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BigCountry

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Posts posted by BigCountry

  1. The traders marked by black dots are in areas that do not allow gunfire, explosives, or melee attacks to damage you. That does not stop people from abusing other methods to hurt you. Yes you can go back into these zones and trade, the radius is very small so just stay inside of the hesco walls and assume that everything outside the hesco walls is not safe.

     

    Thank you.

  2. For example, after I pick one of the 3 teleporters at start, I am warped to one of 3 areas on the map with a lot of traders in this area. Is this area a safe zone? What is the radius? For example can I sneak back into these areas (and be protected) after I have geared up to sell/buy some stuff off the traders?

  3. Tactically the trader cities make less sense than mobile trading caravans that randomly shift between locales.

     

    Stay with me on this. Trader cities aren't safe because everyone knows where they are at any given time. There is also, big surprise, one way in and one way out. Even a novice tracker/FPS tactician can pretty much understand that if they cut off the flow of individuals at these three sources they can pretty much lock down an entire server.

     

    Secondly...the reason static trader cities make no sense is because in a world like Epoch attempts to represent, static trading outposts like this, unless heavily guarded, would be overrun by bandits faster than people could actually make them viable trading destinations. The entire idea that a bunch of people with valuables would be standing around in the same place is relatively ludicrous.

     

    The mod is in alpha and thats as good a time as any for feedback such as this. And the simple facts are is having three mobile caravans that visit major cities and move around makes more sense from a tactical and from a realistic perspective. Most of these "trader" groups, in a post apocalyptic world, would be going where the scrounging was best, because thats where they'd get the easiest access to their stocks...and given the way supply and demand works in a world with low means of production is that just like in any hunter gatherer society, areas would slowly get exhausted and the largest consumers, which would be the trading groups, would have to wander around to keep their stocks fresh.

     

    Now as this applies to new spawns and spawning in Epoch in general, this works just fine, because spawn points aren't completely random, but they're random enough for it to be a lot less predictable, and instead of you being just some fully spawned adult individual that just blinks into existence on some mystical island with strange alien manhole cover technology on it, you spawn in in the general area of where one of the trader groups is currently set up in....as one of the general area scavengers that supplies them with their wares....what a concept, an actual premise for being where you are at the time you arrive in the world of Epoch, rather than a magical island with alien manhole technology that basically teleports you to one of three murder holes on the map.

     

    Spawning in a 400m radius around a city with a trading caravan that changes cities on a schedule that is potentially one of three or four major trading caravans that work various regional routes (at least in the case of Altis), as a general scavenger looking for their next meal and a few bucks sounds far more in line with what Epoch wants to be, than what it currently is.

     

    Agreed. X2

     

    Local vending is the way to go if you want sandbox. Global vending is awful, especially with a map this size - it would defeat the point.

  4. We had this same topic over and over in A2 Epoch.

     

    Players would blow the cars up, or simply tow and haul them away. And then blow them up. Regardless of how far the devs went to "lock" the vehicles.

     

    What we all learned, is that the only way to really protect your vehicle (the gear inside it) is to hide it. Hide it good. Flight ability is hard to get atm, so it's rare to scout vehicles. Take advantage of that.

    :D

  5. Maybe it does the spam when we arent in the vehicles so its getting a wrong element.. What if we could somehow make it point to say a blank image or an image of shoes when we are on foot? Wonder if that is possible..  Like show feet all the time until we are in  a vehicle.??? Coders ?? What do you guys think? Would this get rid of the wrong text element null message????

     

    Its not the icon code section. I removed that entirely and still get the spam....

    :(

     

    So I have no clue what it is.

  6. DROP TABLE IF EXISTS `deployable`;
    CREATE TABLE `deployable` (
      `id` smallint(5) unsigned NOT NULL AUTO_INCREMENT,
      `class_name` varchar(100) DEFAULT NULL,
      PRIMARY KEY (`id`),
      UNIQUE KEY `uq1_deployable` (`class_name`)
    ) ENGINE=InnoDB AUTO_INCREMENT=221 DEFAULT CHARSET=utf8;

