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IgelRM

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  1. Like
    IgelRM reacted to NoxSicarius in [Release] Epoch Admin Tools V1.10.0   
    NOTICE For those who want to use this in 1.0.6
    Instead of using this one, I suggest visiting the following thread for game version 1.0.6 and up
     
    The tools are partially updated for the new release. Most features are working so far and it can be downloaded from here (follow the readme for install): https://github.com/noxsicarius/Epoch-Admin-Tools/tree/TestBranch

     
     
    IMPORTANT:
    Under NO circumstances should you download this tool from a different source. I have been notified of numerous virus downloads listed as my work (usually second page of google and farther). I have petitioned to have all of the ones I know of blacklisted and have sent virus profiles to all major antivirus companies. If you find a .exe in any work claiming to be mine, it is a virus and should be shredded. 
    Please only download from MY github link or the links in this post.
    My github repo will NEVER be removed and if I leave the project and someone wishes to take over, they will be given rights to the repo.
     
    Features:
     
    For help with Administration:
    Multiple Admin levels Spectate players "Display code" for locked vaults/doors "Create key" for vehicles with lost keys Force lock and unlock vehicles without keys Base Destruction - Destroy all buildables/vehicles within a customizable radius Spawnable crates with weapons, items, and supplies Spawn locked or temporary vehicles via the menu or a custom-made graphical vehicle menu (screenshot) Other features:
    Godmode Teleport self (or others to you) Flying Invisibility Delete and repair/refuel vehicle on crosshairs ESP - display players, zombies, safes, tents, vehicles, and AI on the map ...and more! Installation, changes, additional information, FAQ, credits, issues and everything else can be found at the project page on Github:

    Epoch Admin Tools on GitHub
    Click here for an install tutorial video for the tool
    I have been informed that some places block GitHub, so here are direct links hosted by me:
    Newest full release: https://www.dropbox.com/s/pjvj07u5yemo7we/Epoch-Admin-Tools-master.zip?dl=0
    Beta build: https://www.dropbox.com/s/xm6t1k3gvp3t8ex/Epoch-Admin-Tools-TestBranch.zip?dl=0


    If you have an improvement you would like to add, make a pull request and make these tools even better!


    Error Reporting:
     
    BEFORE posting an issue on Github or on this forum:
    If you think you might have installed it incorrectly, follow the YouTube Video Install Tutorial Try reinstalling the tool. You more than likely missed something important. Do a quick search on this forum for a fix to your problem. Check your server's RPT log for errors. This will identify 99% of problems with the menu. Be ready to copy/paste the RPT log into Pastebin or Gist in an issue or in the discussion forum for help with troubleshooting. If your problem persists after doing the above:
    Open your arma2oaserver.rpt file in a text editor and copy/paste the RPT log into Pastebin and post your issue in this forum with the rpt log. If you post something like "It doesn't work" I will not acknowledge you. Not giving all possible details in the first post simply makes it take longer to resolve and will waste everyone's time. I am hard pressed for time these days so if you won't take the initiative to provide information, I won't ask for it either. I am not trying to be mean, but I am quite tired of getting 5 or less word posts that provide no information other than this person has some kind of problem somewhere on their server that may or may not be related to this mod. If the problem you are posting is a bug and not a general install problem then post it to this forum AND to the github issues page.  
    I have been asked by someone if they can donate to the project so I am adding the link here.
     
     
    I have invested a good deal of time into this so if you find it useful please give a little donation.
    (DONATE)
    I also accept Crypto Currency: 
    Bitcoin: 1GkzMzwnVwVpnUCVFaAyLDsgD9cqSfigdm
    Litecoin: LbUrUxXzA557VeTWXM8jP7hNf3uZHEqW5b
     
    A sincere thanks to those who made a monetary contribution to this project: calamity, CRHASH, BMovieQueen, zixxel, 8BitSigdom, Anarior, f3cuk, Caveman1, Nathan, [member=WootyWoop], [member=Terrance Smith]
    A huge thanks to those who make the community a better place by answering questions on this project: @juandayz, @EditedSnowHD
    Please leave your name in a note if you donate so that I can list you above.
  2. Like
    IgelRM reacted to Goober in Working Dayz Epoch Headless Client for Zed Spawn and FSM   
    What this is:
    1)  Customization at the mission folder level (e.g. \MPMissions\Dayz_Epoch_<number>.<mapname>).  It is changes and additions to mission files that are loaded at server startup and when each client connects.
    2)  It is a method of dynamically tracking connected Headless Clients and maintaining a list of available ones on the server.
    3)  It is changes to the way the player client runs the player_spawnCheck->building_spawnCheck->zombie_generate->zombie_agent.fsm/zombie_loiter chain to make zombies spawn and behave the same  INDEPENDENTLY (no reliance on the variable "player") of which client spawned them.
    4)  It is a way (in theory) of reducing zombie location lag by having all zeds controlled by low latency clients.
    5)  It furthers experimentation in using targetted publicVariableServer and publicVariableClient message semaphores.
    6)  It is TLDR ... (if you got this far .. good for you).
    7)  HC keeps zeds from disappearing just because a player disconnects (doesn't affect 25m radius on player connect)..
     
