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Donnovan

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  1. Thanks
    Donnovan reacted to Grahame in Error   
    @DonnovanBasically in vanilla Epoch:
        Female player characters = WEST/BLUFOR
        Male player characters = EAST/OPFOR
        Hostile AI = GUER/RESISTANCE
        Everything else (animals, objects, vehicles, traders) = CIV
    However scripts should allow the server dev to choose the side of hostile AI (most in fact do even if you have to delve into the code rather than set it in a config. That's because a few of us do merge all players into BLUFOR and use OPFOR and GUER as hostile AI who can be hostile to each other...
  2. Like
    Donnovan reacted to Cubitron in Error   
    Aloha , i try it on namalsk i changed the center and first spawnposition but they are standing still like soldier with gun in hand and some have godmode
     
    Zombies click me
  3. Like
    Donnovan got a reaction from Kenobi in Error   
    Error
     
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    Donnovan got a reaction from Cubitron in Error   
    Error
     
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    Donnovan got a reaction from natoed in Error   
    Error
     
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    Donnovan got a reaction from vbawol in Error   
    Error
     
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    Donnovan got a reaction from Cubitron in Error   
    Error
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    Donnovan got a reaction from zhaleks in Error   
    Error
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    Donnovan got a reaction from Joshyy in Error   
    Error
  10. Like
    Donnovan 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
  11. Thanks
    Donnovan got a reaction from DirtySanchez in Error   
    Error
  12. Like
    Donnovan reacted to DirtySanchez in [RELEASE]Perfect Night Time Settings! (Within EPOCH)   
    Now use the Epoch Config to setup a perfect nighttime
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L62
    Use this:
    niteLight[] = {1,666,10000};
    The 666 is a very nice and bright night
    420 is moderate nights and should be the goto brightness here
    300 is dark enough to call hardcore but still playable af





    Old Info using color corrections:

    Yes guys this is not too hard to accomplish
    Steps:
    1. Find your moonlit night and time for server start
    2. Play around with some corrections
    3. start your server
    Answers ye all seek:
    1. In your epochconfig.hpp change this line
    StaticDateTime[] = {2035,6,10,21,30}; 2. call this corrections.sqf from your init.sqf
    []execVM "corrections.sqf"; Save this code as corrections.sqf and put it in your mission folder.
    "ColorCorrections" ppEffectEnable true;"ColorCorrections" ppEffectAdjust [0.88, 0.88, 0.04, [0.2, 0.29, 0.4, -0.22], [1, 1, 1, 1.3], [0.15, 0.09, 0.09, 0.0]];"ColorCorrections" ppEffectCommit 0; 3. FUCKING ENJOY!
    Update: play around with the 0.04 setting for gamma changes. 0.06 is perfect for an all night server. 0.04 was tested on day and night and was not too washed out during the daytime.
  13. Like
    Donnovan got a reaction from Bricktop in Joelma's Time Control   
    If you like my work, please consider a donation:

    $USD

    $EURO

    *** UPDATED THE FILE TIME_CONTROL.SQF IN 2014-10-09 13:00 ***
    *** TIME_CONTROL.SQF WAS CHANGED, THE CHANGED PARTE HAVE ***
    *** THE COMMENT "//LAST CHANGE WAS IN THIS SPAWN" ***

    JOELMA'S TIME CONTROL SYSTEMA

    Default configuration: A day of 2 hours.
    - 60 minutes completely day time (08:00 - 16:00)
    - 36 minutes of sunrise and sunfall (04:00 - 08:00, 16:00 - 20:00)
    - 24 minutes of night (00:00 - 04:00, 20:00 - 24:00)

    CLIENT SIDE: TIME_CONTROL.SQF
    In your mission folder, create the folder custom if it does not exist.
    Create inside the custom folder a txt file called time_control.sqf.
    Put inside time_control.sqf the content bellow:


