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raymix

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  1. Like
    raymix got a reaction from vbawol in Happy Birthday AWOL!!!!   
    Happy Birthday, Awol :)
  2. Like
    raymix got a reaction from natoed in Static Radiation Source   
    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
  3. Like
    raymix got a reaction from He-Man in Static Radiation Source   
    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
  4. Like
    raymix got a reaction from Helion4 in Static Radiation Source   
    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
  5. Like
    raymix got a reaction from Helion4 in How radioactivity works now in 1.0.0?   
    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.
     
  6. Like
    raymix got a reaction from KPABATOK in How radioactivity works now in 1.0.0?   
    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.
     
  7. Like
    raymix reacted to vbawol in All-In-One Docker based Arma 3 Epoch Linux Server   
    The goal of this Docker image is to automate the install and setup of a Linux based Arma 3 server with the latest stable version of Epoch.
    First, install docker: https://www.docker.com/.
    Next, Start by pulling the docker image: 
    docker pull epochmodteam/arma3epochserver  https://hub.docker.com/r/epochmodteam/arma3epochserver/
    Then start the server: docker run --rm -e STEAM_USERNAME='[email protected]' -e STEAM_PASSWORD='YourPassW0rd' --privileged -p 2302-2306:2302-2306/udp -it epochmodteam/arma3epochserver Note: the --rm here removes the server when stopped
    Change the STEAM_USERNAME and STEAM_PASSWORD before running, as you must login to be able to download Arma 3 server files and workshop mods.

    You can alternatively add a "credentials" file to the location you are running the command from and instead of specifying -e STEAM_USERNAME='[email protected]' -e STEAM_PASSWORD='YourPassW0rd' via command line use:
    --env-file credentials
    [email protected] STEAM_PASSWORD=YourPassW0rd   If you want to persist data add the -v C:\Docker\data:/data option below and change the folder "C:\Docker\data" to a location you want to store the redis database. (Note: You will need to setup the Shared Drive in Docker > Settings.)
    docker run --rm -e --env-file credentials --privileged -v C:\Docker\data:/data -p 2302-230:2302-2306/udp -it epochmodteam/arma3epochserver  
    Also, Epoch Experimental can be installed using: epochmodteam/arma3epochserver:experimental
     
  8. Like
    raymix reacted to 82ndAB_Bravo17 in Nice shout out to Epoch by Bohemia   
    Its actually in sitrep 205
    https://dev.arma3.com/post/sitrep-00205
     
    Good job!
  9. Like
    raymix reacted to Grahame in Nice shout out to Epoch by Bohemia   
    BI's latest SITREP has a great shout out for Epoch 1.0, nice job: https://dev.arma3.com/post/sitrep-00204
  10. Like
    raymix got a reaction from He-Man in How radioactivity works now in 1.0.0?   
    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.
  11. Like
    raymix got a reaction from vbawol in Fav bar issue   
    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.
  12. Like
    raymix got a reaction from vbawol in How radioactivity works now in 1.0.0?   
    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.
  13. Like
    raymix reacted to Ghostrider-GRG in A big thank you to the Devs   
    I could not agree more. I have played a few hours and really enjoyed all the additions and tweaks.
  14. Like
    raymix reacted to 82ndAB_Bravo17 in A big thank you to the Devs   
    Having been able to follow along with the Devs private Discord I have been able to get an idea of just how much time and effort has been put into this latest release, especially in the last few weeks leading up to the release.
    And they are still at it, tweaking settings and so on with the feedback that has come since the release.
    So, as the title says THANK YOU for all your hard work.
  15. Like
    raymix reacted to 82ndAB_Bravo17 in Fav bar issue   
    With that option set it does indeed drop it on the floor, but gives no warning that it has done so.
    Pull request added with fix suggestion for both situations.
  16. Thanks
    raymix reacted to vbawol in Epoch 1.0 Release Changelog   
    Arma 3 Epoch 1.0 has been released!
    Client Files:
    http://epochmod.com/ - HTTP mirrors, Steam workshop, Play with Six, ModDB, Armaholic

