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chi got a reaction from GvozDev in [Release] Epoch Admin Tools V1.10.0
after installing the new tools, im going to a blank white screen after death. Any reason you can think of why this would happen? server RPT shows nothing.
This is the client rpt at the time of death
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chi reacted to Helion4 in Color Corrections
@chi Some A2 Dayz Epoch color corrections can be found here to give you a start.
https://epochmod.com/forum/topic/44424-right-click-script-for-color-correctionambient-sound/
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chi reacted to oldmatechoc in Raid bases with Specific Item
Ive updated the hotwire doors/Bomb Objects. It works on all objects now, tested vectors aswell.
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chi reacted to kingpapawawa in Release Auction House (MMO Style)
Does not work as-is but its close..
I managed to sell items and collect money for them after some edits. can buy items and it now takes the money.. does not give the gear
Error in expression <then {
PVDZE_buyitem = [player, (_item select 0)];
publicVariableServer "PVDZE>
Error position: <select 0)];
publicVariableServer "PVDZE>
Error select: Type String, expected Array,Config entry
File mpmissions\__CUR_MP.Chernarus\custom\scripts\auctionhouse\player_buyitem.sqf, line 54
line53; PVDZE_buyitem = [player, (_item select 0)]; // _item select 0 = id
line54; publicVariableServer "PVDZE_buyitem";
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chi reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"
Nox probably added the inZone variable check because he assumed people would be using his safezone script. That's where that variable originates. If you are not using his safezone script, then open GodModePlayer.sqf in the AdminMode folder and change this line:
if(!inZone) then { to this:
if(!isInTraderCity) then { The old version of GodModePlayer.sqf does not have that check. I'm not sure it's even necessary. Probably not. I'm not sure if Nox fully tested prior versions.
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chi reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"
BE filters are better than infistar. If you hadn't noticed, all of the recent hacks reported on this forum are from server owners running infistar.
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chi reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"
I did not do any testing with infistar. I am guessing that infistar is sending you a kick variable for something in the admin tools. Check your publicvaribles.log for KICKED entries or anything related to public variable restriction #0. I did not really intend for these to be used with infistar since infistar has its own tools. It is a bit redundant to run two sets of admin tools.
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chi got a reaction from EditedSnowHD in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"
Can't wait for the GUI!! Thats awesome bro!
Thanks for keeping the tools alive!!!!!!!!!!
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chi reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"
Thanks. I didn't realize it till later but there is actually a GUI version of the tools. I might try to get that working later.
https://github.com/noxsicarius/Epoch-Admin-Tools/tree/experimentalGUI
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chi reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"
I have a pull request in with @NoxSicarius. I am waiting for him to merge my updates.
This version of Epoch Admin Tools is still considered "test branch" until Nox says otherwise. I spent a great deal of time fixing and updating files. Everything works with a few minor exceptions. Those are listed below.
Complete install instructions and changlog provided in my github repo. Download Here.
Once Noxsicarius merges my updates, I will change the github link.
New Features
Admin tools can be activated with hotkeys rather than with the traditional self-action loop. Hotkey activation is turned on by default. Server-side AI spawner. You can choose hero/bandit ai, select the spot on the map where they spawn, and receive humanity gain/loss and bandit/human kills. Server-side crate spawning to avoid Battleye kicks from the new BEserver.cfg settings. Nox's debug monitor integrated - toggled with Ins key. Dynamic text messages added as an option to safezone script. Toggle grass on/off added as an option to player action menu Set view distance added as an option to player action menu. Players can adjust view distance from 1000-5000 meters in 500 meter increments. Base manager fixed and updated with new dialogs. Still does not work with vectors though. That is a tough update. The graphical vehicle spawn menu has been upgraded so you can choose between all vehicles and Epoch only vehicles. Mods can only spawn Epoch vehicles. The old vehicle system has been removed. Keybinds
F2 - Activate admin tools (if enabled by setting variable EAT_AdminMenuHotkey to true) F4 - Admin mode/mod mode options - when toggled on F6 - Cancel spectate 4 - Admin teleport 5 - Teleport player to admin 6 - Teleport to player 7 - Enhanced ESP options - when toggled on U - Unlock vehicle/safe/lockbox/door L - Lock vehicle/safe/lockbox/door J - Display object information in systemchat Del - Delete object Ins - Toggle Debug Tab - Activate action menu (if enabled by setting variable EAT_ActionMenuHotkey to true) Shift+w - Fastwalk or vehicle boost - when enabled q,w,a,s,d, and space bar are used if flying is toggled on Additional Information and Issues
I have updated pretty much all of the files in this mod. As far as I can tell they run completely error free. There are a couple of issues though.
The Base Manager does not work with vectors. I tried to get it to work, but the fix eluded me. It will take someone with more knowledge of the vector system to fix it.
The GUI based building spawner is a bit wonky. Sometimes the buildings will spawn too far away from the player and the 20 meter build range deletes the building. This system should probably have its own build function. The building selection also needs improvement.
