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.:rmc:.

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  1. Like
    .:rmc:. reacted to Caveman in [Release] *NEW* missions for WAI 2.2.0   
    13 *NEW* MISSIONS Thanks to MEGAZ for the info on changing ai skins and adding custom loot crates.  Thanks to HeroeZGaming for the militarized version
     
    4 NEW MISSIONS ADDED 

    WARNING!
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    POSSIBLE ISSUE WITH THE NEW JUNKYARD MISSION, IT SHOULD BE FIXED, I ADDED IT WITHOUT TESTING.
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     
     
            ((SCREENSHOTS))
     



     
    INSTRUCTIONS 1. Edit the mission list inside the config.sqf in your WAI folder to include the new missions.
    ADD



    to each hero and bandit list.
     
    example ( without [bandit] Junk Yard )



     
    WITH [bandit] Junk Yard This mission could still be broken



     
    2. Edit the crate_items list in the config.sqf of your WAI folder and add the new crates.
    ADD



    example


        You can edit the amount of loot in the custom crates at gem tower and weed missions by adjusting the number highlighted below inside each mission.
    example:  if(_complete) then {
      [_crate,0,0,[3,crate_items_gem_tower],0] call dynamic_crate;
    };   ********************************************************************************************************** To make your own custom loot crates go to this forum link: post#2045 **********************************************************************************************************   3. Download, unzip and copy the new missions into the hero and bandit folders of your WAI.  _____________________________________________________________________________ >>>UPDATED ALL MISSIONS<<< YOU SHOULD REINSTALL THESE MISSIONS AGAIN AS OF JULY 18TH 2015 _____________________________________________________________________________ FIXED] (Aug 13th 2015) Changed Ai skins and lowered the dirtpile at junkyard mission (Thank you hamthejam) (July 18th 2015) [FIXED] Removed Bandit Junk yard
    (July 18th 2015)   [FIXED] -Error in Junkyard Mission (Thank you Megaz & Satlzman)
    (July 14th 2015)  FIXED RADIOSHACK & JUNKYARD MISSION - MISSING "   (Thank You MEGAZ) (July 12th 2015)  FIXED CROP RAIDER Missions - Ai HAD TRADER SKIN (Thank You Donnovan) (July 6th 2015)    FIXED ALL Bandit Missions  (thank you Saltzman) (July 5th 2015)    FIXED Crop Raider & drone pilot - WRONG TYPE OF Ai (thank you ElDubya) (July 5th 2015)    FIXED Crop Raider - WRONG TYPE OF Ai (thank you casual_Jeff)  (July 3rd 2015)    Fixed [HERO] Army Base Mission - invisible Ai  (July 1st 2015)     Fixed Army Base - LOOT BOX NOT SPAWNING EVERYTHING (thank you ElDubya) (June 30th 2015) Fixed Drug Bust - DELETED MOUNTED GUNNERS (June 30th 2015) Fixed Gem Tower - CASTLE TOWER BLOCKING LADDER (thank you cen) (June 27th 2015) Fixed Slaughter House  - MISSION NOT COMPLETING (thank you cen) (June 27th 2015) Fixed Gem Tower - GAP IN TOWERS (thank you Bob_the_K)   NEW DOWNLOAD     (Overpoch &  Epoch files) https://www.dropbox.com/s/nrlk86jag77dyzl/WAI220missions.rar?dl=0   (Militarized version by HeroeZGaming) https://github.com/BigBenHeroeZGaming/CavemansWAI2.2.0Missions   *NEW* EVENTS (Side Missions)
    Labyrinth
  2. Like
    .:rmc:. got a reaction from js2k6 in [AllinOne] MAS Weapons, Vehicles   
    just don't encrypt it again after editing :) works fine here  :D
  3. Like
    .:rmc:. reacted to SpiRe in [AllinOne] MAS Weapons, Vehicles   
    UPDATED FOR 0.3.0.2
     
    So much people asking about how to add MAS stuff to their server..


    So i repacked my configs with little tutorial...