    Server Files:
    https://github.com/EpochModTeam/Epoch/releases/tag/1.0.0.1070
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/948/files
    Notes: 
    https://epochmod.com/forum/topic/44467-epoch-10-release-changelog/
  17. Like
    raymix reacted to Grahame in experimental now or wait?   
    I have three running 1.0 atm, but even if you wait you should be prepared. Lots of changes. There is a reason that this release is not 0.55 or 0.6 - it is such a great update. Features, functionality, fixes! Great job by all the crew of Epoch devs Lord @vbawol  and his crew of @He-Man, @DirtySanchez, @raymix, @Helion4 among others  and I know that there is even more coming in 1.1, they just did not want to make you wait longer for this Epoch goodness! Seriously! 
    PS: Yep, been out drinking tonight... but I am prepared for 1.0, ARE YOU? 
  18. Like
    raymix got a reaction from Grahame in Tried googling with no luck. Battleye script exception #47   
    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 :)
  19. Like
    raymix reacted to vbawol in Epoch 0.5 Release Changelog   
    On stable branch now:
    0.5 b757: [Added] "MeleeRod" (Fishing Rod) to Crafting Menu (1x Rope,1x Stick,1x Metal Scraps) @Ignatz-HeMan [Added] Vehicle and Loot tables can be set via epochconfig settings (forcedVehicleSpawnTable, forcedLootSpawnTable) to force specific vehicle or loot tables. [Changed] Removed "Alpha" text from debug monitor. [Changed] Add flag to enable database unit test. enableUnitTestOnStart = 1 in epochconfig.hpp to enable [Changed] Delete rest of unused clientside Airdrop Event code. @Ignatz-HeMan [Changed] further optimized db call for weather script. [Updated] redis-server.exe to latest version: 3.2.100 from: https://github.com/MSOpenTech/redis/releases [Fixed] some missing semicolons in CfgPricing. @SPKcoding [Fixed] Joining and leaving a group and optimize with added usage of params. @Ignatz-HeMan [Fixed] Group invites from the same Group where not possible until relog. @Ignatz-HeMan [Fixed] Heal not working when using SafeZones with VehicleGodmode and only HitPoint is damaged. @Ignatz-HeMan [Fixed] fix deleteVehicle BE kick with sharks [Fixed] CBA related Battleye kicks with current CBA version. [Fixed] Static weather settings not working. @82ndab-Bravo17 [Fixed] Battleye kicks for CUP weapon and attachment BE kicks. [Fixed] Battleye kicks for towing tractor from CUP. [Fixed] Fixed / updated and added Trader Missions and ported to run it on Events instead fsm. @Ignatz-HeMan [Fixed] Several minor fixes, cleanup, and private array updates. [Fixed] Fix for Weaponholder disappearing while adding loot. @Ignatz-HeMan [Info] SQF parser analyzer: https://www.reddit.com/r/armadev/comments/681236/released_static_analyzer_for_sqf_and_integration/ Thanks to @LordGolias
  20. Like
    raymix reacted to juandayz in [EPOCH-DEATHMATCH MOD]   
    Well this is the result of my best enemy "what if?". I just start it as a simple mod.. but with the running of the days the "what if" appear more and more, ending in a mod who uses all epoch files.
    Many tnks to @iben  @oldmatechoc @Hooty   @Th3-Hunter333    for all support and tests.
    *What is DEATHMATCH: Is a mixture of Wasteland and Epoch with a system of Ranks Exclusive only for UTES map. You can choise between play a clasic DeathMatch or Epoch-DeathMatch
    *Mission Cache Size: Less than 500kb.
    *Install: The install is pretty simple, you just need 10 minutes for create a fresh server files, create a database, overwrite all with DeathMatch files and edit some paths.
    *What´s inside?:
    *What´s was writed exclusive for DEATHMATCH?
     
    Important!: this not was writed thinking in infistar. You can use it with infi but you will need entry a lot of filters.
    VIDEO:
     
     
    heres the rpt: https://pastebin.com/mtV4Ppk1
     
    Install:
    dowload latest version from here: http://www.mediafire.com/file/yhls7avnhatq7b8/UTES+DEATHMATCH+v2.rar
    OUT OF DATE DO NOT USE IT: http://www.mediafire.com/file/jekbn6o45wxm1g6/UTES+DEATHMATCH.rar
     
