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f3cuk

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  1. Like
    f3cuk got a reaction from RiMMON in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  2. Like
    f3cuk got a reaction from ComatoseBadger in [Fixed] Animated Crash Spawner 1051   
    Current release 1.3.2

    Fixed
    Issue where marker would only be set once; Issue where sometimes plane would instantly crash; MiscIntensified fire/smoke. ---
    Release 1.3.1

    Added
    Marker cleanup after the first person has secured the crashsite; Added a "Survivors have secured the crash site" message; Added vehicle start damage to planes (will cause them to smoke); Ability to hide or show marker; Ability to hide or show crahsname. FixedCorrected marker placement (it always spawned on pre-defined crash site, even if taken down or crashed somewhere else); Fixed issue where you would sometimes see the pilot bailing and getting deleted as soon as landed; Set the correct facing direction on the crash model; Crashing into sea stops loot from spawning at the bottom of the ocean, does not display a marker and show a message that the helicopter or plane has crashed into the ocean. MiscChanged the starting positions for Chernarus (with help of Richie); Lowered the speed of planes; Lowered the altitude of planes; Enhanced damage models; Enhanced loot tables per vehicle. How to installAdd a animated_crash_spawner.sqf to your dayz_server/modules folder Edit your EpochEvents array in init.sqf to include animated_crash_spawner E.g.
    EpochEvents = [ ["any","any","any","any",0,"animated_crash_spawner"], ["any","any","any","any",10,"crate_military"], ["any","any","any","any",20,"crate_supply_items"], ["any","any","any","any",30,"crash_spawner"], ["any","any","any","any",40,"crate_construction"], ["any","any","any","any",50,"supply_drop"] ];Download animated_crash_spawner.sqf
    version 1.3.2

     
     
     
    Can i safely add this to other maps then Chernarus?

    Yes you can, Richie and BetterDeadThanZed have been so kind to make a set of starting coordinates for all of the below mentioned maps. Simply replace the _heliStart line with one of the following. Your map not included? Ask (nicely) and you'll probably get served.

    Taviana (Origins)

    _heliStart = [[7637.1768, 4182.0859],[2154.2883, 17062.283],[8839.4092, 10396.975],[8821.5313, 19403.178],[15097.905, 15839.728],[17291.035, 7203.6821],[18815.258, 2757.0435],[13402.826, 12238.75],[12001.367, 15047.333],[5200.9824, 8429.251],[9564.2949, 5238.4321]] call BIS_fnc_selectRandom;Taviana 2.0
    _heliStart = [[11558.516, -56.829834],[7787.207, 3972.2046],[2279.2651, 6822.7891],[5548.9434, 8449.1914],[9465.4697, 7223.2925],[17441.467, 5454.5791],[13474.444, 11853.039],[8848.6611, 18823.994],[16224.908, 13310.733],[15171.845, 7629.0879]] call BIS_fnc_selectRandom;Napf
    _heliStart = [[3458.7625, 2924.917],[11147.994, 1516.9348],[14464.443, 2533.0981],[18155.545, 1416.5674],[16951.584, 5436.3516],[16140.807, 12714.08],[14576.426, 14440.467],[8341.2383, 15756.525],[2070.4771, 8910.4111],[16316.533, 17309.357]] call BIS_fnc_selectRandom;Sauerland
    _heliStart = [[3143.7053, 519.72656],[14047.064, 736.25336],[19551.301, 1638.9634],[22871.928, 3194.9937],[3216.1506, 8066.9844],[15430.821, 7462.8496],[22722.418, 8578.207],[3399.9622, 13945.776],[16220.508, 14363.767],[10220.176, 18679.586]] call BIS_fnc_selectRandom;Panthera
    _heliStart = [[2354.8118, 2898.7732],[6441.2544, 604.39148],[5837.6265, 3852.1699],[3434.9966, 7324.9521],[1250.1727, 8301.4199],[6353.0869, 5563.6592],[3011.1584, 4440.96],[4967.9551, 6376.479],[8340.8125, 4563.1436],[4582.7534, 2080.5737]] call BIS_fnc_selectRandom;Namalsk
    _heliStart = [[5046.9678, 5943.2656],[6360.792, 6582.0723],[3544.4153, 6451.7793],[7504.9102, 5786.3271],[7752.436, 7067.6895],[3920.3354, 7530.4941],[6448.9805, 8406.374],[6098.7876, 10094.43],[4745.8853, 10273.457],[8271.7441, 10356.828]] call BIS_fnc_selectRandom;Takistan
    _heliStart = [[2877.6855, 703.94592],[7118.8374, 10659.661],[7281.5488, 690.51361],[9251.5283, 2722.7166],[3742.7253, 3439.4333],[1300.1748, 3303.4463],[6000.7114, 5670.394],[9339.2139, 6650.0625],[11687.854, 9396.415],[3025.9387, 9983.293]] call BIS_fnc_selectRandom;Lingor
    _heliStart = [[862.89911, 816.75781],[2884.9204, 1093.1793],[3923.7927, 1078.5016],[6571.9326, 1575.0684],[3046.9241, 2413.4119],[5652.1348, 2944.7871],[1866.0063, 4954.5566],[3748.3994, 5456.0498],[6348.8232, 4448.1694],[8368.7148, 7673.5293]] call BIS_fnc_selectRandom;
  3. Like
    f3cuk got a reaction from 31_D!4b10 in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  4. Like
    f3cuk got a reaction from DayZimKopf.de in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  5. Like
    f3cuk got a reaction from koriaba in [Fixed] Animated Crash Spawner 1051   
    Current release 1.3.2

