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second_coming

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  1. Like
    second_coming got a reaction from mgm in So tired of all the disrespect towards community scripters   
    I appreciate every publicly released script whether I use it or not as most of them can be used to educate yourself on how to write and modify your own server setup. You guys rock :)
  2. Like
    second_coming reacted to horbin in Fulcrum Mission System v2.1a   
    V2.1 is out.  Overhaul of logic bomb will permit much more flexibility in mission design.  Integration of UAV/UGV's, and new Captive AI logic and theme.
    v2.1
    Fixed slow helo's. All helo's now spawn and fly at proper speeds.
    Vehicle stuck logic enhanced.
    Fixed data entry error in the 'Aquatic' theme that was causing frogmen to be on side 'EAST' instead of 'RESISTANCE' (no wonder they wouldn't shoot at you!!!!!!!)
    *UAV and UGV mission support UAV's and UGV's use all the same logic as 'drivers'. See MissionFile.htm, AI_Logic section for options. Valid UAV and UGV objects are defined for FuMS in the BaseServer.sqf file. See BaseServer.htm for details.
    *Theme Global Loot Data Fixed bug causing a parsing error when choosing to use a theme's local loot data file.
    *Rebuild of Logic Bomb See MissionFile.htm for details. Missions now operate on a trigger/action mechanic. Mission phasing has been removed. Missions now create children missions as part of the new 'logic' structure. Settings for the new 'mission launch' actions are detailed in MissionFile.htm. Mission spawning no longer 'suspends' triggers in the active mission, and admin's can now control how assets created in spawned missions contribute to the parent mission. Also see Test theme TestMission01.sqf for multiple examples.
    *New Triggers
    "OK" - Use of this trigger will result in the associated action occurring immediately upon mission start. "CAPTIVE" - Evaluates 'true' when the specified number of AI have been rescued. *New Mission Actions:
    "Lose" - causes 'lose' messages and loot events "Win" - causes 'win' messages and loot events "END" - terminates the mission and cleans up mission resources. Operates independent of win/lose. win/lose no longer clean up the mission. "CHILD",["",[location],Times, Frequency(seconds) ] "STEPCHILD",["",[location],Times, Frequency(seconds)] Child and StepChild spawn new missions that will share and inherit resources. See MissionFile.htm.
    MissionFile.htm updated. -Details on new Mission Logic -Details on how XPOS works with respect to 2D, 3D coordinates and 'named' locations.
    *New AI Logic: "CAPTIVE" - makes a unit 'neutral' with AI regardless of its 'side'. Adds an action menu to the AI with the following options:
    Flee: If within 200m of a rescue spot captive will run to that location. Otherwise it selects a random rescue spot from the list provided. Unit sets CARELESS behavior and sprints to its destination. Stay: Unit will stop at its location and assume the stance of the player issuing the order. Follow: Unit will follow the player, mimicking his stance. If the player gets more than 250m away from the unit, the unit will resort to a 'Stay' behavior using the stance of the player at the time the unit loses him. Board: Unit will board nearest non-ai controlled vehicle. Escape Point: Unit will temporarily display its 'escape point' on the map. Note: The captives are a little 'shell shocked' and will sometimes take a few seconds to respond to commands, but they will always acknowledge they heard the command via 'system chat'. Note: Captives that start a mission as 'cargo' in an AI vehicle will remain in the vehicle until it is disabled. Note: Captives assigned to follow an AI group will stop following that group when the group leader dies. Note: Captives remain 'neutral' to hostile AI until directed to Flee. *New "CAPTIVE" Theme
    Theme demonstrates new Captive logic. This theme creates a mission in a random location that contains 10 prisoners being guarded by a small squad of Humans, and an unarmed UGV. The goal is to get into the camp and rescue at least 7 of the captured clone prisoners. Beware, if too many of the guards are killed, reinforcements will be called upon! Talk to an captive to find his 'evac location', take advantage of nearby transportation, and if you succeed expect to find loot at one of the Evac sites! *New SoldierData Flag
    All AI defined in SoldierData files may also be provided with a true/false flag to set their captivity. This flag has no relation to the new 'Captive' AI logic and missions. This flag is a method to define custom AI that, by default, are 'setcaptive', thus hostile AI will not fire upon them. See GlobalSoldierData.htm section 8 for more details. Issues:
    Loot set to be placed in vehicles is not working consistently.
  3. Like
    second_coming got a reaction from iamnot in Arma 3 Epoch Basic Admin Menu   
    Don't put yourself as owner and high, you want one or the other not both.
  4. Like
    second_coming got a reaction from SteYou2014 in A3 Epoch Server, What can be changed?   
    In you mission init.sqf insert the following:
     