    Download: [Broken Link: github.com/splitx0/A3Epoch_MAS]


    Tutorial:

    MAS WEAPONS 1.8, VEHICLES 1.0
    - PRIZES

    1. add line to description.ext :

    #include "cfg\CfgPricing.hpp"

    2. copy file to mpmissions\epoch.Altis\cfg\CfgPricing.hpp


    - PREVENT PLAYERS FROM connecting without addons @mas18 and @masvehicles
    add to mission.sqm classes to addons:


    "mas_weapons_pack",
    "mas_weapons",
    "mas_weapons_ak",
    "mas_weapons_nw",
    "mas_weapons_m4",
    "mas_uh1y",
    "mas_hmmwv",
    "mas_ch47",
    "mas_mi8",
    "mas_brdm",
    "mas_uh60m",
    "mas_cars_lr",
    "mas_weapons_pack",
    "mas_vehicleweapons_core",
    "mas_apc",
    "mas_tanks",
    "mas_cars",
    "mas_cars_hilux",
    "mas_vehicleweapons_fia"


    MAS WEAPONS 1.8
    - LOOT SPAWN

    [1] since 0.3.0.1 you can use default loot system

    1. dePBO @epochhive\addons\a3_epoch_server_settings.pbo

    2. overwrite loots.h
    @epochhive\addons\a3_epoch_server_settings\configs\loots.h

    3. repack PBO @epochhive\addons\a3_epoch_server_settings.pbo

    [2] on unsupported maps you can use server sided edit of LSpawner [Na_Palm]
    - copy/pack or whatever LSpawner... to: @epochhive\addons\
    - You will have to probably delete all stuff with sillencers and optics since it causing dupping.
    - Also you will have to delete some backpacks that are duping explosives
    - not updated with marksmen stuff
    - I dont use LSpawner anymore...

    MAS Vehicles 1.0
    - SPAWN

    1. add lines from epochconfig_vehicles.hpp to @epochhive\epochconfig.hpp


    FAQ:
     
    This is more about filling actual server with proper stuff and what do you need from the part when you actually add addons.
     
     
    I am not running chernarus, so i don't have anything for it but all of that can be used for any of other maps... In LSpawner you just need to add building classes.
     
  4. Like
    .:rmc:. reacted to KiloSwiss in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    SEM - Simple Epoch Missions by KiloSwiss


    This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License

    What is SEM?
    - A simple AI mission script, nothing fancy, just some static random mission with AI and some loot.

    Wow great Idea!
    - No, this was buildt upon the original work from drsubo, which was shared in this thread


    How does it work?
    - Magic

    How do I install it?
    - There is a readme.txt file inside the download, read it carefully and do the installation step-by-step!

    What is currently included/what are the features?
    - Static AI missions (only one mission at the time).
    - Every mission has a box with loot (more AI equals better loot).
    - Missions will eventually time out if no player is nearby.

    What will be implemented in the next versions?
    - More missions (AI take over towns, vehicles, convoys, etc.).
    - New outposts, maybe a maze would be funny, who knows.
    - HC support (only if enough admins ask for that).
    - Suggest your idea in this thread, I'm open for new ideas!

    Where can I download it?
    - The newest Version is always available on GitHub: https://github.com/KiloSwiss/Simple-Epoch-Missions

    I have a question can I write You a PM?
    - NO! I give support only here in this thread. Any PM with questions/asking for support will be ignored, NO EXCEPTIONS!
    Also check the previous/old thread to see if Your question has been answered before:


    Do You want something for this?
    - No, this script is free to use, edit and share for anyone out there (SEM is published under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License).

    Altough, if You like to donate me something for my work, any kind of donation is well appreciated.
    Here are some PayPal donation Links: $ £ €
    Choose Your currency and the amount You would like to donate
    Many thanks in advance to everyone who donates!

    For those having issues adding exceptions to their BE filters:
    See here which lines inside the scripts.txt needs to be changed: LINK (scripts.txt)
    And read this thread to understand more about BE filters and adding exceptions:



    Have fun
    Greez KiloSwiss
     
     
    Edit:
    This Addon / Script has an update to stay compatible to EpochMod.
    All credits for the core will stay on @KiloSwiss
    The updated version can be found here:
    https://github.com/Ignatz-HeMan/SEM
     
  5. Like
    .:rmc:. reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    - What is VEMF? -
    VEMF is the Spiritual Successor to DZMS.
    VEMF Stands for Vampire's Epoch Mission Framework.
    VEMF is going to be a mission system designed specifically for Arma 3: Epoch.
     