    Fixed
    Issue where marker would only be set once; Issue where sometimes plane would instantly crash; MiscIntensified fire/smoke. ---
    Release 1.3.1

    Added
    Marker cleanup after the first person has secured the crashsite; Added a "Survivors have secured the crash site" message; Added vehicle start damage to planes (will cause them to smoke); Ability to hide or show marker; Ability to hide or show crahsname. FixedCorrected marker placement (it always spawned on pre-defined crash site, even if taken down or crashed somewhere else); Fixed issue where you would sometimes see the pilot bailing and getting deleted as soon as landed; Set the correct facing direction on the crash model; Crashing into sea stops loot from spawning at the bottom of the ocean, does not display a marker and show a message that the helicopter or plane has crashed into the ocean. MiscChanged the starting positions for Chernarus (with help of Richie); Lowered the speed of planes; Lowered the altitude of planes; Enhanced damage models; Enhanced loot tables per vehicle. How to installAdd a animated_crash_spawner.sqf to your dayz_server/modules folder Edit your EpochEvents array in init.sqf to include animated_crash_spawner E.g.
    EpochEvents = [ ["any","any","any","any",0,"animated_crash_spawner"], ["any","any","any","any",10,"crate_military"], ["any","any","any","any",20,"crate_supply_items"], ["any","any","any","any",30,"crash_spawner"], ["any","any","any","any",40,"crate_construction"], ["any","any","any","any",50,"supply_drop"] ];Download animated_crash_spawner.sqf
    version 1.3.2

     
     
     
    Can i safely add this to other maps then Chernarus?

    Yes you can, Richie and BetterDeadThanZed have been so kind to make a set of starting coordinates for all of the below mentioned maps. Simply replace the _heliStart line with one of the following. Your map not included? Ask (nicely) and you'll probably get served.

    Taviana (Origins)