    // Control the epoch ai limit per player // 1. Epoch_Cloak_F = Cultist // 2. GreatWhite_F = Great White Shark // 3. Epoch_Sapper_F = Regular Sapper // 4. Epoch_SapperB_F = Super Sapper (dark) // 5. I_UAV_01_F = UAV (that spawns the AI) // 6. PHANTOM = Invisible phantom // 7. B_Heli_Transport_01_F = Transport helicopter for the mission system EPOCH_spawnLimits = [0, 0, 0, 0, 0, 0, 1];
  5. Like
  6. Like
    second_coming got a reaction from KiloSwiss in connection   
    fixed that for you :)
  7. Like
    second_coming got a reaction from Wesd in esseker   
    Here is the one I use on my server. It's a work in progress as it was based on the Chernarus one so some things aren't right yet. (I haven't looked at it for a while as I've kind of lost interest at the moment)


    //Esseker config created by second_coming class Esseker: Default { worldSize = 12000; traderBlds[] = { "Land_A_FuelStation_Build", "Land_A_GeneralStore_01", "Land_A_GeneralStore_01a", "Land_A_Office01", "Land_Ind_Garage01", "Land_Ind_Workshop01_04", "Land_Ind_Workshop01_L", "Land_Shed_Ind02", "Land_Tovarna2", "Land_sara_hasic_zbroj" }; containerPos[] = {}; telePos[] = { { "Transport_C_EPOCH", { 386,57,0.3 }, "", { 6802,5187,0 } }, { "Transport_W_EPOCH", { 402,49,0.3 }, "", { 4014,9223,0 } }, { "Transport_E_EPOCH", { 371,49,0.3 }, "", { 10139,7979,0.1 } } }; telePosCenter[] = {387, 44.5, 0.3}; propsPos[] = { //debug lights { "Land_PortableLight_double_F", { 402,40,0.249583 }, 133 }, { "Land_PortableLight_double_F", { 370,40,0.217788 }, 230 }, // phones { "Land_PhoneBooth_02_F", { 10455.2, 2214.84, 0 }, 52.4502 }, { "Land_PhoneBooth_02_F", { 10480, 2350.02, 0.101999 }, 326.023 }, { "Land_PhoneBooth_02_F", { 10479.1, 2349.45, 0.101999 }, 326.023 }, { "Land_PhoneBooth_02_F", { 6809.42, 2703.85, 0.101999 }, 131.438 }, { "Land_PhoneBooth_02_F", { 6795.85, 2484.88, 0 }, 312.46 }, { "Land_PhoneBooth_02_F", { 6738.58, 2393.89, 0 }, 221.25 }, { "Land_PhoneBooth_02_F", { 6409.57, 2439.88, 0.0883212 }, 46.4278 }, { "Land_PhoneBooth_02_F", { 7496.04, 5126.04, -0.000732422 }, 182.17 }, { "Land_PhoneBooth_02_F", { 10132.1, 5471.31, 1.52588e-005 }, 46.4049 }, { "Land_TouristShelter_01_F", { 11285.3, 5492.9, 1.52588e-005 }, 160.867 }, { "Land_PhoneBooth_02_F", { 11282.8, 5491.04, 0 }, 162.031 }, { "Land_PhoneBooth_02_F", { 13359.8, 6170.49, 0 }, 176.672 }, { "Land_PhoneBooth_02_F", { 12102.1, 7283.6, 0 }, 96.4346 }, { "Land_PhoneBooth_02_F", { 10654.9, 8013.35, 0.102005 }, 303.161 }, { "Land_PhoneBooth_02_F", { 12022.4, 9151.21, 0 }, 47.4504 }, { "Land_PhoneBooth_02_F", { 12023.3, 9150.26, 0 }, 45.6474 }, { "Land_PhoneBooth_02_F", { 12265.6, 9479.49, 1.18411 }, 141.691 }, { "Land_PhoneBooth_02_F", { 6017.95, 7821.39, -0.00500488 }, 223.037 }, { "Land_PhoneBooth_02_F", { 6227.46, 7721.33, 0 }, 36.2285 }, { "Land_TouristShelter_01_F", { 1969.65, 7361.86, 0 }, 35.9378 }, { "Land_PhoneBooth_02_F", { 1971.84, 7359.15, -1.52588e-005 }, 127.545 }, { "Land_PhoneBooth_02_F", { 11242.2, 12209.9, 0 }, 118.072 }, { "Land_PhoneBooth_02_F", { 2706.84, 10002.9, 0 }, 12.6221 }, // Traders