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ReDBaroN last won the day on June 4 2016

ReDBaroN had the most liked content!

About ReDBaroN

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  1. No problem. Glad I could help. Good luck.
  2. "s_player_checkWallet" Did you do that step in the install instructions? You need to add it to the allowed actions array in infiSTAR /* ALLOWED Actions "_dayzActions" are only used if you have "_CSA = true;" */ _dayzActions =
  3. @Grahame @Tarabas Thanks for the code above to switch to dyna menu. I think the issue you experienced isn't load time but this: Spams about 1,600 times in the client report then everything works fine and doesn't spam again that session. Unsure of any other knock on effects so far. Any ideas on how to fix the error though? Thanks
  4. ReDBaroN

    [Release] Wicked AI 2.2.3 [1.0.6+]

    Well you also need to check how many rows there are like that. That is just for one group. Most missions use more than one group.
  5. ReDBaroN

    [Release] Wicked AI 2.2.3 [1.0.6+]

    2 fixed plus up to 4 more. So you want _rndnum = (6 + round (random 6));
  6. ReDBaroN

    [Release] Wicked AI 2.2.3 [1.0.6+]

    Players scared of a challenge...shame on them. I rather like the sound of that config...
  7. ReDBaroN

    Fake Experimental branch

    Yes, I did the manual download as well. I guess it's really up to us to double check this kind of stuff but, understandable we would miss this as experimental shouldn't have been in that mirror. No probs though, glad you're sorted.
  8. ReDBaroN

    Fake Experimental branch

    Happened to me as well. Not sure what I did but, must have loaded the server with the right key but, experimental client mod files when I investigated. You can see this by looking in your server's @epoch folder and checking the meta.cpp. if it says epochexperimental in this field: name = "Epoch"; ....then it's wrong. All you simply need to do is stop your server, grab the correct client mod from your steam workshop or, the epoch mod download options and replace the @epoch folder on your server. My guess is that maybe the experimental version of the client came through with the initial release of 1.1.0. But, I'm not complaining or pointing any fingers as it's up to us to check this stuff :) Also, worth noting that it will work on the vanilla arma launcher immediately but, can take a while to update in a3launcher.com Let me know if this sorts you out though. Very quick fix and worked for me.
  9. ReDBaroN

    epoch 1.1.0 build 1194

    chaps, having an issue with the dynamic menu for building since the update.... If you are looking at a base part you don't get the build menus in the dynamic menu but, when you look away form the base parts at anything else on the map, the options return in the dyna menu. Anyone else experiencing this?
  10. @Runewulv Just tried your suggestion and I still get the action to pack when I'm not on the plot....not sure why yet
  11. @Runewulv Thanks for that idea! @l1nkrx7 DB saving already works. Check the config file and make sure you have the DB saving set to true for the deploy option you're having problems with @Rust You need to add exceptions to your Allowed actions array in infistar: /* ALLOWED Actions "_dayzActions" are only used if you have "_CSA = true;" */ _dayzActions = [ ......,"DZE_ACTION_DEPLOYABLE_PACK_0","DZE_ACTION_DEPLOYABLE_PACK_2" ]; So, in my example above the first option in the config to deploy that you also want to pack is DZE_ACTION_DEPLOYABLE_PACK_0. I don't need to pack the next on the list but, do with the 3rd hence, DZE_ACTION_DEPLOYABLE_PACK_2 Hope that makes sense... :)
  12. I thought it was a feature rather than a bug but, that's what players call it. So I keep just hearing, "Admin! Claim vehicle is bugged!!!" lol I thought I would ask seeing as I think it would be a good option to add to the config. On my servers, hotwire kits are pretty rare so, I don't mind them getting the full benefit of being able to claim it.
  13. Is there a way to modify the code so that hotwired vehicles can be claimed? Or, is this nor possible as the vehicle is tied to the original owner?
  14. We use "Land_MBG_Garage_Single_A" as a deployable garage and link virtual garage to this building. When a player deploys this they will only get the pack option during that life. If they die, they lose the option. ["ItemToolbox",[0,9,2],5,0.9,false,true,false,true,true,false,false,["Land_MBG_Garage_Single_A"],[],["ItemTopaz"],"true"] As you can see above, we have the option "_packAny | can anyone repack the deployable?" set to false to prevent random players packing the garage and getting the garage owner's Topaz but, I think it's this that's linking it to character ID which refreshes for players each time they die. Is there a way to modify the code somehow so it works the same way as other epoch base parts since Plot for Life was built in with version 106?