    - How is VEMF different from DZMS? -
    VEMF is being designed to be a Mission Framework.
    VEMF will be more modular than DZMS allowing anyone to easily create an "Addon" for it.
    VEMF will not be a "fetch the box" mission system, it will be much much broader;
    A-B, Multiple Ending, Vehicle Convoys, Vehicle Capture, Manhunts, Investigation/Exploration, and more!
    VEMF will run entirely on the server side, in a server-side PBO.
     
    - When Will it be Done? -
    VEMF is still a work in progress.
     
    The current version is WIP.
     
    - Example Videos -
     
     
     
     
    - Github -
    https://github.com/SMVampire/VEMF
  6. Like
    .:rmc:. reacted to computermancer in Earplugs Script   
    cmEARPLUGS SCRIPT ver 2.0
     
    B) WHAT IT DOES:
    Earplugs script for Arma 3 Epoch (EPAH safe)   - This script allows you to put in "earplugs". - Config.sqf will let you configure almost every possible aspect of the script. - You can now insert and remove the earplugs by pressing a key of your choice.  - Current available keys are : F4, F5, INSERT, NUMPADMULTIPLY, NUMPADDIVIDE - You can toggle the hotkey in case you use EPAH and wont be ablt to use hotkeys. - Auto-insert and remove earplugs when getting in and out of vehicles. - Inserting earplugs reduces volume down to about 25 percent. - Removing earplugs restores volume to 100 percent.   -Thanks to mgm on epochmod.com for helping with keypress config technique.  
    Here is a link to the github files.
    https://github.com/computermancer/cmEarplugs
     
    B) INSTRUCTIONS:
    1. Copy the cmEarplugs folder to your mission folder (altis.Epoch)
    2. If you have init.sqf, copy the code in this init.sqf to yours.
    2a. If you do not have an init.sqf, copy this one over to your mission folder.
    3. Copy onPlayerKilled.sqf and onPlayerRespawn.sqf to your mission folder.
    4. Config your personal settings in the config.sqf file in the cmEarplgus folder.
    5. Edit your battleye filters.

    Edit the following in your battleye filters.
     
      ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// scripts.txt (at the end of the line add the following) /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                                         (BIS_fnc_)  First Line:  !"bis_fnc_initVehicle" !"BIS_fnc_setVehicleMass_fsm" !"BIS_fnc_arsenal_type"                         (displayAddEventHandler        )  Line 53 (54 on notepad++) :               !"EP_LOOP"  (displayAddEventHandler        )  Line 53 (54 on notepad++)                 !"cmKeyPress"  (              exec                             )  Line 22 (23 on notepad++) :               !"clock.sqf"  (    removeAllActions                 )   Line 31 (32 on notepad++) :              !"onplayerkilled.sqf"  (displayRemoveEventHandler)   Line 59 (60 on notepad++) :               !"cmKeyPress"  (removeAllEventHandlers)           Line 59 (60 on notepad++) :               !"cmKeyPress"   ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// PublicVariable.txt (at the end of the line add the following) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// First Line:                                            !"cmEarplugs_hotkeyDIKCodeNumber" First Line:                                            !"PLAYER_REJECT_NotReady1" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// B) WHAT TO KNOW:   If you use Epoch Anti Hack, the script will work except for the keypress option. EPAH seems to disable keydown eventhandlers. But auto insert and menu inside vehicle work fine. If you disable EPAH, you can use the keypress toggle as well.
  7. Like
    .:rmc:. reacted to Zupa in [Release] ZHB - Zupa's Hud & Builder. V1.2   
    ZHB - Zupa's Hud & Builder. V1.2 Hotfix
     

    This is a selfbooting addon inside your mission pbo with easy installation. 
    It will add a hud and hud builder on your server. Default pressing 8 for hud builder and 9 to toggle on and of.
     
