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Tricks

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  1. Like
    Tricks reacted to JasonTM in [RELEASE] WAI 2.2.6   
    Update
    This mod has been made compatible with the community stringtable. The instructions have been updated.
    File remote_messages.sqf has been updated by @BigEgg to detect if _STR is in the mission announcement and localize the message.
    Step 6 in the mission instructions:
    This mod is dependent on the Epoch community stringtable. Download the stringtable here and place file stringTable.xml in the root of your mission folder. Repack your mission PBO. The mission announcements are translated into German and Russian based on the local settings of the client machine. If someone has the skill to add other languages, this is encouraged.
    Technically, the mod is not dependent on the stringtable, but all of the mission files are using the localization format for the mission announcements Example...
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/missions/bandit/cannibal_cave.sqf#L69-L71
    The community stringtable is available here:
    https://github.com/oiad/communityLocalizations/
    The WickedAI entries start here:
    https://github.com/oiad/communityLocalizations/blob/master/stringTable.xml#L1219
     
    A slight update to custom_publish_vehicle has been made so that BIS_fnc_findSafePos  does not choose the default (center of the map) for the spawn location. These are the lines that have been changed:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/custom_publish_vehicle.sqf#L9
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/custom_publish_vehicle.sqf#L24-L25
     
    Credit to...
    @BigEgg for the localization solution in remote_messages.sqf
    @RedLink Russian translations
    @DAmNRelentless German translations and cleaning up the mission strings
    @Schalldampfer testing and detecting the mission vehicle spawning issue
    @Grahame Help with vehicle spawning problem
  2. Thanks
    Tricks reacted to JasonTM in [RELEASE] WAI 2.2.6   
    A server owner was having trouble with para dropped AI ending up in the water on his custom Skalisty Island mission, so I made the paradrops more configurable.
    Affected Files
    WAI\compile\heli_para.sqf
    WAI\static\default.sqf
    WAI\static\chernarus.sqf
    WAI\missions\bandit\hero_base.sqf
    WAI\missions\bandit\ikea_convoy.sqf
    WAI\missions\bandit\presidents_mansion.sqf
    WAI\missions\bandit\crop_raider.sqf
    WAI\missions\hero\bandit_base.sqf
    WAI\missions\hero\mayors_mansion.sqf
    WAI\missions\hero\ikea_convoy.sqf
    WAI\missions\hero\crop_raider.sqf
    I have already adjusted for the new formats in all of these files.
    Since the hero side did not have an "extreme" mission, I converted the Mayor's Mansion.
    For ease of update, just download the new files from github and swap the above files out.
    The new format for the paradrops in missions is like this:
    [position of mission, player check radius, heli classname, direction of approach, distance from mission for heli spawn, fly in height, time between each para drop, distance from mission to start drop,number of paratroopers, mission type, AI skill, weapon selection, number of magazines, skin type, AI gear, AI type, patrol or not, optional mission variable] spawn heli_para; //Example [[(_position select 0), (_position select 1), 0],200,"UH1H_DZ","North",[3000,4000],150,1.0,200,10,"Hard","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para; This is the new format in default.sqf and chernarus.sqf
    /* Paradropped unit custom spawn Eg. [ [911.21545,4532.7612,2.6292224], // Position that units will be dropped by 400, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) "North", // Direction of approach for the helicopter. Options: "North","South","East","West" [3000,4000], // Random distance from the mission the helicopter should start. [min distance, max distance]. 150, // Fly in height of the helicopter. Be careful that the height is not too low or the AI might die when they hit the ground 1.0, // Time in seconds between each deployed paratrooper. Higher number means paradropped AI will be more spread apart. Time of 0 means they all jump out rapidly. 200, // Distance from the mission the helicopter should start dropping paratroopers 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */  
  3. Like
    Tricks reacted to salival in [Outdated] Change Code - Change LockBox, Safe and door codes.   
    Outdated, already built into Epoch 1.0.7
    Hi guys,
    Quite a few admins asked me to release my Change Code script so here it is, It comes with BattlEye filters, too.
    This will allow players to set the code on placement/upgrade of doors, lockboxes and safes as well as changing them after they are placed.