    _heliStart = [[7637.1768, 4182.0859],[2154.2883, 17062.283],[8839.4092, 10396.975],[8821.5313, 19403.178],[15097.905, 15839.728],[17291.035, 7203.6821],[18815.258, 2757.0435],[13402.826, 12238.75],[12001.367, 15047.333],[5200.9824, 8429.251],[9564.2949, 5238.4321]] call BIS_fnc_selectRandom;Taviana 2.0
    _heliStart = [[11558.516, -56.829834],[7787.207, 3972.2046],[2279.2651, 6822.7891],[5548.9434, 8449.1914],[9465.4697, 7223.2925],[17441.467, 5454.5791],[13474.444, 11853.039],[8848.6611, 18823.994],[16224.908, 13310.733],[15171.845, 7629.0879]] call BIS_fnc_selectRandom;Napf
    _heliStart = [[3458.7625, 2924.917],[11147.994, 1516.9348],[14464.443, 2533.0981],[18155.545, 1416.5674],[16951.584, 5436.3516],[16140.807, 12714.08],[14576.426, 14440.467],[8341.2383, 15756.525],[2070.4771, 8910.4111],[16316.533, 17309.357]] call BIS_fnc_selectRandom;Sauerland
    _heliStart = [[3143.7053, 519.72656],[14047.064, 736.25336],[19551.301, 1638.9634],[22871.928, 3194.9937],[3216.1506, 8066.9844],[15430.821, 7462.8496],[22722.418, 8578.207],[3399.9622, 13945.776],[16220.508, 14363.767],[10220.176, 18679.586]] call BIS_fnc_selectRandom;Panthera
    _heliStart = [[2354.8118, 2898.7732],[6441.2544, 604.39148],[5837.6265, 3852.1699],[3434.9966, 7324.9521],[1250.1727, 8301.4199],[6353.0869, 5563.6592],[3011.1584, 4440.96],[4967.9551, 6376.479],[8340.8125, 4563.1436],[4582.7534, 2080.5737]] call BIS_fnc_selectRandom;Namalsk
    _heliStart = [[5046.9678, 5943.2656],[6360.792, 6582.0723],[3544.4153, 6451.7793],[7504.9102, 5786.3271],[7752.436, 7067.6895],[3920.3354, 7530.4941],[6448.9805, 8406.374],[6098.7876, 10094.43],[4745.8853, 10273.457],[8271.7441, 10356.828]] call BIS_fnc_selectRandom;Takistan
    _heliStart = [[2877.6855, 703.94592],[7118.8374, 10659.661],[7281.5488, 690.51361],[9251.5283, 2722.7166],[3742.7253, 3439.4333],[1300.1748, 3303.4463],[6000.7114, 5670.394],[9339.2139, 6650.0625],[11687.854, 9396.415],[3025.9387, 9983.293]] call BIS_fnc_selectRandom;Lingor
    _heliStart = [[862.89911, 816.75781],[2884.9204, 1093.1793],[3923.7927, 1078.5016],[6571.9326, 1575.0684],[3046.9241, 2413.4119],[5652.1348, 2944.7871],[1866.0063, 4954.5566],[3748.3994, 5456.0498],[6348.8232, 4448.1694],[8368.7148, 7673.5293]] call BIS_fnc_selectRandom;
  6. Like
    f3cuk got a reaction from ElDubya in How about an official statement?   
    pls add coins
     
     
     
     
     
     
     
     
     
     
     



  7. Like
    f3cuk got a reaction from unrealPANDA in [Fixed] Animated Crash Spawner 1051   
    Current release 1.3.2

    Fixed
    Issue where marker would only be set once; Issue where sometimes plane would instantly crash; MiscIntensified fire/smoke. ---
    Release 1.3.1

    Added
    Marker cleanup after the first person has secured the crashsite; Added a "Survivors have secured the crash site" message; Added vehicle start damage to planes (will cause them to smoke); Ability to hide or show marker; Ability to hide or show crahsname. FixedCorrected marker placement (it always spawned on pre-defined crash site, even if taken down or crashed somewhere else); Fixed issue where you would sometimes see the pilot bailing and getting deleted as soon as landed; Set the correct facing direction on the crash model; Crashing into sea stops loot from spawning at the bottom of the ocean, does not display a marker and show a message that the helicopter or plane has crashed into the ocean. MiscChanged the starting positions for Chernarus (with help of Richie); Lowered the speed of planes; Lowered the altitude of planes; Enhanced damage models; Enhanced loot tables per vehicle. How to installAdd a animated_crash_spawner.sqf to your dayz_server/modules folder Edit your EpochEvents array in init.sqf to include animated_crash_spawner E.g.
    EpochEvents = [ ["any","any","any","any",0,"animated_crash_spawner"], ["any","any","any","any",10,"crate_military"], ["any","any","any","any",20,"crate_supply_items"], ["any","any","any","any",30,"crash_spawner"], ["any","any","any","any",40,"crate_construction"], ["any","any","any","any",50,"supply_drop"] ];Download animated_crash_spawner.sqf
    version 1.3.2

     
     
     
    Can i safely add this to other maps then Chernarus?

    Yes you can, Richie and BetterDeadThanZed have been so kind to make a set of starting coordinates for all of the below mentioned maps. Simply replace the _heliStart line with one of the following. Your map not included? Ask (nicely) and you'll probably get served.