     
    Future plans
    Opacity on images. More options. Saving to redis. Config to allow hud builder or to disable it Define your own keybinds.  
    Changelog
     
    V1.2
    Fixed a wrongly named variable Infistar should work now correctly.  
    Commits
    https://github.com/DevZupa/ZHB-A3/commit/070b15162a10c475d2872c564fb73a22a8e377d8
    https://github.com/DevZupa/ZHB-A3/commit/abb6e4da1d32d953528fd27f5302fa83388dae16
    https://github.com/DevZupa/ZHB-A3/commit/afc50e71910c4ab684b41aea444cff6c981055d6
     
    V1.1
    KeyUp Handlers.  
    Download

     
    https://github.com/DevZupa/ZHB-A3
     
    Feel free to push fixes/addition to the git.
     
    Installation
     
    Battleye Filters in Scripts.txt
     
    Edit the following exceptions to the 7 xxx , only copy the part that starts with !
    Search for the tag word and place the rest behind it.

    7 displayAddEventHandler !"ZupaKeyUpWorking = (findDisplay 46) displayAddEventHandler ['KeyUp', '_this call ZHB_fnc_handleKey'];" 7 displayRemoveEventHandler !"(findDisplay 46) displayRemoveEventHandler ['KeyUp',ZupaKeyUpWorking];" 7 createDialog !="createDialog \"Z_HUD_Builder\";" 7 playableUnits  !",count playableUnits ,_align,_valign" Edit your filters as stated above. Place the ZHB folder in your mission pbo. Place the folowing on the bottom of your description.ext If you already have a RscTiles or CfgFunctions, place the includes in there ofcourse.

    #include "ZHB\ZHudBuilder.hpp" class RscTitles { #include "ZHB\ZHud.hpp" }; class CfgFunctions { #include "ZHB\ZHB_Functions.hpp" }; 4. Add the following in your antihack as exception.
    Z_HUD_Builder 5001, -3 5. DONE - Change the fn_initVariables to your likings.
     
    You can edit the default hud in the initVariables.sqf
     
    // Starting positions Z_HUD_pos = [ 0,0,0,0,0,0,0,0, // Bottom SIde -> left to right 0,0,3,4,5,6,0,0, // Right Side -> bottom to top 0,0,0,0,0,0,0,0, // Top side -> right to left 0,0,0,0,0,0,0,0 // Left side -> top to bottom ];  
    Numbers are as following:
     
    // 0 = Nothing/ Blank // 1 fps // 2 players // 3 damage // 4 crypto // 5 hunger // 6 thirst // 7 grid // 8 fatique // 9 Restart // 10 Toxicity // 11 Stamina // 12 Energy Extra
    Restart timer is default disabled to be picked ( change in initVariables.sqf) icons are 6 kb paa's, CAN U BELIEVE IT? SO SMALL  
    Screenshot
     

     

  8. Like
    .:rmc:. reacted to Face in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    What is A3EAI:
     
    A3EAI is a general-purpose AI addon designed specifically around A3 Epoch and its unique features, built from a heavily modified version of DZAI 2.2.1. "A3EAI" simply stands for "ArmA 3 Epoch AI". For users of DZAI, you'll know exactly what to expect from A3EAI.
     
    A3EAI Features:
     
    Automatically-generated static AI spawns: A3EAI will spawn an AI group at various named locations on the map if players are nearby.
    Dynamic AI spawns: A3EAI will create ambient threat for each player by periodically spawning AI to create unexpected ambush encounters. These AI may occasionally seek out and hunt a player. Random AI spawns: A3EAI will create spawns that are randomly placed around the map and are periodically relocated. These spawns are preferentially created in named locations, but may be also created anywhere in the world. Air and land vehicle AI: AI patrol in vehicles around the map, looking for players to hunt down. Cars and trucks may roam the road, and helicopters (or jets) search the skies for players. Helicopters with available cargo space may also occasionally deploy an AI group by parachute. Dynamic AI may also sometimes summon an air vehicle to their location for support. Custom AI spawns: Users may also define custom infantry and vehicle AI spawns at specified locations. Adaptive classname system: A3EAI reads Epoch's loot tables to find items that AI can use, such as weapons and equipment. Users may also choose to manually specify classnames to use instead. Error-checking ability: A3EAI checks config files for errors upon startup. If errors are found, A3EAI will use backup settings and continue operating as normal. Classname verification: A3EAI filters out invalid or banned classnames and prevents them from being used by AI. Universal map support: A3EAI supports any and every map for Arma 3 without changing any settings. Plug-and-play installation: Installing and upgrading A3EAI is a simple copy and paste job and does not require modifying any Epoch files. Easy configuration: A single configuration file contains all settings for A3EAI. This config file is external to the A3EAI pbo, so configuration changes can be made without ever having to unpack or repack the pbo file.  
    What's new about A3EAI:
     
    A3EAI is intended to be a near-total redesign of DZAI in terms of how the three major AI spawning systems (Static, Dynamic, and Random) work together. In DZAI, the 3 systems worked mostly in isolation: Static AI was for cities and towns, dynamic was for everywhere else, and random was just... random.
     