    What this isn't:
    A)  Well tested.  My test bed is an 8 core computer on which I developed the scripts without BE operational so that I could run my player client and headless client off the same key without Arma throwing a fit.
    B )  This scripting doesn't address the occasional problem of headless clients joining the server and landing in the wrong slot.  This is usually a problem when the HC joins before the server processes mission.sqm.
    C)  This is not hooked into animal spawning so it doesn't offload animal spawning.
    D)  The code does not have the "hint" and "diag_log" lines commented out that I used for development.
    E)  This is not a step by step set of instructions in how to make it work on your server.  I authored it and got it to work on mine using vanilla Dayz-Epoch 1.0.3.1 on the 1.5 Lingor map (the larger one).  If you do not understand function overloading and what instruction to change to make it work with another mod, then this is not for you.
     
    edit 2: (the file attachment is not working, so use this external link instead)
    http://www.mediafire.com/download/zyrzrs05x1um0mn/HC.zip
     
    my server startup options:
    "Expansion\beta\arma2oaserver.exe" -port=2325 -cpuCount=4 "-config=instance_7_Lingor\config.cfg" "-cfg=instance_7_Lingor\basic.cfg" "-profiles=instance_7_Lingor" -name=instance_7_Lingor "-mod=%_ARMA2PATH%;Expansion;ca;Expansion\beta;Expansion\beta\Expansion;@lingor;@DayZ_Epoch;@DayZ_Epoch_Server;"
     
    excerpt from config.cfg:
    requiredBuild = 103718; localclient[]={"127.0.0.1"};   headless client startup:  (sorry, still some steam path stuff here ... but you should get the idea) "%_ARMA2OAPATH%\Expansion\beta\ARMA2OA.exe" -skipIntro -nosplash -showScriptErrors -noPause -client -connect=127.0.0.1 -port=2325 -nosound "-mod=%_ARMA2PATH%;EXPANSION;ca" "-mod=Expansion\beta;Expansion\beta\Expansion" "-mod=@lingor;@dayz_epoch" -cpuCount=2 -name=HeadlessClient -profiles=HeadlessClient   ---------------------------------------------------- least painful way to try to assure the HC goes into the CIV slot 1) start server 2) start player client - connect to lobby of server 3) start headless client --------------------------------------------------- HOW it does it:   1) Server listens (via publicVariableEventHandler) for heartbeats from headless clients and updates and administers list of currently connected HCs. 2) Headless Clients send publlcVariableServer message once every 3 seconds as a heartbeat signal. 3) Player's player_spawnCheck function sends a publicVariableServer to request a zed and loot spawn cycle 4a) Server checks for presence of active HCs... if available, it sends publicVariableClient message to do zed and loot spawn to a random HC. 4b) If no HC in Server's list, then Server sends publicVariableClient message back to player client to do its own zed and loot spawn.   PROPS: Some parts (HCsignals.sqf) inspired by (but not copied from) Unit Caching and Distribution Script by Dylan Plecki (Naught). Of course a lot of the code I mangled is the Dayz-Epoch and by extension all the Dayz code that went before it, but all the changes I wrote myself (not bragging ... this forum category requires original code only)   edit1: p.s. Forgot to mention I also have a pet peeve fixed in the "fixes\player_spawn_2.sqf" file.  It corrects the speed and weight carried effect on hunger.  Without this fix, your hunger would seem to go nuts based on travel speed while in a vehicle.  This makes sure that when you are doing 200kph in a Mi17, you are not starving at the end of your 2 minute heli ride across the map.  The _thirst calculation corrects for vehicle travel so I thought the _hunger calculation needed it also. _hunger = +((((r_player_bloodTotal - r_player_blood) / r_player_bloodTotal) * 5)) * 3; if (!_inVehicle) then { _hunger = _hunger + (_speed + dayz_myLoad) *3; };  
    edit 3:  if you see a file attachment below, it doesn't seem to be working.  Use the link above in the middle of the post.
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