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NigeyS

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Posts posted by NigeyS

  1. All I want is for the Devs to make the map smaller. it's just too damn big man :L

    "All i want" .. wow, you obviously have no idea on what kind of work that would involve, also they wouldnt be allowed, altis cannot be modified on the terrain level which is what you are talking about, it's really not as easy as just snip a bit of the terrain away ya know!

  2. Unsure if its either something I've done or its the way the vehicles are added with traders but.

     

    All Vehicles at the trade cities can be unlocked by admins, destroyed by players, salvaged. 

    Also, where you've put certain building objects to make the traders feel more tradish, you can pick the items up

    E.G

    At Tavrovo, you can pick up the guns on the gun traders table.

     

    The static vehicles and weapons at traders can be set to be non interactive via the mission.sqf in the server.pbo i just didnt get around to it, or you can simply remove them.

  3. Create a pull request on the Epoch Github with your additional server + mission files/configs , example batch's etc, that way all the work is already done for vbawol just to merge into the main repo when he gets round to it :)

     

    Also verify the contents of the dynamic_vehicle files on the server side mission file (or just drop in the one from the github) if you haven't done that already, as there have been some changes to those since 1.0.5.1

     

    :)

    Ah great will do that, thank's alot! :)

  4.  

    Need to change

    if (isServer) then {
    	call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
    	//Compile vehicle configs
    	
    	// Add trader citys
    	_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
    	_serverMonitor = 	[] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
    };
    
    

    To

    if (isServer) then {
    	call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_26.miroslavl\dynamic_vehicle.sqf";
    	//Compile vehicle configs
    	
    	// Add trader citys
    	_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_26.miroslavl\mission.sqf";
    	_serverMonitor = 	[] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
    };
    
    

     

    oops missed that wheni used the template, ill change it in the new versions.

  5. I came looking for your previous release and found this. 

    To easy.

    Really looking forward to setting up this server and seeing if people have knowledge enough that other maps exists outside Chero/Tavi/Napf

    Here's to hoping, there's alot of good terrains around that work pretty well with Epoch but people are still infatuated with chern,tavi etc ..... if you want to set up a server send me a pm, and i'll send you over the configs for the traders etc, unless you want to do your own which is cool :)

  6. Hi guys,

     

    After months of fiddling, I've finally got the Miroslavl terrain in a good state to release for use with Epoch, Miroslavl is a 12.8 x 12.8km terrain set in the same region as Chernarus, comprising 2 airfields, several towns and cities, and a river that runs south to north almost in the centre of the map.  A note to say the original terrain is NOT my own work, and i do not take credit for it, the original Miroslavl terrain was incompatible with Epoch due to some strange configurations which i have adjusted with the authors permission.  

     

    The terrain has 2 main trader cities, as well as the usual boat / aircraft / wholesalers at various locations.  

     

    You can check out my steam album to see screenshots of the trader areas, and the airfields.

     

    You can download Miroslavl from either this link  (just include @miroslavl after @epoch in your launch parameters)

     

    Or

     

    Download the mod via DayZ Launcher.

     

    Do NOT try to download the Miroslavl package from armaholic and expect it to work with Epoch, it simply does not, you must use the files I have linked to above.

     

    Currently I run the only server however if anyone wishes to host their own server, configs, and key files will be made available, I will also be sending them to AWOL if he will be kind enough to place them in the standard Epoch server pack.

     

    As usual feedback is welcome, bad or good, we have had over 100 players testing this map over the last few weeks, and so far we're happy with the feedback we've had :)

     

    Server ip - 54.72.131.165 port 2302

    Restarts every 3 hours.

     

    Enjoy :)

     

    Nigel

     

     

     

  7. windows will not auto run files that are being executed within an existing running program unless it is a service when logged out, which is why windows event scheduler exists for system admins. However I may have a simple way of turning the restarts into a service fairly easily and will try to have it done sometime this coming weekend at the earliest, lastest hopefully being the following week.

    Any news on the update?

  8. Majority of people who play dayz want a 1-click join option, only the die hards, or people familiar with mod-loading and/or six launcher would play I guess...

     

    Ya never know though. :)

    Very true, i've spent the last 3 weeks polishing off the Miroslavl terrain and running a test server for it, noone even saw the server until it was put on DZL and even now very few people join.

  9. What ever happened to this map, is it still being worked on ? :unsure:

    Is there a demand for either a Nogova or Everon server ? I quite fancy a new challenge

    Funny you should ask that, it's next on my list to be have a server put up, as for development, I'll be handing over the source files to a friend of mine who wants to make some changes, I'll be focusing all my efforts on arma3 terrains from now on.

  10. If use any custom build ( snap, snap pro, plot 4 life) they are in those folders, if not, u gotta get them yourself from the dayz_code.pbo, located in your epoch folder form your game

    ahh right ok, i just use snap_build which only has player_build in there as custom, assuming i copy the rest to my fixes folder and point to them via compiles.sqf? also what is the 3rd file? as i stated player_upgrade.sqf is listed twice in the readme.

  11. Possibly I don't know.

     

    BTW if you log out of windows then log back in the schedulers don't work for executing files, it is a windows thing. That is why my next version of the tool will have server virtualization which will allow you to log out without messing up the scheduler, which will allow for multiple servers to run on one box.

    Can you expand on this a little, possibly with a reference? I have had this working before while not constantly being logged in via RDP but i cannot remember how, and if we have to wait for a new version, what is the ETA on this? 

     

    Many thanks.

  12. About reporting issues

     

    Guys if you have problems with the script, please make sure you provide us with as much details as possible. We are not able to help you when you fail to do so, nor do we feel like trying if you are not. We get that it's frustrating when you can't seem to make things work, but troubleshooting can only happen when we get proper intel.

     

    If you have issues, please switch on the debug function (config.sqf) and run for a few hours. Then provide us your server.rpt, your WAI config file and make sure to report ANY chances you have made to the files yourself. Other then that make sure you report your problem in as much detail as possible and also let us know what measures you have taken trying to resolve it yourself.

    --

     

    @NigeyS: To be sure about the worldname, open init.sqf

    Add to top of the file.

    diag_log format["WAI: Current world: %1",worldName];
    So it looks like

    diag_log format["WAI: Current world: %1",worldName];
    if(isServer) then {
    To your init.sqf and report back with your server.rpt after restarting.

     

     

     

    All fixed now, i have no idea how or why its suddenly working, but it is,and it's running fine, many thanks to everyone who helped me, much appreciated.

  13. all you need to do is add a check for out of bounds spawning in the find_position.sqf

     

    inside the call { section in the inDebug part of code, add something like this

    if(worldName == "Miroslavl") 			exitWith { _hasdebug = true; _xLeft = 200; _xRight = 8000; _yTop = 12000; _yBottom = 200; };
    

    but replace 8000 and 12000 with the outer limits minus about 200 for your map, we didn't include this map because it's not included with epoch, that's why they spawn out there

    Thank's i'll give this a try now :)

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