    A3EAI seeks to change things up by using "zero-configuration heterogenous spawning system" that lets all three major spawning systems to work together as one. Instead of having manual static spawn definitions for each city, town, etc, A3EAI will place a single spawn area at each city/town/etc directly. The upgraded dynamic and random AI spawning systems will fill in the gaps by spawning AI wherever necessary. AI group sizes, skill levels, and to a certain extent, loadouts, will be assigned to suit the location - small villages will have the lowest level AI, with larger cities having tougher AI. "Remote" areas such as factories and military bases will have the highest difficulty AI.
     
    To put it simply, many changes have been made to A3EAI that I simply can't list here. You will have to see for yourself when it is released.
     
    Where to download A3EAI:
     
    Download at: https://github.com/dayzai/A3EAI
     
     
    How to install A3EAI:
     
    A3EAI install instructions are located in the download package as well as the A3EAI Wikia site: http://a3eai.wikia.com/wiki/A3EAI_Installation.
  9. Like
    .:rmc:. got a reaction from knights†emplar in Will there be Taviana Map for Epoch A3?   
    why is allways everybody "thinking" on making a tutorial and not actually making it? xD
  10. Like
    .:rmc:. reacted to uniflare in [RELEASE] Server Keepalive Batch Tool   
    Sourceforge: https://sourceforge.net/projects/skbtforarma/
     
     
    [RELEASE] Arma 2/3 Server Keepalive Batch Tool 1.2.2
    I wrote this for our old A2 Epoch server in hopes of making a very simple and light-weight easy to use keepalive/restarter, it was very useful, thought I'd share with the public. This tool has developed on these forums considerably and now has many many more features that make administering and controlling your server much easier.

    Keepalive Status Window


    Keepalive GUI


    Keepalive GUI Configuration Properties

     
    Feature Archive:
     
    -Gui-
    ADDED IN 1.2.2: Higher core support for setting affinities (up to 100 cores O.O)
    ADDED IN 1.2.2: New status icons in config window for batch/server status
    ADDED IN 1.2.2: Added a new control bar in config window, to control keepalive/server
     
    -Core-
    ADDED IN 1.2.2: Added an exit batch check and new file to set this flag externally to close the keepalive.
    Auto start Database/Arma server and BEC if any one of them fails Logs events in real-time with a console display Easy configuration for any arma server (arma/arma 2/arma 3) Ability to Auto restart using BEC Scheduler (check readme for details) Ability to manually restart from an external program (eg, Web Service on same machine) Keepalive for the Keepalive (if batch crashes or something, it will keep running regardless) Auto log file rotation *added in 0.8.0 Auto Database Backup *added in 0.8.0 Ability to use 7zip to archive logs and/or database file *added in 0.8.0 Keep Arma Server Monitor active (Optional) (addon for arma 2/3) *added in 0.8.0 Keep Teamspeak Server Active (Optional) *added in 0.8.0 Database Interval, Minutes between DB Backups *added in 0.9.0 Ability to keep ASM server monitor alive. *added in 0.9.0 Ability to keep Teamspeak server alive. *added in 0.9.0 Log backup and db backup locations configurable *added in 0.9.0 Lets arma close nicely using #shutdown on automatic restarts (BEC Scheduler required) *added in 0.9.0 Manual Action Timeout configurable. (How long will it take you to upload new pbos?) *added in 0.9.0 Configuration settings for ASM logging capabilities. Check batch settings. *fixed in 0.9.1 Ability to configure another process to keep alive (such as a HC client or another server using a renamed exe file). *NEW IN 0.9.2 Project on Sourceforge and GitHub. *NEW IN 0.9.4 Crash Detection! Will force close any crashed processes! *NEW IN 0.9.4 Affinity and Priority settings! *NEW IN 0.9.4 Sleek GUI for managing and installing SKBT for multiple server on the same machine/network!*ADDED IN 1.0.0 Keepalive instance shortcuts to start menu and desktop. ADDED IN 1.0.1 Usage of parenthesis and spaces in path names fully! ADDED IN 1.0.3 Allow bec_flag_dsc parameter, (fix BEC auto closing due to no update signal). ADDED IN 1.0.3 Ability to change log detail level. Added in 1.1.0 Can forcefully delay between ONLY restart events 3 batch files in custom folder to aid in hooking code before certain events, more info inside those files (Check readme or more info) Tooltips to all configuration options Custom process tab! Keep any process you wish alive with your server (up to 100 extra processes!). ADDED IN 1.2.0 Heartbeat for external programs to know if the Keepalive is active. ADDED IN 1.2.0
      Downloads:
    NOTE*: Please use the sourceforge/Github repositories to download.
     