    donn_sleep = 0.2; donn_multi = 2; drn_fnc_DynamicWeather_SetWeatherLocal = {}; 0 setOvercast 0; 0 setFog 0.05; if (!isDedicated) then { "cad_pvar_server_date" addPublicVariableEventHandler {(_this select 1) call donn_setdate;}; donn_setdate = { private ["_dateSer","_dateCli","_date_diff"]; donn_speed = _this select 1; 0 setOvercast 0; _dateSer = dateToNumber (_this select 0); _dateCli = dateToNumber date; _date_diff = (_dateSer-_dateCli)*12*31*24; if (abs _date_diff > 5/60) then {setDate (_this select 0);}; }; }; [] spawn { //LAST CHANGE WAS IN THIS SPAWN private ["_tm","_tmLen"]; _tm = diag_tickTime; waitUntil {!isNil "donn_speed"}; while {true} do { sleep donn_sleep; _tmLen = diag_TickTime - _tm; _tm = _tm + _tmLen; skipTime ((_tmLen*(donn_speed*donn_multi-1))/3600); }; }; if (!isDedicated) then { [] spawn { for "_x" from 1 to 10 do { "infiSTAR_SetDate" addPublicVariableEventHandler {}; "PVDZE_plr_SetDate" addPublicVariableEventHandler {}; cad_pvar_send_owner = player; publicVariableServer "cad_pvar_send_owner"; sleep 0.5; }; }; }; CLIENT SIDE: INIT.SQF
    Step 1
    On your mission folder, open the file init.sqf.

    Inside it change this:


    //Start Dynamic Weather execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; To this:
    //Start Dynamic Weather //execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; Step 2At the end of your init.sqf file, add this line:


    call compile preprocessFileLineNumbers "custom\time_control.sqf"; SERVER SIDE: SERVER_FUNCTIONS.SQF
    Now we need to modify files inside dayz_server.pbo.

    At the end of the file init\server_functions.sqf add this code:



    initialSend = false; donn_server_timeSync = server_timeSync; server_timeSync = {if (!initialSend) then {[] call donn_server_timeSync;}; initialSend = true;}; [] spawn { waitUntil {initialSend}; while {true} do { _dayTime = dayTime; //========================TIME FUNCTION============================ if (_dayTime >= 8 && _dayTime <= 16) then {donn_speed = 4.000;}; if (_dayTime > 4 && _dayTime < 8) then {donn_speed = 6.666;}; if (_dayTime > 16 && _dayTime < 20) then {donn_speed = 6.666;}; if (_dayTime <= 4 || _dayTime >= 20) then {donn_speed = 10.000;}; //================================================================= cad_pvar_server_date = [date, donn_speed]; publicVariable "cad_pvar_server_date"; sleep 30; }; }; "cad_pvar_send_owner" addPublicVariableEventHandler { cad_pvar_server_date = [date, donn_speed]; owner (_this select 1) publicVariableClient "cad_pvar_server_date"; }; BATTLEYE FILTER:
    On the BattlEye filter publicvariable.txt search for the line that start with 5 "" and add at the end of it an empty space and than !"cad_pvar_s".
     
    My line is like that after the adition:


    EXTRA:
    To have a 3 hours day, change the line "donn_multi = 2;" in time_control.sqf:


    donn_multi = 1; -> 4 hours day donn_multi = 4/3; -> 3 hours day donn_multi = 2; -> 2 hours day
  14. Like
    Donnovan got a reaction from oldmatechoc in Joelma's Time Control   
    A battleEye restriction have nothing to do with a script work or not work.
    You don't know how to deal with a battleEye restriction. And i don't have the time to teach you. So...
    Good luck.
  15. Like
    Donnovan got a reaction from koriaba in [Release] Banko Mat - Chernarus Mission   
    calamity,

    You is running the Refugee Camp and the Banko script on all clients, so if 50 clients connect to your server, you will have run each script 50 times, gererating 50X more AI units, 50X more Exploding zombies and 50X more of each static object (buildings, tents, cargo, etc).

    Do like i explain in post #18.
  16. Like
    Donnovan reacted to vbawol in RIP Junior   
    When Junior was just a puppy he was abandoned on the porch of a buddies house at night in winter in Texas. The first I met him we looked at each other and made eye contact and you can say it was love at first sight, as I adopted him right away.
    I took him in even though I was still staying with my Parents and didn't have permission as my Mom said at the time she didn't want another dog. So, he had to sleep outside again the first night. I made him a nice warm place to sleep and by the second day he won over my mom and got to sleep in the house.
    For the first year of his life, he got to hang out with my Dad and we trained him together. As soon as I got my own place he moved in with me and we became inseparable. He got the full run of my little 2 acres of land and would bark at anything out of place. Once he saved my neighbors chickens by barking with a certain tone, my neighbor came out to see what the odd bark was about only to find snakes in the chicken coop.
    He was one of the smartest dogs I have ever had the pleasure to meet. We had a lot of good times together. Like the time we took a 21+ hour road trip to Iowa. He just loved being at my side and going for a ride regardless of the destination. I think he liked that almost everyone we met out on our drives would compliment him on being a "pretty" dog.
    He had gone downhill over the last several months. It started with his toes on his back legs knuckling under while walking. I had been trying to keep him moving and active but it has now progressed to the point that he cannot even walk and doesn't even get excited about a treat.
    Today we made our last car trip together. Putting him down is one of the harder decisions of my life but it was the best thing to do for him. Junior lived a full life to the age of 15.
    If you have a pet, please give a little extra love to them as time passes by so quickly.
     

