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f3cuk

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  1. Like
    f3cuk reacted to Friendly in New SUV Skins/Textures!   
    I didn't make his tutorial so please go to him for help.
  2. Like
    f3cuk reacted to Friendly in New SUV Skins/Textures!   
    Added Updates!
    Added transparent png of the suv skin so you can add your own overlays/backgrounds a lot easier! Added Pictures of each Texture!
  3. Like
    f3cuk reacted to Friendly in New SUV Skins/Textures!   
    Custom SUV Skins/Textures
     
       I do not take credit for any of the script.  I just made a few skins people might find useful.
     
       Credits
    [VB]AWOL whose posted http://epochmod.com/forum/index.php?/topic/13263-release-hollows-nissan-350zs/?p=95322 the proper way to do this. [VB]AWOL + Epoch Dev Team and EpochMod.com community for sharing awesome mods. FriendlyPA for the Custom Textures. Brockie for his tutorial.    Requirements
    Ability to edit sqf files PBO Manager Notepad++ First read Brockies tutorial by clicking on how to install the custom textures.
     
    Then download the textures below and if you need any other types of skins just ask and I will try and make one! Thanks!
     
    Download: https://www.dropbox.com/s/qvw5tz7ojqmwqqj/SUV%27s.rar
     
    Pictures: http://imgur.com/a/P4cID#0
  4. Like
    f3cuk reacted to Anarior in LOGISTIC - TOW / LIFT   
    The only section that needs updating is the LOG_CFG_CANLIFT one.
     
    It also seems that if the arrays are too large it can cause some issues with the script, so I'm in the process of trimming out all the non Epoch vehicles and rewriting the other arrays.
     
    But for now, this should get lifting working at least. I'll post a full config when I'm actually happy with the way it looks.
    LOG_CFG_CANLIFT=[ "CH53_DZE", "UH60M_EP1_DZ", "UH60M_EP1_DZE", "UH60M_MEV_EP1", "MH60S_DZ", "MH60S_DZE", "BAF_Merlin_DZE", "CH_47F_EP1_DZ", "CH_47F_EP1_DZE", "Mi17_Civilian_DZ", "Mi17_DZ", "Mi17_DZE", "MV22_DZ", "UH1H_DZ", "UH1H_DZE", "UH1Y_DZ", "UH1Y_DZE" ];
  5. Like
    f3cuk reacted to Flosstradamus in SSD Questions   
    Both
     
    Set up the drives as Raid 0 for maximum performance
  6. Like
    f3cuk got a reaction from Flosstradamus in SSD Questions   
    Okay which is better to have on a SSD the servers you run, MySQL or both?

    Both.
     
    Also would you see a decrease in server side lag for the P4L system?
     
    A decrease in server side lag? I think you mean increase? Any mod or add-on will decrease performance P4L included, but it's absolutely not know to be notorious for resource hogging.
  7. Like
    f3cuk got a reaction from Caveman1 in Looking for a good admin tool!   
    Although i cannot judge infistar, it is a strict no-go for me simply because it's a paid service and i don't feel it belongs in an open source community.
     
    From my experience running BE (with decent filters) + BEC (including reporter) + EAT and EPM Rcon gives solid performance and we haven't had any major problems with hackers. Obviously a cure is better then a fix, but I'm not too sure hackers are still as big of a problem they once were. I feel like that might have to do with the switch to steam (or maybe BE doing a better job then before). Furthermore a solution without Infistar seems less intrusive which should reflect positive on server performance. Not sure on that last part but normally enhanced security equals more checks/code which equals more cpu power required.
     
    Not saying don't buy Infistar, infact I'm sure it's a good product, but at least try without it and learn how to properly use all the admintools freely available. If you get a hang of those chances are you'll never need anything else.
     
    (P.S. make sure you backup your database regularly so you can rollback in case you do get attacked)
  8. Like
    f3cuk got a reaction from Havoc302 in [Release] Wicked AI 2.2.0   
    You should be able to do that one yourself. Just find a similair mission and follow that lead. If you are stuck please report here :)
  9. Like
    f3cuk got a reaction from Havoc302 in [Release] Wicked AI 2.2.0   
    Oh my..
     
    Easy -> No 50 cals
    Medium -> 50 cals
    Hard -> Lots of 50 cals + possible reinforcements
    Extreme -> Mission impossible

    I do agree the missions need work (which is also what we have been calling out for) and can be further enhanced. But i think you are a bit overdramatic about the skill levels used, they hardly make a difference (you have more chance of making an impact on difficulty by setting fixed weapon types). Removing the 50 cals seems like a bad idea since it will make missions way too easy for experienced players, you can compensate that with more AI but that will also make your server work that much harder. You'd be better leaving them in and setting a static skill level for them so their aim sucks and they won´t hit, also it´s not like there isnt a big fat marker on the map that players might want to avoid being airborn.
     