    [LATEST RELEASE]
    DOWNLOAD 1.2.2 - GUI Installer
    tinyupload.com
     
    DOWNLOAD 1.2.2 - No Gui (Manual Install)
    tinyupload.com
     
    Mirrors on SourceForge / GitHub
    Development Snapshots available as standard.

    [OLDER RELEASES]
    For older releases please use the github/sourceforce release lists.

    *Latest Release:
    Please be advised the download links in this post are not the latest. SKBT was updated after the latest official release but do not fear! You do not need to build it!
    To download the latest binary of SKBT click here (sourceforge/skbtforarma/Master/Bin/Release/skbtInstaller_win32.exe)
    Check the commit logs on SF/GH for updates and changes.

    edit-
    Updated to 1.2.2.1 (Only on repo)
  11. Like
    .:rmc:. reacted to piX in [HOWTO] Adding a player statusBar   
    This will add a fairly simple statusBar to the bottom centre of the players' screen. The size, colour and position is easily customizable. The initial script is taken from midgetgrimms Altis 'statusbar' script. I have adapted it to suit Epoch. All Credits go the original Author of the script, I have just ported it for use in Epoch.   Download Here - https://github.com/piXm8/statusBar   Screenshot - http://i.imgur.com/PgyiOc2.jpg   INSTRUCTIONS   1: Copy the 'dialogs' and 'scripts' folders into your ROOT mission Folder (with init.sqf and description.ext)     2: Add this to your init.sqf [] execVM "scripts\fn_statusBar.sqf"; 3: Add this to the bottom of your description.ext   class RscTitles { #include "dialog\statusBar.hpp" };  
    4: BattlEye Filters -   Scripts.txt   16 7 showCommandingMenu 17 7 assignAs 18 7 playableunits !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]); !="FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | SOILED: %7 | GRIDREF: %8", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, EPOCH_playerSoiled, mapGridPosition player, _counter"" 20 7 allowDamage !="player allowDamage true;vehicle player allowDamage true;" 21 7 exec !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\" !="execVM \"\MPMissions\epoch.altis\scripts\fn_statusBar.sqf\""     Customization:   statusBar.hpp:    x = safezoneX + safezoneW - 1.80; // changes movement along the X axis (centred by default) y = safezoneY + safezoneH - 0.04; // changes the movement along the Y axis size = 0.03; // changes the size of the text style = 0; // change to zero if the right-end text dissapears when player count is >9 or damage is taken. color = "#b20000"; // Changes the colour of the text statusBar.sqf:
    _time = (round(240-(serverTime)/60)); //edit the '240' (60*4=240) to change the countdown timer if your server restarts are shorter or longer than 4 hour intervals   There ARE other options you can add to the statusBar which I will be happy to post/explain if needed.
     
    Thankyou to Izzer and Darth_Rogue for your Input.
     
