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looter809

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  1. Like
    looter809 reacted to Crossfire84 in [SOLVED] Trader Vehicles not spawning   
    Thank you The sql entries were missing
  2. Like
    looter809 reacted to KostiCZ in Epoch 1.0.7 Release   
    Awesome work. I see you already implemented nearly all fixes I had from 1.0.4. But I have one question - why did you remove database traders? Some servers needs this feature, also I tried to implement it back with advanced trading interface on 1.0.6. I realy want players can buy only what was sold before. Not unlimited ammo clips and food, just limited amount what looters sold. If you want some special ammo, just go loot or use another weapon. Scripted traders killing this game, when you can have everything you want. So please, implement database traders back. :) Thanks a lot, guys.
  3. Like
    looter809 reacted to Vladick in Epoch Antihack / Admin Tools   
    Thanks for this, I am really enjoying it! I really like that you including options for the safe zones, including removing zeds that spawn near. I'm wondering if it would also be possible to add an anti AI option to this script so that AI are also removed. Otherwise, another safe zone script is needed and I really like this one. Is there some other option for removing AI around the safe zones? I checked in DZAI but did not find any options.
    Thanks!
  4. Like
    looter809 reacted to BigEgg in Epoch Antihack / Admin Tools   
    Hello everyone,
     
    Here is the public release of my Antihack / Admin tools. Both myself and Movinggun put a lot of work into this, so I hope you all can benefit. The culmination of my time spent on this game went into this, and I hope you all enjoy it just as much as I did.
    Unfortunately due to time, I will not be able to actively add to this project, but I will always be around to approve pull requests. This project can easily live on through the community, and I hope you all the enjoy the complexity of everything involved with it.
     
    The repository that contains install instructions can be found here:
    https://github.com/BigEgg17/Epoch-Antihack-Admin-Tools
     
    I will add source code for the DLL as soon as it is received from Movinggun, along with the source for the executable file.
    I will also create an official release on the Github as soon as everything is successfully converted for compatibility with 1.0.7.
     
    Best wishes to the community, I look forward to applying all changes desired, and to answering any questions members may have.
     
    It's been a blast and I will never forget some of the memories and friends made on this game.
     
    - BigEgg
  5. Like
    looter809 reacted to Airwaves Man in [Release] Crack Lockables [Updated for 1.0.7.1+]   
    Release of salivals Crack Lockables script updated for Epoch 1.0.7.1.
    All information here: https://github.com/oiad/crackLockables
     
  6. Like
    looter809 reacted to salival in [Release] Zabns Take Clothes [Updated for 1.0.7]   
    Zabns Take Clothes is part of Epoch 1.0.7.1 now.
    Hi,
    Since Zabn is MIA I have updated his Take Clothes script to 1.0.7 compatible.
    Github with install instructions and download location: https://github.com/oiad/TakeClothes
     
     
    **** For Epoch 1.0.6.2 only **** >> Download <<
    Visit this link: https://github.com/oiad/TakeClothes/tree/Epoch_1.0.6.2
    (original install url: http://opendayz.net/threads/release-zabns-take-clothes-2-0.19290/)
    (original discussion url: http://opendayz.net/threads/help-discussion-zabns-take-clothes.13198/)
     
  7. Like
    looter809 reacted to Airwaves Man in communal Bans.txt   
    This are my own bans and not duplicated with a ban from a list in this topic:
     
  8. Like
  9. Like
    looter809 got a reaction from juandayz in [RELEASE] XMAS TREE DEPLOYABLE 1.6   
    Just wanted to bump this since it is back and after being edited was not put back at the top of the epoch mods page. so.... *bump*
  10. Like
    looter809 got a reaction from Schalldampfer in [RELEASE] XMAS TREE DEPLOYABLE 1.6   
    Just wanted to bump this since it is back and after being edited was not put back at the top of the epoch mods page. so.... *bump*
  11. Like
    looter809 reacted to Schalldampfer in Call Car   
    nice update!
    Please add a line like "credit salival for remoteVehicle script", the selection menu itself comes from his remoteVehicle script.
    (I have updated my post for missing credit. Sorry, salival!)
  12. Like
    looter809 reacted to Relentless in Server Job Offer   
    Nice idea but you probably won't get any good dev/scripter with such an improfessional advertisement. Even if english is not your native language, you should consider improving it before even thinking about something like this. If I read this, I might think "yeah cool, a long time job as a scripter with monthly payment" but honestly I just think that you couldn't handle a project like this.
    Even if you find anyone who applies for the job, I doubt that there will be a guy/two guys who are developing two servers at the same time especially for different games. People around here are either A2 or A3 guys, there is only a rare amount that actually care about both. If you want to tell me that's the reason why you need 2 guys now, I got another question. What's the second guy doing while the first one is developing the A2 server while the A3 project isn't started?
    Would be also nice to know about how much we talk here. If you are new to this section, ArmA scripting, developing and maintaining is one of the most time-intensive tasks all over the place. If you really want to have a server in the top 20 with stable player amount, you need a bugfree professional server and the minimum for that is atleast 100+ hours. Everyone who says something else is copying shit and not spending enough love to the project.
     