at NEAF {"Land_PhoneBooth_01_F", {12072.8, 12627.4, 0}, 108}, {"Land_PhoneBooth_01_F", {12074.4, 12631.9, 0}, 108}, {"Land_CampingTable_F", {12064.2, 12604.5, 0}, 106.286}, // Trading Post {"Land_PhoneBooth_01_F", {11655.1, 3183.29, 0}, 247.273}, {"Land_Misc_Cargo2E_EP1", {11672.8, 3211.9, 0}, 154.091}, {"Land_Misc_Cargo2E", {11647.4, 3201.54, 0}, 155.455}, {"HeliHCivil", {11648.8, 3240.49, 0}, 0}, {"ShedBig", {11703.1, 3152.92, -0.316751}, 334.091}, {"Land_Market_stalls_01_EP1", {11661.1, 3207.69, 0}, 341.364}, {"BlackhawkWreck", {11681, 3236.4, 0}, 0}, {"Land_Shed_Small_F", {11660.2, 3206.51, 0}, 71.8182}, // phone boxes near spawns { "Land_PhoneBooth_02_F", { 4587.05, 4518.51, 0.201431 }, 90 }, // south west { "Land_PhoneBooth_02_F", { 12077.5, 5114.38, 0.00123596 }, 133}, // south east { "Land_PhoneBooth_02_F", { 10688.8, 9439.87, 0.00151825 }, 50}, //north east { "Land_PhoneBooth_02_F", { 6793,5174,0 }, 251 }, // Central // safe zones { "ProtectionZone_Invisible_F", { 4587.05, 4518.51, 0.201431 }, 90 }, // south west { "ProtectionZone_Invisible_F", { 12077.5, 5114.38, 0.00123596 }, 133}, // south east { "ProtectionZone_Invisible_F", { 10688.8, 9439.87, 0.00151825 }, 50}, //north east //Boat Trader {"ProtectionZone_Invisible_F", {9966, 5433, 1 }, 179}, // East Spawn (Shardak Resort) safezones { "ProtectionZone_Invisible_F", { 10143,7971,0.1 }, 10.286 }, { "ProtectionZone_Invisible_F", { 10145,7946,0 }, 300.143 }, { "ProtectionZone_Invisible_F", { 12060.6,12604.3,0 }, 330.857 } }; staticNpcPos[] = { //spare // South West 0 { "C_man_hunter_1_F", { 4585.05, 4516.51, 0.201431 }, 273.197 }, // South East 1 { "C_man_hunter_1_F", { 12075.5, 5109.38, 0.00123596 }, 313.34}, // North East 2 { "C_man_hunter_1_F", { 10686.8,9437.87,0.00151825 }, 231.976}, //Boat Trader 3 { "C_man_hunter_1_F", { 9966, 5433, 1 }, 179 }, // East Spawn (Shardak Resort) 4,5,6 { "C_man_hunter_1_F", { 10143,7971,0.1 }, 159 }, { "C_man_hunter_1_F", { 10145,7946,0 }, 169 }, { "C_man_hunter_1_F", { 10106,7911,0 }, 3 }, // West Spawn {"C_man_hunter_1_F", {4021,9223, 0}, 296}, {"C_man_hunter_1_F", {4020, 9217, 0}, 352}, {"C_man_hunter_1_F", {3964, 9268, 0}, 300}, // Central Spawn {"C_man_hunter_1_F", {6805, 5173, 0}, 350}, {"C_man_hunter_1_F", {6806, 5191, 0}, 201}, // Traders 12,13,14, {"C_man_hunter_1_F", {11666.9, 3205.76, 0}, 133}, {"C_man_hunter_1_F", {11662, 3203.14, -1.19209e-007}, 168}, {"C_man_hunter_1_F", {11654.7, 3199.9, -1.19209e-007}, 139} }; };
  8. Like
    second_coming reacted to shurix in [RELEASE] Huge Storage Boxes   
    I've been struggling with storing all loot that my mates bring from AI missions and I decided to create bigger boxes that would be stored in the database as a storage unit. I took Shelf from Epoch client as an example. The new box can hold up to 10000 lbs of loot compared with 300 lbs of the Shelf. The new box may be built using 4 Large Corrugated + 4 Plank Packs. By using the larger boxes I also managed to remove 100 or so shelves and replace them with 10 boxes. I guess that may increase my server performance just a bit.
     