In order to use the GUI based building spawner you will have to disable a couple of lines in createvehicle.txt. I did not add all of the buildings as exceptions to this file.
The Battleye filters have been updated for DayZ Epoch 1.0.6.2. Please report any kicks that you get while using the admin tools in this topic. If you are using other mods, then you will have to updates these files or merge them.
You can adjust the humanity and delete times of the ai in EAT_serverAiSpawn.sqf with these two variables: EAT_HumanityGainLoss and EAT_aiDeleteTimer.
Note on the base manager: This line in BEserver.cfg will kick you if you try to make too large of a dome with the copy function. MaxCreateVehiclePerInterval 150 1 You either need to increase the value or avoid making large domes with the copy function.
There are far too many updates and fixes to list here. It would be a mile long. A fairly complete list is in my change log on github.
If you notice any problems post them here.
Credits
@NoxSicarius - lead developer - Nox's credits are in the github readme.
@ViktorReznov - code for the getobjectinfo function that is activated with the J key.
@BigEgg help in Discord with medical public variables - used in heal players function.
@ebayShopper solution for deleting handgun - used in admin weapon spawning function. Mod detection method.
If I forgot anyone, I'm sorry. I'm tired while posting this.
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chi reacted to theduke in [RELEASE] Smoke weed Dukes Style!
Created by: infistar Credits to infistar for the actual script
Edited by FragZ
Re-Edited By TheDuke™ for different effects
Ok so here is my version of Smoke Hemp for Epoch 1.0.6.1
- When you right click on a kilo of hemp, you can smoke it. It will fully heal you, and give you the munchies a bit.
You will get a 60 second blur effect, but the effect is medium. And you can still move around, partially see and shoot.
The idea was to be able to heal while doing a mission, but kinda have a bit of effects to make it somewhat like real life LOL
- You can also smoke at hookas on the map, or the ones used in the gem crafting.
While looking at the hooka you get the option to "smoke pipe".
This one does the normal effect of rolling on the ground with the massive screen blur. Meant to be done at base ;)
Download from the github
https://github.com/theduke77/Smoke-weed-Epoch-1.0.6.1
Place the smokeweed folder in your customs folder. If you dont have one create one.
1. Open your custom fn_selfactions.sqf
Place this at the bottom
//Smoke Bong _isbong = typeOf cursorTarget in ["Land_Water_pipe_EP1"]; if((_isbong) && _canDo) then { if (s_player_pipe < 0) then { s_player_pipe = player addAction["Smoke Pipe", "custom\smokeweed\pipesmoke.sqf","", 1, true, true, "", ""]; }; } else { player removeAction s_player_pipe; s_player_pipe = -1; };
Still in the fn_selfactions look for
player removeAction s_player_manageDoor; s_player_manageDoor = -1; add this bellow
player removeAction s_player_pipe; s_player_pipe = -1;
save and close
2. Open your extra_rc.hpp and add this
class ItemKiloHemp { class smokeweed { text = "Smoke the shit"; script = "execVM 'custom\smokeweed\smokeweed.sqf'"; }; }; 2b. Alternatively for the right click, you can do this to your config.sqf if you use the Deploy anything script
["ItemKiloHemp","Smoke that shit","execVM 'custom\smokeweed\smokeweed.sqf';","true"] // only comma at the end if its not the last line
save and close
3. Open your description.ext
Add this in your CfgSounds
class cough { name="cough"; sound[]={custom\smokeweed\cough.ogg,0.9,1}; titles[] = {}; }; class bong { name="bong"; sound[]={custom\smokeweed\bong.ogg,0.9,1}; titles[] = {}; };
Save and close
4. Open your variables.sqf
Look for
dayz_resetSelfActions = { add this before the closing bracket };
s_player_pipe = -1; Repack your mission and you're good to go!
Enjoy...not too much ;)
EDIT: 22/03/2017 Updated for client RPT error
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chi reacted to Mylly in [OUTDATED] Time Control
Hello! Thank you for sharing this, However it lags everytime it updates it. Example the in game clock jumps forward and it lags for 0.5-1 second. Any idea why? Could it help if i change the speed lower?
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chi reacted to theduke in Epoch Admin Tools 1.0.6.1
@JasonTM is the one who has been taking this project over
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chi reacted to JasonTM in Epoch Admin Tools 1.0.6.1
I took over that project a long time ago. Those 1.0.6.1 updates are mine. My changelog is in there. I am working on updates, fixes, and improvements for 1.0.6.2. I might be done as early as Tuesday, time permitting. Too many projects.
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chi reacted to gernika in Zombies After Dark
just when I was beginning to miss the juandayz´s mods you come to share this. Thank you very much Chi and Juan.