  17. Like
    Donnovan reacted to Seelanpro in Boundary markers for AGN safe zone script?   
    Yes, I also use Infistar safezone just for the markers :D But @Donnovan arma 2 safezone is very good too! I don't presonally like agn but to preference :D
  18. Like
    Donnovan got a reaction from Seelanpro in MOSTWA - Andre most Wanted Script   
    MOSTWA is Andre Most Wanted Script
    **UPDATED ON 21 OF DECENBER OF 2015**
    WHAT IT DO?
    It choose a player based on a criteria and make hin the fugitive.
    WHAT THE FUGITIVE NEED TO DO?
    The fugitive need to avoid to beign killed by the other players and by the enviroment.
    UHH... AND WHAT THE FUGITIVE GAIN IF HE SURVIVE
    A temporary mozzie and 4 briefcases will appears arround hin.
    AND IF THE FUGITIVE DIE?
    So the 4 briefcases will be on his body for the other players to pick up.
    ITS NOT A HARD TASK FOR THE FUGITIVE?
    The fugitive have Time Rewards that are rewards he gain for mantain hinself alive for x time. The actual time rewards are:
    1 - Receive weapon and ammo. 2 - Receive a motorbike. 3 - Receive cure itens. 4 - See smoke on enemies.
    ITS NOT A HARD TASK FOR THE ONES TRYING TO KILL THE FUGITIVE?
    The hunters will see a mark on the map revealing the fugitive position with a configurable precision. The mark update speed depends if the fugitive is on foot, on a land vehicle or in an air vehicle.
    LAST UPDATE?
    Was on 25 of october of 2015 with those changes:
    - Loging players are not anymore selected as fugitive.
    - Fugitives that fly over 300 meter for some time cancel the event.
    - Stay on a plot or on a safe now also cancel the event and not just cancel the fugitive reward.
    - Fugitives are unique, a player can't be selected more than one time in each restart.
    - If the fugitive is flying over 45 meters, he does not receive the time rewards.
    Files updated: andre_most_wanted.sqf
     