    Just saying..
  13. Like
    looter809 got a reaction from Schalldampfer in Call Car   
    Here's the fixed version of what I last posted with @Schalldampfer's remote script as well. I don't personally use the remote vehicle script (thought about it, still kind of on the fence), but I have added a couple more options on my personal file. One addition I have added is coins as I stated before. The other addition is adding a small part of the knight rider theme song which plays on repeat on the server side (took me forever to get the repeat to work lol, I kind of wonder if there was an easier way, but I tried multiple methods...) If anyone wants the coins and knight rider theme additions just let me know.
    (the fix i did from last time to this time fixes the problem @Runewulv said with the new method of checking if the car is stuck. I have it at 20 checks atm but it may do better with more/less)
  14. Like
    looter809 reacted to Schalldampfer in Call Car   
    And this is to use with remoteVehicle script and its selection menu:
    1. install remoteVehicle script
    2. in overwrites\click_actions\config.sqf, add this
    3. and make overwrites\click_actions\examples\callcar.sqf
    The menu is created by @salival . Thank you!
  15. Like
    looter809 reacted to General Zaroff in Hangar Doors of Arbitrary SIze -- Mission Download Only -- System Complete!   
    I have built a system that allows the player to convert metal floor plates into horizontal hangar doors. The size of the finished hangar door is not constrained. The features are these:
    Converts any number of metal floor plates into horizontal hangar doors, in any shape or style. The player assigns door data in a CLOSED state. Thereafter the doors can be opened or closed.
    There are ten DOOR GROUP IDs available. Odd Groups open along a principle axis of the first plate in the group most closely aligned with the player's LEFT at the time the plate is added to a door group. Even groups open RIGHT.  Finished doors may be opened along or in opposed pairs of adjacent groups 1,2 .....3.4 .... etc.  There's no specific requirement for opposed pairs to actually open over the same cavity... but if you want double doors, that's what they're for.
    Distance of the door assembly's opening is automatically configured based on the total width and placement of all plates in a group as calculated along the direction in which the door assembly opens. Opening speed is configured in a setup data script.
    Setup is persistent across restarts. The system uses inventory data to store basic setup data. Upon the first demand for a hangar door OPEN, the system calculates all required setup data needed for operation. Any time a plate is added to a group, removed from a group, or deleted, the setup data is invalidated. The determination of setup data doesn't take but a second or two, so you can modify and test the door configuration easily and interactively.
    Hangar doors assume a requirement for the first key in the inventory of the player at the time the first metal plate is added to a group. It is only possible to add plates, delete plates, clear plates, or open and close doors if that key is still in the player's possession.
    A player can only convert plates to doors from plates the player crafted.
    There is a significant mission file hit on the client side. There's lots of code. There is a server component including some public variable handlers to manage data base IO. No separate download and install is required of the player.
    If the server crashes while the doors are operating or open, the doors are closed on restart.
    Sound effects are supported.
    Here's a file showing a pair of doors operating. The left door is an arbitrary collection of four plates and has to move further than the right door because it's wider, so takes a bit longer to open or close. I open the left door, close it, and then open both doors and close them together.
    http://www.ericpeterson.info/dztools/P1010579.MOV
    I have three sets of changes I want to make before I release it to the community. 
    First, I'm going to add a material component to the crafting conversion -- an engine, a tire, a scrap metal for the first plate in a  door group.. scrap and tire for subsequent plates added to a group. Second, I'm trying to trigger a clanging sound when the doors are closed together, but the sound handle code as provided under playSound in the BI Scripting wiki that describes how to terminate a sound after a specified time uses A3 code, and I don't seem to be getting a good sound delete/terminate when I delete the handle, which is what I need to do to play a second sound a single time instead of the machine noise in a loop  Third, the first time i open and close the doors based on new metal plates just crafted I get fantastic animation at the coded speed, about 30 fps. The motion is nice and smooth. After a restart I get motion as you see in the video. Actual update to the visible object db isn't nearly as fast as the rate at which the routine that does the setPos runs. The video was recorded immediately after server startup and join -- as you can see the rules.sqf -based feature intro is still running. I believe this happens because, when the server is still running the session during which the plates are crafted the player's client owns them.  For subsequent sessions I assume the server owns them. I'm trying to find a command that will let me figure out in the server side which client is invoking the handler... but I haven't found it yet.  This is purely a cosmetic issue. Based on the message traffic over the last few years it looks like ANY doors big enough to actually secure choppers have been a community wish for a long, long time.
    There's no reason this couldn't be extended to vertical doors built from, say, block walls.  The move routine that actually iterates the opening and closing would have to understand rotation of an object in 3-space about a specific axis rather than simply sliding bits along, but most of my support code is written with this goal in mind. An object type is almost always an argument, where necessary, allowing the same infrastructure to be extended to vertical doors of arbitrary size.
    Comments? Wants? Feedback?
    - ep
     