    Check out this video and let me know what do you think.
     
    https://www.youtube.com/watch?v=jQFY3PchJaQ
     
    Here's the link to the new extra_storage.pbo
    https://drive.google.com/file/d/0BxlL3HGbsA4PQkx5S3k0NTZuRVE/view?usp=sharing
     
    You will need to put extra_storage.pbo into an existing or a custom @mod\addons folder on the server and on each client that connects to the server.
     
    I also added this line into my mission.sqm:
    addOns[] = { ... "extra_storage", ... } You may also want to customize your cfgCrafting.hpp to include the recipes to build the Storage Box Kit:
    class ItemCorrugatedLg : Default { usedIn[] = { "VehicleRepairLg", "KitPlotPole", "KitStorageBox" }; recipe[] = { { "ItemCorrugated", 3 } }; }; class PartPlankPack : Default { usedIn[] = {"KitStudWall","KitWoodFloor","KitWoodFoundation","KitWoodStairs","KitWoodRamp","KitTiPi", "KitStorageBox"}; recipe[] = {{"WoodLog_EPOCH",2}}; }; class KitStorageBox : Default { recipe[] = {{"ItemCorrugatedLg",4}, {"PartPlankPack",4} }; }; That's it! No more struggling with finding place to put that new sniper rifle, or 10 rifles :)
  9. Like
    second_coming got a reaction from Richie in connection   
    fixed that for you :)
  10. Like
    second_coming reacted to ZENITHOVMAN in STRAYA CANT!   
    AUSTRALIA
    I have been waiting for this little beauty for fuggin ages!
    The island is 8 times larger than Altis and is 1600Km2 compared to Altis 270Km2.  :blink: 
    http://www.armaholic.com/page.php?id=28882
  11. Like
    second_coming got a reaction from -CJ- in A3 Epoch Server, What can be changed?   
    In you mission init.sqf insert the following:
     
    // Control the epoch ai limit per player // 1. Epoch_Cloak_F = Cultist // 2. GreatWhite_F = Great White Shark // 3. Epoch_Sapper_F = Regular Sapper // 4. Epoch_SapperB_F = Super Sapper (dark) // 5. I_UAV_01_F = UAV (that spawns the AI) // 6. PHANTOM = Invisible phantom // 7. B_Heli_Transport_01_F = Transport helicopter for the mission system EPOCH_spawnLimits = [0, 0, 0, 0, 0, 0, 1];
  12. Like
    second_coming got a reaction from stonXer in Need Tool to open SQM Files   
    Open a Doctors surgery and you'll get plenty of patients.
  13. Like
    second_coming reacted to Halvhjearne in Vehicles disappearing then reappearing after restarts   
    you could also set it up like this:
     
    is redis fuctioning as expected? no
    is redis much better than sql? no
    is redis much more secure than sql? no
    does redis have a decent database manager? no
     
    saving player data in profilenamespaceis not exactly a good idea since it can easily be changed and is most likely a slower operation than an extension call.
     
    im having quite a lot of truble with redis aswell and im not exactly an idiot, lol.
    ... not to mention i have yet to see the argument for me to keep redis once there is an sql version available to me ...
  14. Like
    second_coming got a reaction from Ghostrider-GRG in MARKSMAN ITEM ID LIST   
    New DLC Gear