    If you enjoy it, i ask for a donation. Thankyou!
     $USD
     $EURO
     
    INSTALATION:
    1 - Unpack dayz_server.pbo. Put the code bellow in a text file and save it on the root of your unpacked files with the name andre_most_wanted.sqf. Repack dayz_server.pbo. To unpack / repack dayz_server.pbo you can use PBO Manager.
    //=============================== // ANDRE MOST WANTED SCRIPT ===== //=============================== // By Donnovan ================== //=============================== //==================== // CONFIGURATION ===== //==================== //MAP SIZE TO PREVENT THE LOGING IN PLAYERS TO BE SELECTED AS FUGITIVE _mapSize = 15360; //READY FOR CHERNARUS //THE TIME THE FUGITIVE NEED TO RESIST ALIVE TO WIN *IN MINUTES* _aliveTimeToWin = 20; //THE TIME CYCLE THE FUGITIVE MARK WILL BE UPDATED *IN SECONDS* _updateMark = 100; //MAXIMUN TIME THE FUGITIVE IS ALLOWED TO BE IN A PLOT OR SAFEZONE RADIUS TO RECEIVE HIS REWARD IN CASE OF WIN (a percentage of _aliveTimeToWin) _maxTimeNearPlot = 0.15; //TIME CYCLE *IN SECONDS* TO CHECK FOR PLOTS NEAR THE FUGITIVE AND SAFEZONES _onPlotCheckFrequency = 20; //THE RADIUS OF THE POSITION HINT (FUGITIVE WILL BE SOMEWHERE INSIDE THE CIRCLE) *IN METERS* _circleSize = 150; //MINIMUM NUMBER OF PLAYERS TO RUN _minPlayersToRun = 15; //TIME TO WAIT BEFORE TRY TO RUN AGAIN *IN MINUTES* _runTimeInter = 50; //FIRST RUN DELAY *IN MINUTES* _firstRunDelay = 30; //FUGITIVE TIME REWARDS: [time in minutes to exec reward (in sequence),reward message,reward code where _this is the fugitive] _fugitiveRewards = [ [4,"The Fugitive received a MK 48 and Ammo.",{_posF = position _this;_posFGround = [_posF select 0,_posF select 1,0];_holder = createVehicle ['Weaponholder',_posFGround,[],0,'NONE'];_holder addWeaponCargoGlobal ['Mk_48_DZ',1];_holder addMagazineCargoGlobal ['100Rnd_762x51_M240',5];_this reveal [_holder,4];}], [4,"The fugitive received a motorbike.",{_posF = position _this;_posFGround = [_posF select 0,_posF select 1,0];_veh = createVehicle ['TT650_Ins',_posFGround,[],8,'NONE'];_veh setVariable ['ObjectID','0',true];_veh setVariable ['ObjectUID',str round random 9999999,true];_this reveal [_veh,4];}], [4,"The fugitive received cure itens.",{_posF = position _this;_posFGround = [_posF select 0,_posF select 1,0];_holder = createVehicle ['Weaponholder',_posFGround,[],0,'NONE'];_holder addMagazineCargoGlobal ['ItemBloodBag',1];_holder addMagazineCargoGlobal ['ItemBandage',2];_holder addMagazineCargoGlobal ['ItemSeaBassCooked',1];_holder addMagazineCargoGlobal ['ItemWaterbottle',1];_holder addMagazineCargoGlobal ['ItemPainkiller',1];_holder addMagazineCargoGlobal ['ItemORP',1];_holder addMagazineCargoGlobal ['ItemMorphine',1];_this reveal [_holder,4];}], [4,"The fugitive sees the enemy.",{donn_seeSmoke = [];{if (_this distance _x < 300 && !((vehicle _x) isKindOf 'Air')) then {_posK = position _x;for '_i' from 1 to 4 do {_smoke = createVehicle [['SmokeShell','SmokeShellYellow','SmokeShellRed','SmokeShellGreen','SmokeShellPurple','SmokeShellBlue','SmokeShellOrange'] call BIS_fnc_selectRandom,[_posK select 0,_posK select 1,40+_i*10],[],0,'CAN_COLLIDE'];donn_seeSmoke = donn_seeSmoke + [_smoke];};};} forEach (playableUnits-[_this]);}], [1/12,"",{{deleteVehicle _x;} forEach donn_seeSmoke;}] ]; //SAFE ZONES (READY FOR CHERNARUS) _safezones = [ [6325,7807,0], [4063,11664,0], [11447,11364,0], [1606,7803,0], [12944,12766,0], [12060,12640,0] ]; _safezonesRad = 160; //ADMINS STEAM ID (TO PREVENT THE SCRIPT TO SELECT ADMINS AS FUGITIVE) _admins = ["00000000000000000","11111111111111111"]; //===================== // FUNCTIONS ========== //===================== _lockedFugitives = []; //THE TWO LINES BELLOW ARE EPOCH SPECIFIC waitUntil {!isNil "DZE_safeVehicle"}; DZE_safeVehicle = DZE_safeVehicle + ["TT650_Ins"]; donn_fugitiveChoose = { _fugitive = objNull; _maxSumDist = -1; { _p = _x; _pP = position _x; _pPX = _pP select 0; _pPY = _pP select 1; if (_pPx > 0 && _pPY < _mapSize) then { if (damage _p < 0.2 && vehicle _p == _p) then { if (count (_p nearObjects ["Plastic_Pole_EP1_DZ",(DZE_PlotPole select 0)*1.25]) == 0) then { _pUID = getPlayerUID _p; if !