    Enjoy :)
  12. Like
    .:rmc:. reacted to vbawol in 0.2.5.2 Changelog   
    In testing now on dev servers, if all goes well we should see a official and public release of 0.2.5.2 in about 5-7 days.
  13. Like
    .:rmc:. reacted to vbawol in 0.2.5.2 Changelog   
    [Added] Started on Basic food crafting: Cooked Meat + Sweet corn + empty cooler equals full hunger; returns empty cooler. [Added] Crafting of Large Energy packs: 3x small energy pack + Circuit Parts and a nearby fire. [Added] Basic wild plant spawner: Poppy [Added] New dynamic event object: Ferris Wheel [Added] Antagonist chances moved to epochconfig. [Added] Split server events from weather and added separate timers for each in epochconfig. [Added] Direction labels added to teleport pads. [Added] Epoch Story: Debug area is now Epoch Cloning facility. [Added] Started support for all "AiA Terrain Pack" maps, starting with Chernarus. [Added] Support for Krypto account access from classed ATM and phonebooth objects. [Added] New loot objects: Tarp covered pallet and freezer chest. [Added] Tree support for Bornholm. [Added] Player Krypto accounts now expire after 90 days of inactivity. Can be changed with expiresBank. [Added] Further enhanced DLL logging. [Added] Paint stripper & building parts pricing has been added to Traders. [Added] Extra logging of player connects and disconnects. [updated] Further optimized sound system. [Fixed] Group invite not working [Fixed] Vests and Headgear now populate with correct epoch variants in spawn menu. [Fixed] Item spawning now will add the items to a vehicle if target is in one. [Fixed] Disable SteamAPI VAC ban calls for now as it was reported to cause CPU high load, it will be renabled in a future patch. [Fixed] Better way to track dead state of player. [Fixed] Losing group when logging out while dead. [Fixed] Revive statistics were not persisting. [Fixed] Optimize cleanup system for more stable server fps. [Fixed] Removed doppleganger code for now, as it was not working as intended. [Fixed] Epoch welcome message encoding issue and fixed Scroll bar. [Fixed] Parachutes are now safe to use. [Fixed] Increased the amount of thirst gained from Drinks/Sodas. [Fixed] Increased the amount of hunger gained from Can Food and Cooked Meats. [Fixed] Bug in sound system with Cultist caused error that broke master loop. [Fixed] False publicVariable kicks that happen since the ArmA 3 update 1.36. (BattlEye Log shows PLAYER_REJECT_NoResponse) [Fixed] False script restriction kicks that happen when player destroy electric wire.  
     
     
    Release date: 12/23/2014
  14. Like
    .:rmc:. reacted to Nic in Altis map Sucks   
    MGT is working on a Namalsk port...
  15. Like
    .:rmc:. reacted to mudzereli in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    Outdated, does not work with Epoch 1.0.7
    DEPLOYABLE BIKE 2.8.2
    all of this information is available in an easier-to-read format on github pages>>
    version 2.8.2 updates the code to work with Epoch Mod 1.0.6. Thanks @ebaydayz!
    version 2.8.1 should hopefully fix the long-standing non-moving-bike problem! Thanks @SchwEde!
    FYI: 2.8.0 adds the _condition and _ammo parameters to the config array so you will need to add a value for these parameter in each record of the DZE_DEPLOYABLES_CONFIG array in the appropriate spot if you are upgrading from 2.6
     
    Out of the box, it adds a deployable bike with a right click action on a toolbox and a couple other neat deployables.
    Really, it can be used to deploy just about anything. See the configuration section below.
    For some samples of what it can do, check out this gallery on imgur
     
    Installation
    download the files extract the addons and overwrites folder from the downloaded zip file into your mission file root find this line in your mission file init.sqf (warning: if you have a custom compiles file, find that line instead of the one below!) call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; place this line directly after the line you found call compile preprocessFileLineNumbers "addons\bike\init.sqf"; edit addons\bike\config.sqf to change some options or add different deployables (see configuration section for more info) Warning:
    due to the way the way arma handles numbers and the way addon is coded, using the save-to-database option may not allow you to re-pack some objects if you have Character ID's over 500,000 (which I don't think will be an issue for 99.99% of people).  
    Adding Your Own Custom Actions
    If you use another right click method like extra_rc.hpp and want to switch to my method, see my click actions configuration github page.
    The click actions script is included in the deploy script as part of the core, so you don't need to download anything, just follow the instructions for adding your own actions.
    * note: before attempting to troubleshoot issues with adding your own actions, make sure you are using the most recent version of the addon.
     
    Configuration
    This addon is highly configurable, you can deploy just about anything, not just bikes.
    open addons\bike\config.sqf and edit the array to add your own deployables.
     
