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  2. Like
    Runewulv got a reaction from ReDBaroN in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    you could keep it as anyone can repack the deployable and then add it to the garage to restrict removal variable in your ConfigVariables.sqf. The restrict removal option keeps anyone from removing anything from your plot thats in that array without permission on the plot pole first.
  3. Like
    Runewulv got a reaction from Schalldampfer in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    you could keep it as anyone can repack the deployable and then add it to the garage to restrict removal variable in your ConfigVariables.sqf. The restrict removal option keeps anyone from removing anything from your plot thats in that array without permission on the plot pole first.
  4. Like
    Runewulv reacted to Schalldampfer in Call Car   
    I added changes in those fix, hope this works:  (sorry, long spoiler again)
  5. Like
    Runewulv reacted to salival in [Release] Remote vehicle locking/engine/eject [Updated for 1.0.7]   
    Hi guys,
    Here's the updated version with the dialog menu which works with multiple vehicles per key, works quite well, I also added @ViktorReznov's suggestion with a toggle for the lights on/off.
    I will work on getting the script working with localizations this weekend.
    I tested this quite a bit, but please give it a test and see how it works and report any bugs.
    Dialog update: https://github.com/oiad/remoteVehicle/commit/364582917489b51694e431c2014c52e4a789fe4d
    forgotten battleye filter: https://github.com/oiad/remoteVehicle/commit/9cb398237dbeba59a654fb23965aa2c35f777b7e
  6. Like
    Runewulv reacted to salival in [Release] Remote vehicle locking/engine/eject [Updated for 1.0.7]   
    Hi guys,
    Just an update, I have been working on getting a menu working with this, I had it working completely just needing tidying but life/work got busy and I forgot about it
    @Schalldampfer's post reminded me about it, I should hopefully have my version out in a few days/the weekend.
    It's completely working, just needs tidying and localization, I basically just used the virtualgarage/vkc format dialogs, they seem to work well for vehicles.
  7. Like
    Runewulv reacted to looter809 in Call Car   
    @Runewulv & @Schalldampfer https://pastebin.com/xBttdSU7 This has the fix for vehicle being stuck in a base. I didn't see if the variable "canMove" is defined anywhere, I imagine it's a true variable for the AI system, so I left it alone. But you can see what I fixed in this version in my comments near the added code. I will next be making the script cost coins to call since I find it sort of OP of a script, if you guys want the edits I make for that as well let me know and I can post it too. Or I could add to the script so it asks for briefcases if you don't use coins.
    And I know my C++ writing could be improved, so if you see something I added to this script that could be improved feel free to teach me a lesson and show me what I did wrong. Thanks :)
    Edit: Coins are now working on the script. If anyone wants my finished (at least for now) version of this awesome script let me know.
  8. Like
    Runewulv reacted to looter809 in Call Car   
    @Runewulv So maybe to fix that issue I'll test some ideas later when I'm home that use something like if speed = 0 for more than 10 seconds then end script. I have a few ideas how that would look so I'll mess around with it and see if I can fix that. I also have an idea how to fix the problem with being able to call the script more than once at a time. Both problems sound easy to fix in my head, so it'll be a fun test to see if I have enough C++ knowledge to fix it.
  9. Thanks
    Runewulv got a reaction from nova in Call Car   
    Unfortunately that would be for JAEM, and it's not 1061 compliant yet. I do miss evac choppers. I wouldnt mind if this was updated with some kind of menu that was compatible with Masterkey though.
  10. Like
    Runewulv reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]   
    in your dayz_server\system\server_monitor.sqf find: 
    _hiveLoaded = false; add below:
    PVDZE_EvacChopperFields = []; find this line:
    if (_isDZ_Buildable || {(_isSafeObject && !_isTrapItem)}) then { Add this above:
    if ((typeOf _object) == "HeliHRescue") then { PVDZE_EvacChopperFields set [count PVDZE_EvacChopperFields, _object]; }; Add at bottom of server_monitor.sqf:
    if (isServer && (isNil "EvacServerPreload")) then { publicVariable "PVDZE_EvacChopperFields"; ON_fnc_evacChopperFieldsUpdate = { private ["_action","_targetField"]; _action = _this select 0; _targetField = _this select 1; if (_action == "add") then { PVDZE_EvacChopperFields = PVDZE_EvacChopperFields + [_targetField]; }; if (_action == "rem") then { PVDZE_EvacChopperFields = PVDZE_EvacChopperFields - [_targetField]; }; publicVariable "PVDZE_EvacChopperFields"; }; "PVDZE_EvacChopperFieldsUpdate" addPublicVariableEventHandler {(_this select 1) spawn ON_fnc_evacChopperFieldsUpdate}; EvacServerPreload = true; };  
  11. Like
    Runewulv got a reaction from juandayz in Base Maintain   
    ah ok thats what I thought, thanks for clearing that up my friend.
  12. Like
    Runewulv got a reaction from salival in [Release] Garage Door Opener [Updated for 1.0.7]   
    Love this idea salival. I'll be installing this and testing it within the hour.
    As per usual, works amazingly well thanks Salival.