(_pUID in _admins || _pUID in _lockedFugitives) then { _sumDist = 0; {_sumDist = _sumDist + (_p distance _x);} forEach playableUnits; if (_sumDist > _maxSumDist) then {_fugitive = _p;_maxSumDist = _sumDist;}; }; }; }; }; } forEach playableUnits; _fugitive }; //===================== // THE SCRIPT ========= //===================== _aliveTimeToWin = round (_aliveTimeToWin*60); _runTimeInter = round (_runTimeInter*60); _firstRunDelay = round (_firstRunDelay*60); _lastTimeConclude = time-_runTimeInter+_firstRunDelay; while {true} do { waitUntil {uiSleep 15;count playableUnits >= _minPlayersToRun && (time-_lastTimeConclude) >= _runTimeInter}; _fugitive = call donn_fugitiveChoose; if (!isNull _fugitive) then { diag_log "[MOSTWA] Begin!"; _fugitiveName = name _fugitive; _fugitiveID = getPlayerUID _fugitive; _aliveTimeStart = time; _aliveTimePassed = 0; _timeCell = 2; _sleepAMark = round(_updateMark/_timeCell); _slepBIndex = 0; _sleepBMark = -1; if !(_slepBIndex == count _fugitiveRewards) then { _sleepBMark = round(((_fugitiveRewards select _slepBIndex select 0)*60)/_timeCell); }; _sleepCMark = round(_onPlotCheckFrequency/_timeCell); _sleepDMark = round (10/_timeCell); //_sleepA = _sleepAMark; _sleepA = 0; _sleepB = 0; _sleepC = 0; _sleepD = 0; _txt = ((name _fugitive)+" have a price on his head, kill hin to receive a reward.\n"+(name _fugitive)+", stay alive " +(str(round(_aliveTimeToWin/60)))+" minutes to receive the prize.\n\n"); _timeInPlot = 0; while {alive _fugitive && !isNull _fugitive && _aliveTimePassed < _aliveTimeToWin && _timeInPlot <= _aliveTimeToWin*_maxTimeNearPlot} do { if (_sleepA >= _sleepAMark) then { _txt = _txt + ((name _fugitive)+" mark updated on map.\n"+(str (round(((_aliveTimeToWin-_aliveTimePassed)/60)*10)/10))+" minutes to stop the hunt.\n\n"); _sleepA = 0; _fPos = position _fugitive; _error = (_circleSize*2)/sqrt(2); _fPosBlur = [(_fPos select 0)-_error/2+(random _error),(_fPos select 1)-_error/2+(random _error),0]; if (_aliveTimePassed > 0) then {deleteMarker "DONN_FUGITIVE";deleteMarker "DONN_FUGITIVE_DOT";}; createMarker ["DONN_FUGITIVE",_fPosBlur]; "DONN_FUGITIVE" setMarkerColor "ColorYellow"; "DONN_FUGITIVE" setMarkerShape "ELLIPSE"; "DONN_FUGITIVE" setMarkerBrush "SolidBorder"; "DONN_FUGITIVE" setMarkerSize [_circleSize,_circleSize]; createMarker ["DONN_FUGITIVE_DOT",_fPosBlur]; "DONN_FUGITIVE_DOT" setMarkerColor "ColorBlack"; "DONN_FUGITIVE_DOT" setMarkerType "Vehicle"; "DONN_FUGITIVE_DOT" setMarkerText "Fugitive!"; }; if (_sleepB == _sleepBMark) then { _nearPlotPole = _fugitive nearObjects ["Plastic_Pole_EP1_DZ",DZE_PlotPole select 0]; _inSafe = false; {if (_fugitive distance _x < _safezonesRad) exitWith {_inSafe = true;};} forEach _safezones; _isFlying = ((getPosATL _fugitive) select 2) > 45; if (count _nearPlotPole == 0 && !_inSafe && !_isFlying) then { _txt = _txt + "Time Reward! " + (_fugitiveRewards select _slepBIndex select 1); _code = _fugitiveRewards select _slepBIndex select 2; _fugitive call _code; } else { _txt = _txt + "Time Reward!? In safe, on plot or flying. No reward..."; }; _sleepB = 0; _slepBIndex = _slepBIndex + 1; _sleepBMark = -1; if !