    DZE_DEPLOYABLES_CONFIG format -- (note no comma after last array entry)
    DZE_DEPLOYABLES_CONFIG = [ [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [...more stuff here...] ]; DZE_DEPLOYABLES_CONFIG array values (view on github to read easier):
    parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _clickItem | class name of the item to click on | string | "ItemToolbox" _deployOffset | [_side,_front,_up] array to offset the deployable when buiding | array | [0,2,1] _packDistance | how close does the packer need to be to pack the object? | number | 5 _damageLimit | item can't be repacked if damage is > this. (-1 = no re-packing) | number | 0.1 _packAny | can anyone repack the deployable? | bool | false _cargo | clear the cargo of the deployable? | bool | false _ammo | should vehicle ammo be cleared? (does not persist through restart) | bool | true _hive | write deployable to database? | bool | false _plot | require a plot from the owner to build the deployable? | bool | false _simulation | enable simulation (movement/damage) for the object? (true for cars) | bool | true _road | enable road building for this object? | bool | true _deployables | array of class names that can be deployed with this method | array | ["MMT_Civ"] _near | array of items required nearby to build (workshop/fire/fueltank) | array | [] _parts | array of parts required to build (will be taken from player) | array | ["ItemToolbox"] _condition | string of code to evaluate to determine whether action is shown | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}" DZE_DEPLOYABLE_NAME_MAP array -- allows you to rename the deployable (on the right click/messages)
    format (note no comma after last array entry)
    DZE_DEPLOYABLE_NAME_MAP = [ [_class,_name], [_class,_name], [... more ...] ];  array parameters
    parameter    | description                                                         |  type  | example --------------|---------------------------------------------------------------------|--------|-------- _class        | class name of the item you want to replace the name of              | string | "Notebook" _name         | new name to display when right clicking                             | string | "Macbook Pro" Change Log
    version | change --------|------- 2.8.2 | updates for 1.0.6! Thanks @ebaydayz! 2.8.1 | fix from SchwEde that should fix bike not moving. Thanks @SchwEde! 2.8.0 | option to clear vehicle ammo 2.7.1 | better exit reasons 2.7.0 | option to add condition for showing action in config 2.6.1 | fix for unrideable bikes 2.6.0 | road building options, deployable name mapping 2.5.1  | fix a bug where preview items would sometimes disappear  2.5.0  | now uses a modified epoch building system to deploy the objects  2.4.3  | better click actions build conflict detection  2.4.2  | updated for new click actions handler build  2.4.1  | fixed deployables spawning in locked after restart  2.4.0  | multi-part deployables. yay!  2.3.1  | big fix on packing temp objects  2.3.0  | optional saving to database with post-restart memory of deployed items (see warning below about this) | configurable damage limits on re-packing | admin list for packing/deploying instantly & being able to remove all deployables  2.2.1  | positioning fix for deployed items  2.2.0  | option for clearing cargo of spawned items  2.1.0  | change way dependency call is made, only one line needed in init.sqf now for setup  2.0.0  | major update, allow multiple deployables, pretty much any class  1.1.0  | configuration options / code optimization  1.0.0  | release Issues/FAQ
    1) people are getting kicked for createvehicle restriction when building a stone wall
    open your battleye filter createvehicle.txt and change this line
    5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" to this:
    5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" 2) I am using "A Plot For Life" and this is not working!
  16. Like
    .:rmc:. reacted to raymix in [1.4.1] Snap Building PRO   
    Download files, updates and Installation instructions on:
    Github
    HQ Screenshot of an in-game Tutorial dialog
    Ever wanted to run hardcore server with 3rd person cam disabled? Now's your chance.
     
    Credits and Contributors:
    Awol - player_build.sqf, Epoch and permission to modify script.
    Mudzereli - Commanding menus
    Rimblock - with modular build (github)
    PryMary - with Plot for Life
    KamikazeXeX - Support for
    striker - using snap pro as a base for
     
    Github contributors - mattispro, Mikeeeyy
     
     
    Legal:
    You can use/modify/redistribute this file as long as it complies with License. You can not use this script to promote donations or shops.
    This script is open source, you are allowed to add it to your @mods as long as appropriate credits and terms of license are met.
  17. Like
    .:rmc:. reacted to f3cuk in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
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