     
  16. Like
    looter809 reacted to koriaba in communal Bans.txt   
    If a person cheats in one game, then he cheats everywhere! IMHO
    My Servers DayZ RU79 ban-list from July 30, 2012 ..., since the time of the live enthusiast of the community with global-ban, is constantly being supplemented and processed.
    1. https://www.dropbox.com/s/4w12tuh6syn52wc/bans.txt?dl=0
    2. https://drive.google.com/file/d/0B2DcC5QonTEGUXBnbVV4UXYxWFU/view?usp=sharing
    * https://raw.githubusercontent.com/koriaba/Bans/master/bans.txt
    Since we are all from different places, I always sign my bans:
      -1 koriaba BAN detection: cheating or ..... other
    All your banners are included here, thanks for the info.

    I also want to share a script to remove duplicate entries in your banlist, just put it in one folder with your ban.txt and run the script.
    * https://www.dropbox.com/s/mal96gz7oivl8g0/dedupebans.rar?dl=0
    * https://drive.google.com/file/d/0B2DcC5QonTEGcXdhY1BxTVh6Q0k/view?usp=sharing
  17. Like
    looter809 reacted to icomrade in Just a Heads Up "Hackers"   
    Also place your BE folder outside of your ArmA 2 or A2 OA directory, I keep mine in C:\RandomFolder\ and point becfg, servercfg, bedirectory startup flags to that
  18. Like
    looter809 reacted to BigEgg in Hacks   
    Figured I would go with the basics first:
     
    Get Battlemetrics Rcon.... I cannot stress this enough. Create a trigger that kicks all players on vpns and those accounts that are younger than 30 days old.
     
    Then:
    Throw in the default mpeventhandler.txt, remotecontrol.txt, remoteexec.txt, setdamage.txt, setpos.txt, teamswitch.txt, waypointcondition.txt, and waypointstatement.txt filters from the Epoch server files. These should require very minimal tuning if any at all.
     
    Then for the scripts.txt, I would recommend starting off with a clean file (throwing in all the defaults and filtering for them is a lot of work if you don't know what you're doing). I would start with this at the top:
    //new2 4 dedicatedServerInterface 4 openDSInterface !="a _lbindex;\n};\n\nif (_lbselected == \"DSInterface\") then {openDSInterface;};\nif (isMultiplayer) then {player createDiarySubject [\"" This keeps people from opening server controls etc from in game.
     
    Then, add the following below that and filter them out:
    1 execVM !"\z\addons\dayz_code" 1 playableUnits 1 onMapSingleClick 1 setDamage 1 modelToWorld 1 displayAddEventHandler 1 reveal 1 allUnits 1 showCommandingMenu  
    Once you have it to where they are no longer throwing logs, turn them from a 1 to a 5 - this will then kick them and log them for you to see.
     
    Then, slowly add variables from the default scripts.txt and filter them out.
     
    I use the awesome tool BEM to filter my scripts.txt:
    http://bem.themeq.xyz/
     
    Just paste them in and it does all the work for you!
     
    Once again though, half the work is taken care of with Battlemetrics. It is a must have tool.
  19. Like
    looter809 got a reaction from Runewulv in Call Car   
    @Runewulv & @Schalldampfer https://pastebin.com/xBttdSU7 This has the fix for vehicle being stuck in a base. I didn't see if the variable "canMove" is defined anywhere, I imagine it's a true variable for the AI system, so I left it alone. But you can see what I fixed in this version in my comments near the added code. I will next be making the script cost coins to call since I find it sort of OP of a script, if you guys want the edits I make for that as well let me know and I can post it too. Or I could add to the script so it asks for briefcases if you don't use coins.
    And I know my C++ writing could be improved, so if you see something I added to this script that could be improved feel free to teach me a lesson and show me what I did wrong. Thanks :)
     