    Taviana (Origins)

    _heliStart = [[7637.1768, 4182.0859],[2154.2883, 17062.283],[8839.4092, 10396.975],[8821.5313, 19403.178],[15097.905, 15839.728],[17291.035, 7203.6821],[18815.258, 2757.0435],[13402.826, 12238.75],[12001.367, 15047.333],[5200.9824, 8429.251],[9564.2949, 5238.4321]] call BIS_fnc_selectRandom;Taviana 2.0
    _heliStart = [[11558.516, -56.829834],[7787.207, 3972.2046],[2279.2651, 6822.7891],[5548.9434, 8449.1914],[9465.4697, 7223.2925],[17441.467, 5454.5791],[13474.444, 11853.039],[8848.6611, 18823.994],[16224.908, 13310.733],[15171.845, 7629.0879]] call BIS_fnc_selectRandom;Napf
    _heliStart = [[3458.7625, 2924.917],[11147.994, 1516.9348],[14464.443, 2533.0981],[18155.545, 1416.5674],[16951.584, 5436.3516],[16140.807, 12714.08],[14576.426, 14440.467],[8341.2383, 15756.525],[2070.4771, 8910.4111],[16316.533, 17309.357]] call BIS_fnc_selectRandom;Sauerland
    _heliStart = [[3143.7053, 519.72656],[14047.064, 736.25336],[19551.301, 1638.9634],[22871.928, 3194.9937],[3216.1506, 8066.9844],[15430.821, 7462.8496],[22722.418, 8578.207],[3399.9622, 13945.776],[16220.508, 14363.767],[10220.176, 18679.586]] call BIS_fnc_selectRandom;Panthera
    _heliStart = [[2354.8118, 2898.7732],[6441.2544, 604.39148],[5837.6265, 3852.1699],[3434.9966, 7324.9521],[1250.1727, 8301.4199],[6353.0869, 5563.6592],[3011.1584, 4440.96],[4967.9551, 6376.479],[8340.8125, 4563.1436],[4582.7534, 2080.5737]] call BIS_fnc_selectRandom;Namalsk
    _heliStart = [[5046.9678, 5943.2656],[6360.792, 6582.0723],[3544.4153, 6451.7793],[7504.9102, 5786.3271],[7752.436, 7067.6895],[3920.3354, 7530.4941],[6448.9805, 8406.374],[6098.7876, 10094.43],[4745.8853, 10273.457],[8271.7441, 10356.828]] call BIS_fnc_selectRandom;Takistan
    _heliStart = [[2877.6855, 703.94592],[7118.8374, 10659.661],[7281.5488, 690.51361],[9251.5283, 2722.7166],[3742.7253, 3439.4333],[1300.1748, 3303.4463],[6000.7114, 5670.394],[9339.2139, 6650.0625],[11687.854, 9396.415],[3025.9387, 9983.293]] call BIS_fnc_selectRandom;Lingor
    _heliStart = [[862.89911, 816.75781],[2884.9204, 1093.1793],[3923.7927, 1078.5016],[6571.9326, 1575.0684],[3046.9241, 2413.4119],[5652.1348, 2944.7871],[1866.0063, 4954.5566],[3748.3994, 5456.0498],[6348.8232, 4448.1694],[8368.7148, 7673.5293]] call BIS_fnc_selectRandom;
  8. Like
    f3cuk got a reaction from ZENITHOVMAN in Show us your loadScreen!   
  9. Like
    f3cuk got a reaction from ryker in [Release] Wicked AI 2.2.0   
    Release 2.2.0

    Decided it was time to fix the last few remaining issues with the 2.2.0 release. Enjoy!
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Installation InstructionsDownload the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file:allowConnection = true;And past the following code above it:[] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messagesNote: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqfFind:

    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";Add below:
    _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hppFind:

    class ExtraRc {Add below:
    class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.extFind:

    class DayZ_loadingScreenAdd above
    class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. VersioningFor transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.

    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  10. Like
    f3cuk got a reaction from calamity in [Release] Wicked AI 2.2.0   
    Release 2.2.0

    Decided it was time to fix the last few remaining issues with the 2.2.0 release. Enjoy!
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Installation InstructionsDownload the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file:allowConnection = true;And past the following code above it:[] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messagesNote: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqfFind:

    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";Add below:
    _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hppFind:

    class ExtraRc {Add below:
    class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.extFind:

    class DayZ_loadingScreenAdd above
    class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. VersioningFor transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.