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chi got a reaction from totis in Zombies After Dark
This is used to remove zeds during daytime. So zombies comes only at night. Credit goes to @juandayz
1- In your custom compiles.sqf into !dedicated section paste:
2- Copy building_spawnLoot.sqf && zombie_generate.sqf from ...\@DayZ_Epoch\addons\dayz_code\compile\
to: mpmissions\Your_Instance\dayz_code\compile\
3-A Open the new building_spawnZombies.sqf
3-B Open zombie_generate.sqf
4- Open zombie_Wildgenerate.sqf from dayz_server.pbo\compile\
*Note: if u wanna have zeds during day and not in night just change the condition on each file.
if (sunOrMoon == 1) exitWith {}; //zeds at night by:
if (sunOrMoon != 1) exitWith {};//zeds during daytime
Thanks @juandayz
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chi got a reaction from gernika in Zombies After Dark
This is used to remove zeds during daytime. So zombies comes only at night. Credit goes to @juandayz
1- In your custom compiles.sqf into !dedicated section paste:
2- Copy building_spawnLoot.sqf && zombie_generate.sqf from ...\@DayZ_Epoch\addons\dayz_code\compile\
to: mpmissions\Your_Instance\dayz_code\compile\
3-A Open the new building_spawnZombies.sqf
3-B Open zombie_generate.sqf
4- Open zombie_Wildgenerate.sqf from dayz_server.pbo\compile\
*Note: if u wanna have zeds during day and not in night just change the condition on each file.
if (sunOrMoon == 1) exitWith {}; //zeds at night by:
if (sunOrMoon != 1) exitWith {};//zeds during daytime
Thanks @juandayz
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chi reacted to juandayz in Dynamics Map Addons
Use this extructure to get different loot places/map addons , then your map will be look diferent on each server restar.
1-Place all your mapaddons into dayz_server/maps/
2-in your server_functions.sqf at very bottom paste:
Note: you can add any amount of map addons just change the random numbers.
example if u have 10 files of map addons:
OPTIONAL!!!! (prevent issues with not included addons/buildings)
in mission.sqm find:
change by:
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chi reacted to S4M in NEW Custom NEAF
For the epoch community!!!
HI mates, this time I bring the airport northeast.
Imagen.1
imagen.2
imagen.3
1. create folder "custom_maps" and put in your server. // You can put the name that you want.
2. put into the custom folder "NEAF_S4M.sqf" // You can put the name that you want.
3. in your server_functions.sqf
Files Here!!!
P.D: I'm still working on this, I'll update it again...And sorry for my english.
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chi reacted to Relentless in Anyone in need of a coder?
@TrayMcCloud
I hope you really think about this offer. This guy is a new guy on Epoch Forum and said that he started 2-3 month ago and is now extremely (doubt that) familiar with the language. As I quoted he only gets "most things working" means he just follows install instructions from existing scripts. Everyone can do that and charging money for that is very sad. There are people that install scripts for you voluntary or you just follow the install instructions of the scripts you want. You could easily do that yourself. Please do us a favor and try it yourself before asking someone, that's how you learn it and how you become a good server admin.
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chi reacted to Hooty in Anyone in need of a coder?
There is always people here to help and in discord. Dont give up trail and error is your friend.
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chi got a reaction from Hooty in Zombies After Dark
This is used to remove zeds during daytime. So zombies comes only at night. Credit goes to @juandayz
1- In your custom compiles.sqf into !dedicated section paste:
2- Copy building_spawnLoot.sqf && zombie_generate.sqf from ...\@DayZ_Epoch\addons\dayz_code\compile\
to: mpmissions\Your_Instance\dayz_code\compile\
3-A Open the new building_spawnZombies.sqf
3-B Open zombie_generate.sqf
4- Open zombie_Wildgenerate.sqf from dayz_server.pbo\compile\
*Note: if u wanna have zeds during day and not in night just change the condition on each file.
if (sunOrMoon == 1) exitWith {}; //zeds at night by:
if (sunOrMoon != 1) exitWith {};//zeds during daytime
Thanks @juandayz
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chi got a reaction from juandayz in Zombies After Dark
This is used to remove zeds during daytime. So zombies comes only at night. Credit goes to @juandayz
1- In your custom compiles.sqf into !dedicated section paste:
2- Copy building_spawnLoot.sqf && zombie_generate.sqf from ...\@DayZ_Epoch\addons\dayz_code\compile\
to: mpmissions\Your_Instance\dayz_code\compile\
3-A Open the new building_spawnZombies.sqf
3-B Open zombie_generate.sqf
4- Open zombie_Wildgenerate.sqf from dayz_server.pbo\compile\
*Note: if u wanna have zeds during day and not in night just change the condition on each file.
if (sunOrMoon == 1) exitWith {}; //zeds at night by:
if (sunOrMoon != 1) exitWith {};//zeds during daytime
Thanks @juandayz
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chi reacted to salival in Debug on scroll wheel not showing up
Put it before this line: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/fn_selfActions.sqf#L1137