    DETAILED CONFIGS by @Cherdenko
    https://mega.nz/#!yMADTRwb!l9OUVYDXwQFtbBBhtKhsZE8Xmwr5ndk4A-hgUXEr_xw
  21. Like
    raymix reacted to iben in [RE-RELEASE, v1.5.1] Paint Vehicles script using single currency (updated to 1.0.6.2)   
    Hello guys,
    do you remember old "Paint vehicles" script? Let's look back to idea fathers:
    ===
    CREDITS:
    All credits goes to its original authors:
    DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) (visit them on github)
    Maca134 for orginal color vehicle script.
    @Zupa for the idea of painting vehicles in two different colors.
    @0verHeaT for script public release - this version we are updating for 1.0.6.1+ (see original thread)
    @raymix for list of paintable vehicles for this script (see original thread)
    ---
    Special Thank you goes to @DAmNRelentless for taking care of Github repo.
     ===
    This script was updated for Epoch 1.0.6.2 and upgraded.
    ===
    FEATURES:
    Vehicles can be painted in two different colors Only vehicles which you own can be painted (vehicles with key) Only vehicles in ColourVehicles array can be painted Script is designed to be used along with Single currency. Player will pay for painting vehicles. UPDATED: Color values are saved in the worldspace field in database NEW: Vehicles can be unpainted to default state (default textures are loaded) UPDATED: Vehicles can be painted using GUI with visual enhancements. Use PaintVehicles defines.hpp for defining custom GUI color scheme UPDATED: Script is now fully compatible with Virtual Garage and Vehicle Key Changer (VKC) script thanks to @salival (2017-08-22).
    All scripts by @salival and this one prior update date should be upgraded to get much better player experience! UPDATED: for Epoch 1.0.6.2 ===
    Changelog:
    [2017-05-22], v1.0 | Initial release [2017-05-25], v1.1 | Optimized compiles: 5 files reduced to 1. See changes: [commit  ae29c13] [2017-08-20], v1.2 | Regular code maintenance. See changes: [commit 682f99a] and [commit 7cd8fce] [2017-10-23], v1.3 | Roll back to full version of player_forceSave (uniCoins fix: Issue not related to script itself). [2017-12-04], v1.4 | Safer manipulation with data sending to server. Basic defines fix - from sqf to hpp.  See changes: [commit 2735dea] [2017-29-04], v1.5 | Update for Epoch 1.0.6.2 [2017-29-04], v1.5.1 | FIX: fn_selfAction path (thx @hooty): [commit 38fe105] ===
    How it looks like:

    === database screenshot

    ===
    MiniShowcase
    ===
    How to install:
    We are not using common way how is script included to current folder structure (like grab whole folder and put it to the root of mission folder) - 
    that's why read carefully, use repo folder structure (or similar) and compare tool like diffmerge! If you have troubles, just ask here or send me PM.
    Source files are available at Github repo. You can download them from here.
    For client side we need these folders in the root of your 'MPMissions\Dayz_Epoch_11.Chernarus' folder:
    actions: we will store file with scroll action menu command Paint vehicle here compile: we will store core script client files here Configs: we will store defines && dialog config files for script GUI here gui:  we will store your "Money" or "Coins" picture here (Change path inside: `dayz_code\compile\player_paintVehicle.sqf`) init: we will load all compiles and variables from here ... and finaly files:
    description.ext: we will load your defines and dialogs from here via master.hpp init.sqf: we will load your custom compiles and variables from here For server side (dayz_server) we need to touch these files:
    compiles\paintVehicles  (copy whole folder to compiles) compiles\server_updateObject.sqf system\server_monitor.sqf init\server_functions.sqf (compile init.sqf) ===
    Battleye
    // Add an exception to publicvariable.txt !="PVDZE_veh_Color" ===
    infiSTAR
    // Add an exception to allowed dialogs 571113 ===
    ...that's all, Have Fun!!
    Cheers...
    ===
  22. Like
    raymix reacted to DirtySanchez in Fully Integrated Vector Building System   
    Apologies for the delay in posting this as its been ready for quite some time now.
    This system adds the vector building system directly to epoch code and the custom keys feature on the escape menu.
    Download and instructions for install are located here:
    https://github.com/ravmustang/Arma3_Epoch_VectorBldg

    To contribute to this system, you are free to fork and do a pull merge request.
    For support request questions / comments or suggestions please visit here for faster service: https://discord.me/eXpoch

  23. Like
    raymix got a reaction from RiMMON in [Extras] Full list of paintable vehicles for Paint Vehicles script   
    First of all huge thanks to script (and everyone else credited), amazing work.
    Another credit goes to Chris for making Infistar AH, it's an invaluable tool and time saver when developing scripts. 
    And finally credit also goes to Gaia for releasing Debug Console
     
    To install debug console, simply copy/paste PBO into your Arma2OA\expansion\addons folder
    Launch your game in SP or in MP (set verifySignatures to 0 in your config)
    Press ESC > Enter ... to open console.. as simple as that
     
    AIR:



     
    LAND:



    SHIP



     
    Full saved broadcast (1 hour, until deleted soon): http://www.twitch.tv/raymich/b/575312724
     
    Highlight (15min): Also yes, you can paint uniforms, too :)

  24. Like
    raymix got a reaction from Ghostrider-GRG in winGrep replacement   
    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.
  25. Like
    raymix got a reaction from juandayz in I want to share the apocalypse with this guy :O   
    Seen that one yea, pretty cool :)
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