    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  11. Like
    f3cuk got a reaction from chi in [Release] Wicked AI 2.2.0   
    Release 2.2.0

    Decided it was time to fix the last few remaining issues with the 2.2.0 release. Enjoy!
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Installation InstructionsDownload the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file:allowConnection = true;And past the following code above it:[] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messagesNote: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqfFind:

    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";Add below:
    _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hppFind:

    class ExtraRc {Add below:
    class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.extFind:

    class DayZ_loadingScreenAdd above
    class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. VersioningFor transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.

    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  12. Like
    f3cuk got a reaction from SchwEde in Sometimes character stops updating after skin change   
    Okay i have asked our players and none have experienced issues the last couple of days. Although I'm still not confident if the changes really fix the issue, I'm pretty sure they won't do any harm either. If anyone wants to test here goes.

    --
    Files that are changed with this.
    player_humanityMorph.sqf player_switchModel.sqf player_monitor.sqf (/dayz_code/system/player_monitor.sqf) player_monitor.fsm (/dayz_code/system/player_monitor.fsm) server_playerSync.sqf (/dayz_server/compile/server_playerSync.sqf) compiles.sqf (/dayz_code/init/compiles.sqf) init.sqf 1.) In your mission folder create a folder called "reset_fix" inside your custom folder. 
    2.) Copy over the following files into that folder (Skip if you already have these in your mission pbo)
    player_monitor.sqf (/dayz_code/system/player_monitor.sqf) player_monitor.fsm (/dayz_code/system/player_monitor.fsm) compiles.sqf (/dayz_code/init/compiles.sqf) 3.) Open your init.sqf 
    Find

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";Replace
    call compile preprocessFileLineNumbers "custom\reset_fix\compiles.sqf";4.) Open compiles.sqf 
    Find

    player_switchModel =        compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf"; Replace with

    player_switchModel =        compile preprocessFileLineNumbers "custom\reset_fix\player_switchModel.sqf"; Find

    player_humanityMorph =        compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf"; Replace with

    player_humanityMorph =        compile preprocessFileLineNumbers "custom\reset_fix\player_humanityMorph.sqf"; Find

    _model call player_switchModel; Replace with

    [_model] call player_switchModel;
    5.) Open player_monitor.sqf

    Find

    _id = [] execFSM "\z\addons\dayz_code\system\player_monitor.fsm";Replace with
    _id = [] execFSM "custom\reset_fix\player_monitor.fsm";
    6.) Open player_monitor.fsm

    Find

    "_model call player_switchModel;" \n Replace with

    "[_model] call player_switchModel;" \n 

    7.) Create a file called player_humanityMorph.sqf and place it in the reset_fix folder
     
    Add this




     


    8.) Create a file called player_switchModel.sqf in your reset_fix folder
     
    Add this
     



     


    9.) Open your /dayz_server/compile/server_playerSync.sqf

    Replace with
     



     
     
     
    10.) Repack your mission and dayz_server pbo
  13. Like
    f3cuk got a reaction from BetterDeadThanZed in Domain playepoch.com available   
    Hey guys,

    Thanks for your interest. I've decided to give the domain to BetterDeadThenZed, from all the people that responded i felt like he deserves it most for his active role in this community.
     
    This one can be locked.
     
    Cheers,

    f3cuk
  14. Like
    f3cuk got a reaction from ZENITHOVMAN in Domain playepoch.com available   
    Hey guys,

    Thanks for your interest. I've decided to give the domain to BetterDeadThenZed, from all the people that responded i felt like he deserves it most for his active role in this community.
     
    This one can be locked.
     
    Cheers,

    f3cuk
  15. Like
    f3cuk got a reaction from Chong in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  16. Like
    f3cuk reacted to marv in Feedback / Personal Impressions 0.2.5.2   
    Hello,
     
    First things first: i am not a native english speaker, so please forgive me if i am writing not in perfect english. oh, and please forgive me if this is the wrong forum, to me the feedback forum seems to be right.
     
    To start i would like to thank the epoch team for their work. i know this is not a final product or something like this and i am aware of the circumstances that many things are subject to change in the future. because of this i would like to write my opinion and hopefully some of this will find the way into later versions. i do not mean anything harmful or in an offensive way.
     