(_slepBIndex == count _fugitiveRewards) then { _sleepBMark = round(((_fugitiveRewards select _slepBIndex select 0)*60)/_timeCell); }; }; if (_sleepC == _sleepCMark) then { _nearPlotPole = _fugitive nearObjects ["Plastic_Pole_EP1_DZ",DZE_PlotPole select 0]; _inSafe = false; _isHigh = ((getPosATL _fugitive) select 2) > 300; {if (_fugitive distance _x < _safezonesRad) exitWith {_inSafe = true;};} forEach _safezones; if (count _nearPlotPole > 0 || _inSafe || _isHigh) then {_timeInPlot = _timeInPlot+_sleepCMark*_timeCell}; _sleepC = 0; }; if (_sleepD == _sleepDMark) then { if (vehicle _fugitive == _fugitive) then { _sleepAMark = round(_updateMark/_timeCell); } else { if (vehicle _fugitive isKindOf "Air") then { _sleepAMark = round ((_updateMark/_timeCell)*0.25); } else { _sleepAMark = round ((_updateMark/_timeCell)*0.5); }; }; _sleepD = 0; }; if (_txt != "" && _txt != "Time Reward! ") then {[nil,nil,rTitleText,_txt,"PLAIN",7.5] call RE;}; uiSleep _timeCell; _txt = ""; _sleepA = _sleepA + 1; _sleepB = _sleepB + 1; _sleepC = _sleepC + 1; _sleepD = _sleepD + 1; _aliveTimePassed = (time - _aliveTimeStart); }; deleteMarker "DONN_FUGITIVE"; deleteMarker "DONN_FUGITIVE_DOT"; if (!isNull _fugitive) then { _lockedFugitives = _lockedFugitives + [_fugitiveID]; if (alive _fugitive) then { if (_timeInPlot <= _aliveTimeToWin*_maxTimeNearPlot) then { [nil,nil,rTitleText,(_fugitiveName+", time over! The prize is yours!\nColect your reward near you."),"PLAIN",7.5] call RE; _posToHolder = position _fugitive;_posToHolder set [2,0]; _veh = createVehicle ["CSJ_GyroC",_posToHolder,[],2,'NONE']; _veh setVariable ["ObjectID","0",true]; _veh setVariable ["ObjectUID",str round random 9999999,true]; _fugitive reveal _veh; _posToHolder = position _fugitive;_posToHolder set [2,0]; _holder = createVehicle ["WeaponHolder",_posToHolder,[],0,"CAN_COLLIDE"]; _holder addMagazineCargoGlobal ["ItemBriefCase100oz",4]; _fugitive reveal _holder; diag_log "[MOSTWA] Ending! Fugitive Win!"; _lastTimeConclude = time; } else { [nil,nil,rTitleText,("Hunt time over! "+(name _fugitive)+", you was too much near plot poles or safezones\n or high on sky. No pain no gain. No reward."),"PLAIN",10] call RE; diag_log "[MOSTWA] Ending! Fugitive not Fair..."; _lastTimeConclude = time-_runTimeInter*0.75; }; } else { [nil,nil,rTitleText,((name _fugitive)+", perished! Collect the prize on his body!\nMark is on map fo 45 seconds..."),"PLAIN",10] call RE; createMarker ["DONN_FUGITIVE",position _fugitive]; "DONN_FUGITIVE" setMarkerColor "ColorRed"; "DONN_FUGITIVE" setMarkerShape "ELLIPSE"; "DONN_FUGITIVE" setMarkerBrush "SolidBorder"; "DONN_FUGITIVE" setMarkerSize [100,100]; createMarker ["DONN_FUGITIVE_DOT",position _fugitive]; "DONN_FUGITIVE_DOT" setMarkerColor "ColorBlack"; "DONN_FUGITIVE_DOT" setMarkerType "Vehicle"; "DONN_FUGITIVE_DOT" setMarkerText "Fugitive Body..."; _posToHolder = position _fugitive;_posToHolder set [2,0]; _holder = createVehicle ["WeaponHolder",_posToHolder,[],0,"CAN_COLLIDE"]; _holder addMagazineCargoGlobal ["ItemBriefCase100oz",4]; diag_log "[MOSTWA] Ending! Fugitive perished."; uiSleep 240; deleteMarker "DONN_FUGITIVE"; deleteMarker "DONN_FUGITIVE_DOT"; _lastTimeConclude = time-240; }; } else { [nil,nil,rTitleText,("The hunt for "+_fugitiveName+" head is over... "+_fugitiveName+" disconnected."),"PLAIN",5] call RE; diag_log "[MOSTWA] Fugitive disconnected..."; _lastTimeConclude = time-_runTimeInter*0.75; }; } else { diag_log "[MOSTWA] Cant find an elegible fugitive..."; _lastTimeConclude = time-_runTimeInter*0.75; }; }; 2 - Unpack your mission file, open init.sqf and put the code line bellow at the end of it:
    if (isServer) then {execVM "\z\addons\dayz_server\andre_most_wanted.sqf";}; 3 - Take a look at the script, and set the configuration vars to what you want or leave it alone and use the default settings.
  19. Like
    Donnovan reacted to icomrade in Epoch 1.0.6   
    Alright, I repacked it and updated the build.
     