    ASP-1 Kir 12.7mm: Ammo 10Rnd_127x54_Mag
    srifle_DMR_04_F
    srifle_DMR_04_tan_F

    MAR-10 .338: Ammo: 20Rnd_762x51_Mag
    srifle_DMR_03_F
    srifle_DMR_03_khaki_F
    srifle_DMR_03_tan_F
    srifle_DMR_03_woodland_F
    srifle_DMR_03_multicam_F

    Navid 9.3mm LMG: Ammo: 150Rnd_93x64_Mag
    MMG_01_hex_F
    MMG_01_tan_F

    Mk14 7.62mm: Ammo: 20Rnd_762x51_Mag
    srifle_DMR_06_camo_F 
    srifle_DMR_06_olive_F

    Cyrus 9.3mm: Ammo: 10Rnd_93x64_DMR_05_Mag
    srifle_DMR_05_blk_F
    srifle_DMR_05_tan_F
    srifle_DMR_05_hex_F

    SPMG .338: Ammo: 130Rnd_338_Mag
    MMG_02_black_F
    MMG_02_camo_F
    MMG_02_sand_F

    Bipods (NATO):
    bipod_01_F_blk
    bipod_01_F_mtp
    bipod_01_F_snd

    Bipods (CSAT):
    bipod_02_F_blk
    bipod_02_F_hex
    bipod_02_F_tan

    Bipods (AAF):
    bipod_03_F_blk
    bipod_03_F_oli


    AMS Scopes:
    optic_AMS
    optic_AMS_khk
    optic_AMS_snd

    Khalia Scopes:
    optic_KHS_blk
    optic_KHS_hex
    optic_KHS_old
    optic_KHS_tan

    9.3mm Silencers:
    muzzle_snds_93mmg
    muzzle_snds_93mmg_tan

    .338 Silencers:
    muzzle_snds_338_black
    muzzle_snds_338_green
    muzzle_snds_338_sand

    Full Ghillie Suit Arid:
    U_B_FullGhillie_ard
    U_I_FullGhillie_ard
    U_O_FullGhillie_ard

    Full Ghillie Suit Semi-Arid:
    U_B_FullGhillie_sard
    U_O_FullGhillie_sard
    U_I_FullGhillie_sard

    Full Ghillie Suit Lush:
    U_B_FullGhillie_lsh
    U_O_FullGhillie_lsh
    U_I_FullGhillie_lsh

    Carrier Special Rig:
    V_PlateCarrierSpec_blk
    V_PlateCarrierSpec_mtp

    Carrier GL Rig:
    V_PlateCarrierGL_blk
    V_PlateCarrierGL_mtp
    V_PlateCarrierIAGL_oli

     
  15. Like
    second_coming got a reaction from Dwarfer in [WIP][HOWTO] Linux - Centos 7.0 Epoch Server   
    https://raw.githubusercontent.com/katzsmile/DayZAdmin/master/modules/rcon.php

    That also works and is a bit tidier :)

    config.php


    <?php $serverip = "127.0.0.1"; $serverport = "2302"; $rconpassword = "xxxx"; ?> rcon.php



    warning.php

    <?php include("rcon.php"); include("config.php"); $msg = $argv[1]; $cmd = "say -1 $msg"; rcon($serverip,$serverport,$rconpassword,$cmd); ?> called from a crontab entry:
    php -q /home/epoch/arma3/restarter/warning.php "RESTART WARNING Server restarting in 20 minutes"30 1,3,5,7,9,11,13,15,17,19,21,23 * * * php -q /home/epoch/arma3/restarter/warning.php "RESTART WARNING Server restarting in 30 minutes" 50 1,3,5,7,9,11,13,15,17,19,21,23 * * * php -q /home/epoch/arma3/restarter/warning.php "RESTART WARNING Server restarting in 10 minutes" 55 1,3,5,7,9,11,13,15,17,19,21,23 * * * php -q /home/epoch/arma3/restarter/warning.php "RESTART WARNING Server restarting in 5 minutes" 58 1,3,5,7,9,11,13,15,17,19,21,23 * * * php -q /home/epoch/arma3/restarter/warning.php "RESTART WARNING Server restarting in 2 minutes" 59 1,3,5,7,9,11,13,15,17,19,21,23 * * * php -q /home/epoch/arma3/restarter/warning.php "RESTART WARNING Server restarting in 1 minute" 0 0,2,4,6,8,10,12,14,16,18,20,22 * * * ./home/epoch/arma3/epoch_linux_startscript.sh restart
  16. Like
    second_coming got a reaction from chi in [Server Addon] Persistence (v0.1.7)   
    If it were restricted to only being persistent for certain items (like mines,tripwires) and also only in the range of your own jammer then I'd be all for it.
  17. Like
    second_coming reacted to DayZ Vet in We need large safes   
    Forget the codes and tie them to the jammer.
    the thing i hated the most about A2 EPOCH was having to write 100's of codes down for all my clans bases on every server we played on, thank god the door codes are tied to the jammer this time round.
  18. Like
    second_coming reacted to Liqu1dShadow in I'm Going to Release ALL My Cherno Map Additions   
    Look at post 33.....
     