     
    #1 multigun
    since i started a3 epoch i asked myself "why the hell will a gun heal or revive players or fix broken vehicles?". actually we do have 4 items, the gun itself, heal attachment, revive attachment and repair attachment. in my opinion the gun can be removed, one item less, and replace the attachments with stuff like "first aid kit", "vehicle parts" and "defibrilator" - 2 of them are already part of the game.
     
    #2 energy
    i dont really get it. why should a player need energy to place base buildings? my opinion is, as long as a player is healthy and has the right amount of nutrition he should be able to build something, just like we people are in "real life " (although i dont like to compare a game to real life at all). and getting energy by driving a car (for example) is... well, kind of hilarious. for me energy is not the best concept.
     
    #3 jammer
    is there are real reason why the jammer is that huge? i mean, it says written in neon letters "here is someones base, take a look at me". you can litteraly spot it from really huge distances most of the time, especially on altis. just make it smaller so that it can at least fit into a normal building, full cinder wall height.
     
    #4 unprotected trader (Safezones)
    personally i would never go to an unprotected trader as long as i do not have to. what poop is for a fly is an unprotected trader for trolls, camper and similar players. ive played arma 2 epoch for a pretty long time and i know from experience that there is always one or more players that are just waiting to troll you hard.
     
    #5 starting in underwear.
    yay, i usually find first a vest, then a backpack, and after half an hour finally some kind of cloth. i dont see disadvantages to let a player start with some civilian cloth. this is just a very personal opinion. i litterally start laughing whenever i see a player ingame with a higher caliber weapon but no clothes. it looks so damn stupid.
     
    #6 destruction of bases
    as far as i know there isnt a base building part like cinder walls, wood walls etc that can not be destroyed. again, this is just my personal opinion, but as long as there is no option to secure at least some kind of base material its not worth to build a base. sooner or later someone will find your base and place some nice satchel charges. yes, i know you can say that it is realistic, but to be honest, the point why many players play a mod like epoch is the fact that you can build an own base as a storage device and does not have to start from zero.
     
    final words
     
    these are just thoughts and my personal preference. i do not claim to be "right" or something like this, but i would really appreciate if a dev can take a look at the input i wrote.
    thanks for reading.
  17. Like
    f3cuk reacted to Richie in The road to 0.3.0   
    The road hit a massive pot hole, they made BDTZ a moderator :rolleyes:
    Stop the bus, I want to get off :p
  18. Like
    f3cuk got a reaction from Swordsworn in Sometimes character stops updating after skin change   
    Okay i have asked our players and none have experienced issues the last couple of days. Although I'm still not confident if the changes really fix the issue, I'm pretty sure they won't do any harm either. If anyone wants to test here goes.

    --
    Files that are changed with this.
    player_humanityMorph.sqf player_switchModel.sqf player_monitor.sqf (/dayz_code/system/player_monitor.sqf) player_monitor.fsm (/dayz_code/system/player_monitor.fsm) server_playerSync.sqf (/dayz_server/compile/server_playerSync.sqf) compiles.sqf (/dayz_code/init/compiles.sqf) init.sqf 1.) In your mission folder create a folder called "reset_fix" inside your custom folder. 
    2.) Copy over the following files into that folder (Skip if you already have these in your mission pbo)
    player_monitor.sqf (/dayz_code/system/player_monitor.sqf) player_monitor.fsm (/dayz_code/system/player_monitor.fsm) compiles.sqf (/dayz_code/init/compiles.sqf) 3.) Open your init.sqf 
    Find

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";Replace
    call compile preprocessFileLineNumbers "custom\reset_fix\compiles.sqf";4.) Open compiles.sqf 
    Find

    player_switchModel =        compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf"; Replace with

    player_switchModel =        compile preprocessFileLineNumbers "custom\reset_fix\player_switchModel.sqf"; Find

    player_humanityMorph =        compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf"; Replace with

    player_humanityMorph =        compile preprocessFileLineNumbers "custom\reset_fix\player_humanityMorph.sqf"; Find

    _model call player_switchModel; Replace with

    [_model] call player_switchModel;
    5.) Open player_monitor.sqf

    Find

    _id = [] execFSM "\z\addons\dayz_code\system\player_monitor.fsm";Replace with
    _id = [] execFSM "custom\reset_fix\player_monitor.fsm";
    6.) Open player_monitor.fsm