  13. Like
    Runewulv reacted to vbawol in Epoch 1.0 Release Changelog   
    I am proud to present to you Arma 3 Epoch Mod version 1.0. This update represents the cumulative volunteer effort over 4 years by me and more than a dozen people and this latest update would not possible without help from these great developers: @He-Man, @DirtySanchez, @Raymix, @orangesherbet , @pumba and @Helion4. An extra thanks go to our donors and GSP sponsors for your ongoing support.
    Full Changelogs:

    Release Notes:
    Favorites bar - Players can pin (almost) any item to the bar by dragging items from inventory to equip/un-equip (Weapons, attachments, headgear, etc.) or consume (eat, drink, build etc) using keyboard mapping without having gear open. Use ESC menu to change the mappings. Server admins, see client_init.sqf for config. Advanced Vehicle Repair System - Repairing your vehicle just got more realistic. Patch a leaky fuel tank with Duct Tape. If you blow a tire you now need to find a Spare. Engine too damaged? you'll need to grab an engine block to repair it.  Repair Items: Duct Tape - Used to repair fuel tanks. Fuel Tank - Replacement fuel tank. Spare Tire -  Repairs a blown out tire. Engine Parts - Repair parts for Engines. Engine Block - Replacement engine block. Glass - Fixes broken window glass. Rotors - Repairs helicopter rotors. Vehicles Armed Mosquito: helicopter variant that comes with 3 Grenades. Vehicle Upgrade System - Upgrade your ride by using one of the new vehicle upgrade documents found in the world. Vehicle Ammo Reloading from Inventory and Vehicle Ammo. Vector Base Building - Build in any direction or angle you want. (uses Arrow keys by default and with SHIFT / ALT you can control the steps). Base Building: Quarter and Half wood floors. Concrete floor. Cinder wall with a window. Cinder wall with a metal door and window shutter. Barbed Wire. Concrete and Metal Towers. A-frame and Domed Tents. Burn Barrel Wooden Light Pole Small (forest and desert) Camo Nets Large (forest and desert) Camo Nets Camp Fire Field Toilet Scaffolding Sink (water source), Single and Double Portable Lights Lifeguard Tower Sun Shade Fuel Pump Small Sandbag Bunker Short Sandbag Wall Long Sandbag Wall Bar Gate Water Pump Crafting Canvas Smelting Tools Female outfits 84 new outfits based on 20 top designs and 4 new pairs of jeans. Halloween masks Witch Skull Ghostface Plague Hockey Medical items: Adrenaline Shot Caffeine Pills Orlistat Pills Vitamins Antibiotic Atropine (Radiation Toxicity) Nanite Pills, Cream, and Shot (Radiation Toxicity) Iodide Pills (Radiation Toxicity) Food items: 100 Krypto Candy Bar RedKing Burger BluKing Burger Gyro Wrap Ice Cream Cereal Powdered Milk Box o Rice Farming System: Craftable farm garden plot, Just place seeds and watch it grow. Seeds for growing: Goldenseal, Hemp, Poppy, Pumpkin, Sunflower. Karma System: Will affect your ability to perform certain missions and purchase some items in the future. Karma changes for deaths, suicides, PvP, trader kills, revives, trading sales and purchases. Radiation System Out of bounds radiation Digital Geiger counter Satellite crash event Dynamic Debris Vehicle wrecks that can be broken down to scrap metal using the sledgehammer. Trash and other debris on the roadways that can be "Examined" for loot.  Epoch Events 3.0: Support for external pbo based events. see epoch_server_vip_event or epoch_server_debris_event for examples. VIP Event: Reveals the map location of a random player that possesses a specific item (default: ItemBriefcaseGold100oz) every X (default: 15) minutes. Epoch Dev Libs: See https://github.com/EpochModTeam/Epoch/tree/experimental/Tools/DevFrameWork for more info. Dynamic Simulation is now fully enabled. See "CfgDynamicSimulation" for configs. Misc Items: Seed-based dynamic "underground" bunker concept using VR map.    Barrel Bomb: large craft-able explosive that can be placed and detonated. Brown Briefcase: that contains 100oz Silver. Bio Hazard bag "Zombie Parts Bag". Custom map markers and icons. Option to drink with your hands from water sources found in the world with an added chance for toxicity. Md5 hash function, See usage example with EPOCH_fnc_server_hiveMD5 SQF function. Map support for Malden 2035. Map support for Chernarus Redux. Changed
    Crafting recipes can now have item requirements and Crafting metal bars now require Smelting Tools. Karma now persists death and was moved to community stats. Optimized player saving and loading. CBA extended event handler and zeus curator support for Epoch Vehicles. Base PlotPole ESP added to Epoch Admin Panel. Helper arrow to indicate the door-opening direction for Base Building.  Made ServicePoint more configurable. Base Building: Elements can be detached to walk around the Element before saving. Replaced 0/90/180/270° direction build mode with "Rotate 90°". Max building height now will be checked directly at building element placement. Separated Hunger and Thirst loss values. Hunger and Thirst loss rates are now affected by server time Multiplier. Gas Station Auto-Refuel is now disabled on all maps by default. Note that this update requires extension (epochserver.dll/so) updates server side. Fixed
    Player stats variables are now obfuscated, and hitpoints tracked via the server. Bad conversion: bool RPT spam caused by incorrect usage of configClasses. Snapping issues with base building. Sounds not working due to changes to 3dSay command in recent A3 updates. Spawning at base above Water was not working correctly. One step is higher on stairs, can't run up while crouched. L85 Elcan optic issues. Zombie falsely triggers Mission success. Base Building 90° and 270° Snap was broken. Sometimes snapped Base Building elements rotated back on save. BE kicks since 1.76.  