    https://github.com/oiad/changeCode
  4. Like
    Tricks got a reaction from axeman in dayZ Night Lighting   
    Awesome to see you back Axeman! Join the Epoch Discord!
  5. Like
    Tricks got a reaction from BigEgg in [RELEASE] BigEgg's Safe Zones **Updated 11/26**   
    This is awesome, thank you very much. I will try it this evening on my test server. 
  6. Like
    Tricks reacted to BigEgg in dayZ Night Lighting   
    wtf lol - post your fix in here if you have it. Has to be the stupidest reply I have ever seen on this forum.
  7. Like
    Tricks reacted to salival in dayZ Night Lighting   
    I'm very sorry we don't know everything about anything.
  8. Like
    Tricks reacted to JasonTM in [RELEASE] JAEM - Just another Evac-Chopper Mod v1.6   
    Version 1.6 is available for testing: https://github.com/worldwidesorrow/JAEM-v1.5/tree/JAEM-v1.6
    I added it as a second branch to the github repo.
    This version has the ai and flight management on the server. The install process has changed a bit in the instructions.
    This version solves the issue of the ai chopper pilot not receiving further instructions after the player dies. If the player dies, the pilot will set a new waypoint and fly back to the original location.
    Additionally, I added a solution to an unresolved issue, disabled helicopter. If your evac chopper is heavily damaged in flight, the ai pilot will land safely and exit the helicopter. I added an option to place a local marker on the disabled chopper with optional timer.
    https://github.com/worldwidesorrow/JAEM-v1.5/blob/JAEM-v1.6/dayz_code/init/variables.sqf#L17-L18
    If your helicopter is destroyed, you will get a message and the marker will be deleted.
  9. Like
    Tricks reacted to salival in Reducing Loot   
    Hello,
    You would need to copy the loot configs to your mission file as described here: https://github.com/EpochModTeam/DayZ-Epoch/tree/master/SQF/dayz_code/Configs/CfgLoot
  10. Like
    Tricks reacted to Vladick in Animated Crash Spawner   
    Hey there,
    I'm trying to get this to work on my Epoch Chernarus 1.0.6.2 server but so far I have no evidence that it's working and it is spamming some errors every time the event starts. First off, it gives notification that there is a heli or plane in distress and to watch out for it. But, even though I have seen this dozens of times already, I have never actually seen the heli or plane or any crash sites that can be looted. I have also enabled the option to have the crash site show on the map but it does not. Also, I am getting these errors in my RPT:
    14:05:07 "RUNNING EVENT: animated_crash_spawner on [2018,2,19,10,5]" 14:05:07 Error in expression <"_maxX", "_minY", "_maxY"]; _minX = _tl select 0; _maxX = _br select 0; _minY = > 14:05:07 Error position: <select 0; _maxX = _br select 0; _minY = > 14:05:07 Error select: Type Number, expected Array,Config entry 14:05:07 File ca\modules\functions\misc\fn_isPosBlacklisted.sqf, line 37 Anyone have any ideas what the problem here is?
    Thanks for your help!
  11. Like
    Tricks reacted to JasonTM in [RELEASE] JAEM - Just another Evac-Chopper Mod v1.6   
    BattlEye wouldn't matter, if it did you would get kicked. I'll send you a pm with my email address. Send me your mission PBO.
  12. Like
    Tricks reacted to JasonTM in [RELEASE] JAEM - Just another Evac-Chopper Mod v1.6   
    What does your click actions entry look like? Make sure that you have a comma on the end of all of the click actions except for the last one.
  13. Like
    Tricks reacted to cen in SQL Cleanups - Someone mind sharing?   
    I don't want/need any donations my man, just spreading the knowledge of running servers for the better part of two years now :)
  14. Like
    Tricks reacted to Dwarfer in [SUGGESTION] Base power and lights   
    Maybe even have the lights tied to the "Plot Pole" and then the generators give power to that.. so for example.
     
    Two solar panels with 10w of power each give the Plot Pole 20w of power. each light for example could  then have 5w assigned to it. so 4 lights all OK. Build a 5th one and none light due to overload.
     
    Just an idea :-)
  15. Like
    Tricks reacted to Dwarfer in [SUGGESTION] Base power and lights   
    Hi Dev’s,
     
    Just a couple of ideas for you.
     
    Power:
    Can we have something that generates power within our own bases, something like the Solar Panel that can be built from X and Y.  This could then recharge players power maybe slower than the big turbines?.
     
    Lighting:
    I think I can say from most player can we get some ability to build lights in our bases. Maybe tie this into having to have a power source (see above) or use the solar lamp from within the game, buildable by X and Y.
     