    Trader City Buildings...
     



     
     
    Traders location in Trader City...
     



  19. Like
    second_coming got a reaction from lowrey in Support Databases   
  20. Like
    second_coming reacted to Brian Soanes in Support Databases   
    http://bit.ly/1Fe1FnL
  21. Like
    second_coming reacted to horbin in Fulcrum Mission System v2.1a   
    Kyrane,
       Try removing the comman from line 48 AND removing lines 51 and 52.  This will force the mission to only use M2Editor defined buildings.
     
    There is an a bug in FuMS. I won't be back in town for another two weeks. So can't get to the code to test/fix it. (along with a few other minor bugs)
     
    While I have been away, I've done some research on audio in arma, and I am planning to overhaul the radio chatter system that is a little more clean.  The chatter was 1st component I built into FuMS and I agree with most folks that it is a little cludgy :)
  22. Like
    second_coming reacted to maca134 in Support Databases   
    I have been working on a dropin replacement so Epoch can use another db engine, had it workingwith MySQL + Sqlite.
    Currently, the dll is writing all "Epoch Data" to a database, it requires no extra changes to files and uses none of Epoch's current code.
    I have only implemented "SET" so far but it is running side-by-side on a live server. I also added a tool to import a Redis db too ;)
     

  23. Like
    second_coming reacted to Dwarfer in need help with CPU dedicated server   
    FYI,
     
    32GB vs 64GB vs 128GB
     
    Does not make any diff.. A3 only uses about 2GB so even with OS and 3 servers 8GB fits OK.. however 16GB would be better for "swap" reasons especially if your on a windows box.
  24. Like
    second_coming reacted to Face in need help with CPU dedicated server   
    Arma 3 client/servers love powerful CPUs with high clock speed and can't effectively use more than 2 threads at once, so go with the 4 core Xeon CPU. Regarding hyperthreading do not put your server on a hyperthreaded (logical) core, as one hyperthreaded core is not the equivalent to one physical core.
     
    How HT works (abridged version): Each core of a CPU is able to handle one thread at any one instant, but certain inefficiencies such as a thread needing to wait for another thread (on another core) to finish executing before it can continue. This waiting time is wasted time on a CPU without hyperthreading, but HT lets a second thread execute on the same core while that original thread is temporarily on hold.
     
    It's kind of like eating a large hamburger held on one hand (physical core), and getting thirsty halfway through eating it, then using your second hand (logical HT core) to pick up your drink for a quick sip while you temporarily lower your burger. You're doing two different tasks, but not at the same time. You can't eat at the exact same instant that you're taking a sip. If you happen to never get thirsty while eating your burger, that drink won't be touched until you've finished eating.
     
    Hope you understand the analogy.
     
    Also regarding Intel vs AMD, current Intel CPUs are able to do more work per GHz than AMD CPUs, so you can't make direct comparisons based on speed. The way AMD counts cores is also different, each core is paired up into "modules" that act like individual hyperthreaded cores. So the actual number of physical cores is more like half of the stated number.
  25. Like
    second_coming reacted to Dwarfer in need help with CPU dedicated server   
    One additonal thing, If you don't already have a player base then I would recomend getting 1 cheap server to start with (if we a GSP most offer trade up programs) then build a player base and move to bigger boxes as and when you can/need to.
     
    50 players on a new server is hard to start. Just look at all the empty servers already around.
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