C++ Redistributable 2012 (32bit) Download Microsoft Visual C++ Redistributable 2012 (64bit) Download Microsoft Visual C++ Redistributable 2012 (ARM) Download Microsoft Visual C++ Redistributable 2010 (32bit) Download Microsoft Visual C++ Redistributable 2010 (64bit) Download Microsoft Visual C++ Redistributable 2008 (32bit) Download Microsoft Visual C++ Redistributable 2008 (64bit) Download Microsoft Visual C++ Redistributable 2005 (32bit) Download Microsoft Visual C++ Redistributable 2005 (64bit)
  8. raymix

    class CfgFunctions

    make sure scripts folder is in the root of MPMissions /*[[[cog from arma_config_tools import *; json_to_arma()]]]*/ /* @author = "Aaron Clark - https://EpochMod.com"; @contributors[] = {}; @description = "Epoch cfgfunctions"; @licence = "Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike"; @github = "https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_config/Configs/CfgFunctions.hpp"; */ class cfgFunctions { class A3 { tag = "BIS"; class functions { class returnVector { file = "epoch_code\compile\bis_functions\returnVector.sqf"; }; }; }; class EPOCH { tag = "EPOCH"; class functions { class returnConfigEntryV2 { file = "epoch_code\compile\functions\EPOCH_fn_returnConfigEntryV2.sqf"; }; class isAny { file = "epoch_code\compile\both\EPOCH_isAny.sqf"; }; class compiler { file = "epoch_code\compile\both\EPOCH_compiler.sqf"; }; }; class Client { class init { file = "epoch_code\init\fn_init.sqf"; preInit = 1; }; class postinit { file = "epoch_code\init\fn_postinit.sqf"; postInit = 1; }; class aircraftLoadoutInit { file = "scripts\GOM\functions\GOM_fnc_aircraftLoadoutInit.sqf"; preInit = 1; }; }; }; }; /*[[[end]]]*/
  9. raymix

    class CfgFunctions

    Oh, Sh*t, my bad, You need to paste that include inside CfgFunctions.hpp file, inside CfgFunctions{} brackets, but remove brackets that came with the guide. The other 2 lines for parents and controls keep in description.ext To be on the safe side, you should open CfgFunctions.hpp file and GOM_fnc_functions.hpp file side by side. Then look at structure of both carefully. You will need to copy functions over from GOM file into Epoch's CfgFunctions (while maintaining Epoch's structure) to define them properly. Worst case - put both files up in a pastebin and send us links
  10. raymix

    class CfgFunctions

    That's because it's already defined here: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgFunctions.hpp You simply need to add your #include line in description.ext without defining cfgFunctions class, that's all. description.ext // Epoch Survival Gamemode #include "epoch_config\sandbox_config.hpp" #include "scripts\GOM\functions\GOM_fnc_functions.hpp"
  11. I use wingrep and it's great, but honestly at this day and age almost all tools can do what wingrep do, even notepad++ searches files. If you don't like n++, another much better tool that has grep integrated (and is my new favorite) is Visual Studio Code. This tool is great if working with specific folders like project. For casual use, wingrep is still better if used for stuff like finding that one function or class name when extracting Arma's PBOs. If looking for alternative, there's quite a few good ones out there.
  12. Pretty cool little mod, funny video, too :)
  13. raymix

    .pbo problem

    Looks like you are trying to follow the modding tutorial, but trying to repackage scripts back inside PBO files, correct? Well, that's not how it works. When guide tells you to extract file, you do that, but then simply close the client PBO, you don' need it anymore. After you are done editing your script, you have to bring it to MPMissions folder on your server. After that linking to this new file is mostly by using a single command line inside init.sqf file. Does that make sense now?
  14. raymix

    .pbo problem

    Hey ya, that means PBO was packed using BI key. PBOManager does not deal with that. What you need is a different tool, like Mikero's, to repackage them using the key. Either way, this is a bad practice as PBO won't work unless both server and all clients run same exact signed PBO. Server PBOs usually don't use key since it's designed to be unpacked, client PBOs are not supposed to be touched. So a better question is - what are you trying to achieve?
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