     
    Land_SolarPanel_1_F / Land_LampSolar_F
  16. Like
    Tricks got a reaction from ReDBaroN in [Release] Lootspawner, configurable building loot system   
    Odd how people in Arma3 are so protective of theirs mods/scripts but in Arma2 nearly everything is shared.... It almost seems there are 2 completely different server dev/admin communities. I'm guessing it's because there are hardly any players for Epoch, really sucks.
  17. Like
    Tricks reacted to omega13 in Run Custom Script with Skaronator's BackDoor   
    Infistar is on the ball, the devs here just need to have someone set strictly for security updates. Honestly all this stuff between the two is bad for business, should of just talked it out and worked together, imagine what could get done if they would. Both side do amazing work is all I am going to say.
  18. Like
    Tricks reacted to axeman in Epoch mods.   
    It was hidden for 24 hours, not removed for the constant bumping and bickering with another server owner. After repeated warnings and attempts to communicate, which were ignored. At times we are dealing with a page of reports from these two particular posters. I am very patient and lenient but enough already, for the love of all that is good, please stop..
  19. Like
    Tricks reacted to BetterDeadThanZed in Quick Question About the Chenarus Map   
    Works fine for me and for many of those that play on my server.
  20. Like
    Tricks reacted to Darth_Rogue in Run Custom Script with Skaronator's BackDoor   
    ^^  This  +1   
     
    Or at least whenever there are new AH updates needed, which in my opinion should be AT LEAST bi-weekly.  
  21. Like
    Tricks reacted to axeman in Run Custom Script with Skaronator's BackDoor   
    We are not lawyers here but I agree, I asked to stop the dev and infi bashing so let's please respect my wishes for this thread on both accounts , read back a few posts..
     
    So, back to the point, what you are asking is we develop an anti hack but don't release it for testing, to the community, until we have it ready? 
     
    You do know that you can disable our AH at the server if you so choose? 
  22. Like
    Tricks reacted to axeman in Run Custom Script with Skaronator's BackDoor   
    Customisation is where we are heading, don't forget this is still in Alpha, there are a lot of updates to the game play coming in 0.3. 
     
    Our policy on BE and AH is whitelisting. For the mod we don't use or need client side  addaction, for good reasons. That's not to say this won't be opened up at a later time in the life of the mod.
     
    I do understand the frustration for mod makers, believe me I am having similar issues as a dev, but the mass abuse on first release of the mod has cemented the already correct decision to put security of the server and client first.
     
    Who wants to play a game with hackers.. not me. Hang in there, we Are listening and these enhancements will come, we're just a little snowed under bringing out content now that we are happy with the underlying structure of the mod..
  23. Like
    Tricks reacted to axeman in Run Custom Script with Skaronator's BackDoor   
    I am all for free speech but if this is going to turn into uninformed dev bashing and infi bashing I will lock the thread..
     
    Maybe some suggestions on how we could improve on this feature would be a more productive use of our time :)
     
    I will reiterate, we do read all of the feedback and act upon a lot of it. Just because we don't respond when goaded doesn't mean we're not taking it all in. 
     
    So far suggestions are to limit which level of Admins can run this, remove it altogether or rename the file to admin_tool.sqf to appease the tin hat brigade, that last one was mine ;)
  24. Like
    Tricks reacted to KiloSwiss in Cruise control script   
    I don't care about getting my hands on this script, since I don't own a public EPOCH server and even if, I would not be interested in anything that makes the game easy to play, in fact I would host a very hardcore server, if I did.
     
    I just thought: You post in a official forum that you have a script, then share it.
    If you don't want to share it with the community, don't post it in the forum but contact BetterModThanZed directly with a PM by yourself.
     
    But after reading this «I will once BetterThanDead has tested it out.» everything is fine from my point of view.
    I'm just a heavy defender of sharing with the community and I don't like to keep things private.
     
    btw.
    «Asking in a rude manner wont get you anything. Try and ask politely and then you may get things.»
    Teaching the over demanding kids some manners, that attitude is well appreciated.
     
    Have a nice day
    Greez KiloSwiss
  25. Like
    Tricks reacted to Tobias Solem in Amazing AI's on server - how they do all this?   
    First post, writes a lengthy reason as to why people should come and play on a clan server that barely has any activity at all.
     
    About as legit as a black van with the text "FREE CANDY" scratched on the side.
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