    Edit: Coins are now working on the script. If anyone wants my finished (at least for now) version of this awesome script let me know.
  20. Like
    looter809 reacted to Schalldampfer in Call Car   
    Thanks. I will check them and fix those issue, maybe in this weekend
  21. Thanks
    looter809 got a reaction from Schalldampfer in Call Car   
    @Runewulv & @Schalldampfer https://pastebin.com/xBttdSU7 This has the fix for vehicle being stuck in a base. I didn't see if the variable "canMove" is defined anywhere, I imagine it's a true variable for the AI system, so I left it alone. But you can see what I fixed in this version in my comments near the added code. I will next be making the script cost coins to call since I find it sort of OP of a script, if you guys want the edits I make for that as well let me know and I can post it too. Or I could add to the script so it asks for briefcases if you don't use coins.
    And I know my C++ writing could be improved, so if you see something I added to this script that could be improved feel free to teach me a lesson and show me what I did wrong. Thanks :)
     
    Edit: Coins are now working on the script. If anyone wants my finished (at least for now) version of this awesome script let me know.
  22. Thanks
    looter809 got a reaction from Schalldampfer in Call Car   
    @Runewulv Okay! I got the problem that @Schalldampfer posted above. Problem: Player can call the script as many times as they want with the same vehicle or a bunch of vehicles causing the server to bog down. When testing the fact that multiple people can call the car at the same time if they both have the key, I found that the script actually works just fine and whoever calls it last will have the vehicle go to them and the AI the first person called gets ejected and will delete after a minute or two.
    You can figure out what I added by just searching "carRunning". https://pastebin.com/p0UW1uBh  (Note that if you copy the whole script, I did enable tanks to be driven by the AI. So if you don't want that option valid, go to "count ( player nearEntities" and remove "tank".
    I'll work on the stuck car problem next.
  23. Like
    looter809 got a reaction from Runewulv in Call Car   
    @Runewulv So maybe to fix that issue I'll test some ideas later when I'm home that use something like if speed = 0 for more than 10 seconds then end script. I have a few ideas how that would look so I'll mess around with it and see if I can fix that. I also have an idea how to fix the problem with being able to call the script more than once at a time. Both problems sound easy to fix in my head, so it'll be a fun test to see if I have enough C++ knowledge to fix it.
  24. Like
    looter809 reacted to PeterBeer in [Tutorial] See Players Money & Bank Balance - Using Infistar   
    Simple Peace Of Code But Alot Of Help 
     
    Reason For :
    Catch People Who Duplicate
     
    Install :
    Open AH.sqf
     
    Find :
    _log2 = format['Blood: %1    Humanity: %2',(_unit getVariable['USEC_BloodQty',12000]),(_unit getVariable['humanity',0])]; Replace With :
    _log2 = format['Blood: %1 | Humanity: %2 | Money: %3 | Bank: %4',(_unit getVariable['USEC_BloodQty',12000]),(_unit getVariable['humanity',0]),(_unit getVariable['headShots',0]),(_unit getVariable['bank',0])]; Replace With This If You Have Soul's Edits :
    _log2 = format['Blood: %1 | Humanity: %2 | Money: %3 | Bank: %4',(_unit getVariable['USEC_BloodQty',12000]),(_unit getVariable['humanity',0]),(_unit getVariable['CashMoney',0]),(_unit getVariable['bankMoney',0])]; Image :


  25. Like
    looter809 reacted to BigEgg in [Release] Restrict Building - ** Updated for 1.0.6.2 **   
    Restrict Building is part of Epoch 1.0.7.1 now.
     
    While there may be some extra features built in to 1.0.6.1 that restrict building, I needed more options.
     
    What this does:
    Allows server owners to restrict entire zones of the map (for example - no building within 1,000 meters of Balota). Allows server owners to restrict building near certain buildings, and allows them to define the distance and name of each building they are restricting.  
    Step 1:
    In your init.sqf find:
    // EPOCH CONFIG VARIABLES END // Directly under it, add:
    // Restrict building near specific buildings BlacklistedBuildings = [ // ["What text will say", "Class name of building you want to block", Distance around that building to block (radius in meters)] ["Fire Station", "Land_a_stationhouse", 250] ]; // Restrict building near map areas RestrictedBuildingZones = [ // ["What text will say", [Choords of place to block], Distance around that area to block (radius in meters)] ["Balota Airfield", [5158.72, 2518.75, 0], 600] ];  
    Step 2:
    In your custom compiles.sqf add (NOTE: CHANGE THE FILE PATH TO FIT YOUR NEEDS):
    dze_buildChecks = compile preprocessFileLineNumbers "FILE\PATH\HERE\dze_buildChecks.sqf"; into the if (!isDedicated) code block. Example:
    if (!isDedicated) then { dze_buildChecks = compile preprocessFileLineNumbers "FILE\PATH\HERE\dze_buildChecks.sqf"; };  
    Step 3:
    Create an SQF file, in the path you have designated above, and name it dze_buildChecks.sqf.
     
    Step 4:
    Paste the following code into dze_buildChecks.sqf and save the file.
     
    Done!
     
    Be sure to configure the settings in your init.sqf to your liking.
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