    I felt the code was stable enough for a release candidate and nobody else objected so this build is RC1. leave any issues here: https://github.com/EpochModTeam/DayZ-Epoch/issues/1712
  20. Like
    Donnovan reacted to AltisTales in Epoch 0.3.9 - which mods work with it?   
    Hi everyone
    Thanks again for your posts. Grahame, thank you for posting that list, that's exactly what we're needing at the moment!
    We have tried with the zombies mod, the one already built into Epoch. For some reason it's crashing the server with a memory dump, no idea what's going on with that, but it's crashing clients at the same time so we've had to turn it off for now. Has that happened to you, or anyone else before, is there a fix for it? 
    I'll certainly look up the other scripts you've recommended as well! 
     
     
    Donnovan, sorry to hear you've had trouble. We've found the Exile team to be...difficult as well. We quite clearly remember early in the release when everyone was clamouring for a new update to fix some game breaking bugs and that evening, on stream, they decided it was far more important to add sticky bombs to the features list as someone asked for it live on stream...hundreds of people were waiting for a patch, but nope, they had to do that on the spot. It never materialised either! You're probably best off out of it imo, it seems a bit of a toxic community in general.
  21. Like
    Donnovan reacted to Galian in Open / Close Land container doors   
    No really, the enabling/disabling of the door is done via "setVariable" command: 
    _container setVariable["bis_disabled_Door_1",1,true]; //change the 1/0 to enable or disable the door. For opening/closing doors, and after a lot of searching, I found this solution, in case anyone wants to use it:
    [_Container, 'Door_1_rot', 'Door_Handle_1_rot_1', 'Door_Handle_1_rot_2'] execVM "\A3\Structures_F\scripts\Door_close.sqf"; As you see, this is done with the actual arma 3 code "\A3\Structures_F\scripts", and it works like a charm. Probably will be doable also just with animate command, and of course with those classes.
     
    If anyone has a doubt feel free to ask.
  22. Like
    Donnovan got a reaction from raymix in [Terrain] Dystopia   
    Those are very beautifull screen shots!
  23. Like
    Donnovan reacted to raymix in [Terrain] Dystopia   
    Video:
    Screenshots:
    Hi folks
    I've decided to finally publish preview of my terrain on forum. It has been roughly 1.5 years since I started on it. Terrain has gone through many major changes - from size to textures to complete redesign. Current shape has been revamped 3 times already, so this is where I'm settled at.
    Specs:
    270 sqkm - 16.4km x 16.4km
    Heightmap - 4096x4096 (can't get 8192 to work)
    Sat/mask/normal maps - 16384x16384
     
    Tools:
    World Machine - procedural terrain, satmap and normalmap
    Grome - carving roads into terrain
    Photoshop - mask editing
    Current progress: Terrain, carved roads and textures only
    Story:
    I wanted a decently sized snow map in Arma but with a hint of green - best of both worlds. So it's not completely white making it too easy for me and it's not yet another summer map either, we have enough of those already.
    Originally map was designed for Dominion Mod - started by Rimblock and myself about a year ago, idea is not gone as the map will be used to create Epoch Dominion Mode using Epoch as a framework instead.
    Idea is similar to wasteland - 3 teams fighting for territories, as simple as that.
    The map is heavily inspired by Namalsk and STALKER game and will keep their aesthetics as much as possible.
    I'll keep editing this post if I come up with anything else to add, at work atm lol
    Enjoy
  24. Like
    Donnovan reacted to rvg?! in Epoch 0.3.9 - which mods work with it?   
    Welcome back!
    Well, to be honest, the Exile code looks straight forward compared to Epoch, but the behavior there is immature. My opinion and my personal reason to stay here.
    Could you explain your mod a bit?
    I mean spanish/portuguese isnt my first language and it looks interesting
    Has it something to do with drink and shoot?
  25. Like
    Donnovan got a reaction from rvg?! in Epoch 0.3.9 - which mods work with it?   
    AltisTales,
    I tried to join the Exile Team but they was closed for new crew. I had some traumatic feedback about my work here, from persons of the Exile group, may be to never try to join then again.
    I started a very unambitious mod (www.brpvp.com.br) and i believe it's going really well.
    I never understood what happened, may be i will never understand and really don't want to understand, but i'm happy to be back here and to not have became part of the Exile community.
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