    --
    -- Dumping data for table `deployable`
    --

    /*!40000 ALTER TABLE `deployable` DISABLE KEYS */;
    INSERT INTO `deployable` (`id`,`class_name`) VALUES
     (219,'Base_WarfareBBarrier10x'),
     (220,'Base_WarfareBBarrier10xTall'),
     (6,'CamoNet'),
     (22,'Concrete_Wall_EP1'),
     (7,'DeerStand'),
     (24,'Fence_corrugated_plate'),
     (25,'Fence_Ind'),
     (26,'Fence_Ind_long'),
     (27,'Fort_RazorWire'),
     (17,'Gate1_DZ'),
     (29,'Grave'),
     (11,'HBarrier'),
     (4,'Hedgehog_DZ'),
     (32,'Hhedgehog_concrete'),
     (33,'Infostand_2_EP1'),
     (34,'Ins_WarfareBContructionSite'),
     (16,'LadderLarge'),
     (15,'LadderSmall'),
     (36,'Land_BagFenceRound'),
     (37,'Land_CamoNetB_EAST'),
     (38,'Land_CamoNetB_NATO'),
     (39,'Land_CamoNetVar_EAST'),
     (40,'Land_CamoNetVar_NATO'),
     (41,'Land_CamoNet_EAST'),
     (42,'Land_CamoNet_NATO'),
     (43,'Land_CncBlock'),
     (44,'Land_fortified_nest_big'),
     (45,'Land_fortified_nest_small'),
     (46,'Land_fort_bagfence_long'),
     (47,'Land_fort_rampart_EP1'),
     (48,'Land_Fort_Watchtower'),
     (49,'Land_HBarrier_large'),
     (50,'Land_Misc_Cargo2E'),
     (51,'Land_prebehlavka'),
     (52,'Land_pumpa'),
     (53,'Land_tent_east'),
     (54,'Misc_Cargo1Bo_military'),
     (55,'Misc_cargo_cont_small_EP1'),
     (5,'Sandbag1_DZ'),
     (13,'Sandbag2_DZ'),
     (14,'Sandbag3_DZ'),
     (9,'SandBagNest'),
     (12,'Scaffolding'),
     (19,'StashMedium'),
     (18,'StashSmall'),
     (218,'tent2017'),
     (1,'TentStorage'),
     (2,'TrapBear'),
     (60,'WarfareBCamp'),
     (61,'WarfareBDepot'),
     (8,'WatchTower'),
     (10,'Wire2'),
     (3,'Wire_cat1'),
     (65,'ZavoraAnim');
    /*!40000 ALTER TABLE `deployable` ENABLE KEYS */;

  7. so the rpt spam has to be from the vehicle shown driving/flying dialog? hmmmm i like having this as well and do not want to remove it. here is mine (getting constant  Wrong text element 'null' spam in rpt), maybe we are missing some gun/vehicle images?:

     

     

     

    dayz_spaceInterrupt = {
        private ["_dikCode", "_handled"];
        _dikCode = _this select 1;
        _handled = false;
     
        if (_dikCode == 0x44) then {
            if (debugMonitor) then {
                debugMonitor = false;
                hintSilent "";
            } else {[] spawn fnc_debug;};
        };
        _handled
    };
     
    fnc_debug = {
        debugMonitor = true;
        while {debugMonitor} do
        {
            _kills =        player getVariable["zombieKills",0];
            _killsH =        player getVariable["humanKills",0];
            _killsB =        player getVariable["banditKills",0];
            _humanity =        player getVariable["humanity",0];
            _headShots =    player getVariable["headShots",0];
            _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
                if (player == vehicle player) then
                {
                    _pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture'));
                }
                    else
                {
                    _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
                };
            hintSilent parseText format ["
            <t size='1'font='Bitstream'align='center' color='#00FF00' >%1</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EE0000' >Blood Left:</t><t size='1' font='Bitstream'align='right' color='#EE0000' >%2</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Humanity:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%3</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Heroes Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%4</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Bandits Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%5</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Zombies Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%6</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Head Shots:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%7</t><br/>
            <t size='1' font='Bitstream' align='left' color='#104E8B' >FPS: </t><t size='1' font='Bitstream' align='right' color='#104E8B' >%8</t><br/>
            <img size='3' image='%9'/><br/>
            ",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots,diag_fps,_pic];
        sleep 1;
        };
    };
     
    [] spawn fnc_debug;

  8. Dumping Day.st and moving to HFB.

     

    1.0.2 is up on Day.st now, but since they restrict FTP access to the server files HFB here we come....I would like to revert to 1.0.1.5 due to basebuilding not working, and I cannot do that with Day.st......without basebuilding (and access to the fortresses we have constructed lol) Epoch is not even worth playing to be honest...

    :(

  9.  But database is still showing all helicopters and airplanes as sold.

     

    How can you determine this in the DB? Once they are sold they are deleted from DB.

     

    You guys need to open your init.sqf in dayz mission folder and change

     

    MaxVehicleLimit = 800;

     

    (or 300, 500 etc whatever you want)

     

    You can verify the MaxVehicleLimit value by running the following SQL:

     

    SELECT *

    FROM `Object_DATA`

    WHERE `CharacterID` =0

    LIMIT 0 , 30

     

    It should return a number <= to what you set as MaxVehicleLimit

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