  14. Like
    Runewulv reacted to lwbuk in Next Update   
    @anhor Look at the top 10 servers in game tracker. 
    They are all semi or fully mil, with a couple of vanilla dayz in there...
    MOST people want that, that’s why those servers are popular and the more hardcore ones are empty. 
    Just because YOU don’t want that, don’t assume everyone else doesn’t. 
    It speaks for itself whether you like it or not and whether epoch was intended to be that way or not, that’s what’s its become and that’s what keeps the game alive. 
  15. Like
    Runewulv got a reaction from theduke in Next Update   
    LOL I dont do either of those options. My server is set up for the long haul and I have many vets that have played my servers for years now. 
    And there were small issues in, but 1.0.6 was a rough patch. 
    That's why you set up a full mill server smart. I dont give basekits or start money. I have 10k Hero, 30k Special Forces, 50k Alpha Wolf, 100k 25% Discount, and 500k 50% discount traders. It's all about setting it up smart. In my experience (as I've been playing Arma 2 for 5 years) the servers with basic stuff is usually the ones where people get super bored, or if you make it too easy to get stuff. You cant get a m1a2 on my server till u hit 50k and then have 70 briefcases. I dont use coins, I prefer old school. The only time my servers have had trouble maintaining population is in the last few months.
    thanks for a whole bucket load of BS assumptions though.
  16. Like
    Runewulv reacted to salival in Next Update   
    We've talked about the idea of adding more vehicles (i.e overwatch ones) but the problem is getting permission to do so, a lot of authors are long gone and or wont give permission for their stuff to be used.
  17. Like
    Runewulv reacted to ViktorReznov in [Release] Scrapper v3.2 [WEAPONS!]   
    Always look here for updated info!!!
    old content post 1:
    Updated! Weapons can now be returned with parts, right now it is with every successful scrapping, not all veh weapons are converted into player weapons and for the ones that weren't but had a static weapon version, I went ahead and used those, I personally will be setting it up so players can deploy static mgs with the returned packed backpack versions but for now, if its a m240 or PKT on the vehicle, you will recieve a 240 or pkm. any other detected weapons not a mk19 will then be turned into scrap while the mk19 will return as packed static weapon. 
    Old Content to above block
    Fixed some more stuff, v3.1 is available on github
  18. Like
    Runewulv got a reaction from juandayz in [WIP] Scrapper v1 [OUTDATED]   
    cant wait for github to update, well done man. 
  19. Like
    Runewulv reacted to ViktorReznov in [WIP] Scrapper v1 [OUTDATED]   
    Update: generation of parts is based on damage to existing parts and dependent on parts available. This function is in progress and nearly complete
  20. Like
    Runewulv got a reaction from juandayz in [Find Items on Wreck]   
    Hello, I love this script. Makes wrecks more versatile for use. However, I found a bug. If you deconstruct the wreck without choosing the Find Loot option. It bugs out your mousewheel. Locks Find Items to your action menu and prevents you from further checking items on other wrecks. When chosen on another wreck it will say "Another Process is being used". It works great otherwise, and gives people a reason to clear out those wrecks.
    EDIT:   It actually breaks the mousewheel so you cant use it for anything but switching weapons until you soft log to the lobby.
  21. Like
    Runewulv got a reaction from juandayz in [Find Items on Wreck]   
    worked like a charm, thanks Juan.
  22. Like
    Runewulv got a reaction from vbawol in Epoch Dead?   
    been an A2 Epoch server owner for 4 years now. I can tell you from current and past experience, with new updates there is always a 1-2 month period of working out the bugs. So a new update comes out and people come flocking in expecting everything to work according to plan, scripts magically adapt themselves, and the skies open and everyone has a blast like before. However, the reality is it does not work that way with coding. I've warned my player base multiple times that it takes time to get everything worked out and to come back in a few weeks. Most good players understand. So, we're in that period of time where people are probably playing other games, taking a break from whatever bug annoyed them. Before 1.0.6 my server was steady 10-15 players (good for PVE server), and was steady through the beginning of 1.0.6 but now that the reality has set in for them, some people go back to old updates or play something else until all the hard work is done. In like a few weeks to a month, probably be a different story. Epoch is not dead, its in beta testing. Give it time. And by the way, word of mouth is most important promotion of all. You'll have like 2-3 months of quiet days and nights, but if you do a good job and provide a good product, it will pick up.
  23. Like
    Runewulv reacted to salival in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4.1 (Updated for Epoch 1.0.6)   
    I will have my version of this out in a day or so, I just have to write the install instructions up.
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