    Find

    "_model call player_switchModel;" \n Replace with

    "[_model] call player_switchModel;" \n 

    7.) Create a file called player_humanityMorph.sqf and place it in the reset_fix folder
     
    Add this




     


    8.) Create a file called player_switchModel.sqf in your reset_fix folder
     
    Add this
     



     


    9.) Open your /dayz_server/compile/server_playerSync.sqf

    Replace with
     



     
     
     
    10.) Repack your mission and dayz_server pbo
  19. Like
    f3cuk got a reaction from Havoc302 in I will back MySQL for Epoch !!   
    --
    Has been tested, we found that MySQL was never the bottleneck for A2 (as expected bad server performance had to do with the number of objects*). Michael did succeed in porting all the functions to extDB, i remember the default hiveext was slighty quicker but that would not be noticable ingame. Guess that is overkill and possibly the rocket car you previously referred to. Although i agree a little data on that wouldnt hurt.  
    * If not already done, you might want to The stuff that we were working on there eventually made it possible for us to host a highly populated server (25+ players) on high FPS (15+) all the time, including stuff like Wicked AI and a building limit of 1500 objects per player. The key was not letting the server handle the buildables that had no interaction (e.g. floor/walls/sandbags/stairs/etc.). If interested i'd be willing to share the final code so you can have a look, we have stopped running an A2 Epoch server cause the hacks were getting too bad.
     
    Edit: Might as wel share all of our stuff to anyone interested, It's not like we are ever going to run another Epoch server and it might prove handy to others. Everything is there, which also includes a working Battle Royale mod for A2 Epoch (written from scratch).
  20. Like
    f3cuk got a reaction from stonXer in BI speaks out on p2w and donation shops!   
    Question: Did BI pay (or in any way reward) you guys for putting the DLC crap in Epoch? I cannot comprehend that decision otherwise, tops the list of P2W imho. (why not use open source alternatives if it was a content wise decision)
  21. Like
    f3cuk got a reaction from cen in BI speaks out on p2w and donation shops!   
    Because it gives players that pay extra money an advantage over players that don't. ARMA 3 is expensive enough on it's own. Content wise they add little to nothing and if that was the thing that made them decide they should have gone open source alternatives that everyone can enjoy. I just don't get how they can be so against P2W, and then add P2W stuff in the mod. It just doesnt rhyme.
  22. Like
    f3cuk got a reaction from cen in BI speaks out on p2w and donation shops!   
    Question: Did BI pay (or in any way reward) you guys for putting the DLC crap in Epoch? I cannot comprehend that decision otherwise, tops the list of P2W imho. (why not use open source alternatives if it was a content wise decision)
  23. Like
    f3cuk got a reaction from kiwigreen in BI speaks out on p2w and donation shops!   
    Because it gives players that pay extra money an advantage over players that don't. ARMA 3 is expensive enough on it's own. Content wise they add little to nothing and if that was the thing that made them decide they should have gone open source alternatives that everyone can enjoy. I just don't get how they can be so against P2W, and then add P2W stuff in the mod. It just doesnt rhyme.
  24. Like
    f3cuk reacted to vbawol in How about an official statement?   
    I merged several pull requests from the community into the master branch recently, I would like to spend some time on it but I am still pushing hard to get the next version of A3 Epoch release.
     
    If someone wants to test and help debug this current build on github for release contact me.
  25. Like
    f3cuk got a reaction from SkyDogs in BI speaks out on p2w and donation shops!   
    You cannot actually believe this yourself, that would render the whole modding community completely useless. I believe they have proven their worth, in fact, they are invaluable to the success of Epoch. The bandwith argument is just bullcrap (and you know it is). Yes authors might revoke access or whatever, but that is a big might and even though it may have happened in the past, im pretty sure that if you look at statistics this has been like 1/10 case, are you going to deny the 9 that actually did add to the mod just because the one fucks up? That is stupid.
     
     
    Any means of quicker transport is already an advantage. If you have the DLC you have something that 90% of the players do not have and therefore have a far greater chance of finding a means of transport. Yes you can haul with other vehicles, but again chance is in your favor if you buy extra DLC stuff. Anyone that has played on decently busy Epoch server will agree that vehicles you find most often are the DLC ones. I fail to understand how you do not see means of quicker transport as a big advantage. Not sure, but i think you can sell them aswell, krypto - as stated above by Sequisha - is something considered to give a player advantage.
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