    That being said, we welcome any suggestions and you can always do pull requests on github to get them in. (But Ikea is already too cult to change :P)
     
     
    No it will only include default trader markers for Chernarus and Napf. You can add custom made markers to wai_mission_markers and enabling "wai_avoid_missions", we'll probably rename that in the future to a more global name.
     
    Yes you can.
     

    Missions wont timeout as long as there are players near. They should be able to make it to any place on the map within 30 minutes. If you wanna give them a little more time you might wanna add a sleep timer with a message on top saying something like "Rumor has it bandits are planning an ivasion of Skalisty", this should give players an X amount of minutes extra to prepare.

    Edit: Better way. Simply add wai_mission_timeout = [MIN,MAX]; just below the private functions to overwrite the default mission time and then revert it back to normal at the end of the file like this.
     



  10. Like
    f3cuk got a reaction from TNT in Looking for a good admin tool!   
    Although i cannot judge infistar, it is a strict no-go for me simply because it's a paid service and i don't feel it belongs in an open source community.
     
    From my experience running BE (with decent filters) + BEC (including reporter) + EAT and EPM Rcon gives solid performance and we haven't had any major problems with hackers. Obviously a cure is better then a fix, but I'm not too sure hackers are still as big of a problem they once were. I feel like that might have to do with the switch to steam (or maybe BE doing a better job then before). Furthermore a solution without Infistar seems less intrusive which should reflect positive on server performance. Not sure on that last part but normally enhanced security equals more checks/code which equals more cpu power required.
     
    Not saying don't buy Infistar, infact I'm sure it's a good product, but at least try without it and learn how to properly use all the admintools freely available. If you get a hang of those chances are you'll never need anything else.
     
    (P.S. make sure you backup your database regularly so you can rollback in case you do get attacked)
  11. Like
    f3cuk got a reaction from wizznall in [Release] Wicked AI 2.2.0   
    Use this
     



  12. Like
    f3cuk got a reaction from Nakama Mind in Building a PC for Epoch.   
    Like i said, the only real difference between the i7 and i5 is that it has HyperTreading which allows it to create 4 extra threads. Don't buy it solely for ARMA cause it won't use them.

    That being said, ARMA is already extremely CPU dependent single player (mainly because of the AI and rendering). Add some multiplayer to that (which is also CPU intensive) and you know you need a strong CPU to get the best out of the game. I agree with Axle when he says step up your CPU first, but i really wouldnt go higher then the i5 (the i5 4690K is the fastest i5 currently on the market).

    If you want I'd be willing to do some research for you if you can provide me with information like what you are willing to spend and if there is any parts you already own.
  13. 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
  14. Like
    f3cuk got a reaction from Jossy in [Release] Wicked AI 2.2.0   
    Peter you are definately running an older version. Your group_waypoints.sqf is outdated.
     

    15:14:22 Error in expression < { _skill = _this select 3; call { if(_skill == "easy") exitWith { _wp_rad = 2> 15:14:22   Error position: <_skill == "easy") exitWith { _wp_rad = 2> 15:14:22   Error Undefined variable in expression: _skill 15:14:22 File z\addons\dayz_server\WAI\compile\group_waypoints.sqf, line 17  
    There is no "_skil = _this select 3;" in the current release.
  15. Like
    f3cuk got a reaction from Thay-skill3d in [Release] Wicked AI 2.2.0   
    WICKED AI 2.1.0

    First of a big thank you to Jossy for making this possible, he's been great in cleaning up my mess ( :P) and adding most of the new features. Also a thumbs up for the community in helping us come up with some great ideas and test the Beta, which has created opportunity for us to fix many bugs before release. You guys are awesome!

    Some numbers on this update - by far the biggest one yet - it has almost 150 new commits since 2.0.5 including about 3000 addittions and 2000 removals in 69 files (which pretty much means we have fiddled with every single file).

    Our next update will be focussed mainly on adding new content. Which means we really start needing your help, our first goal is to have at least 20 different missions for each side and to have at least 5 special missions that are 'totally' different. Any help on this is greatly appreciated, if you do not know how to script but do have a great idea for a mission, be sure to share.

    Release 2.1.0
    Bandit and hero missions Dynamic loot on all missions More missions Multi mission support Better markers And much more Upcoming in 2.2.0+
    More missions C130 Missions Further enhancements Howto and instructions

    We realise that the documentation for the changes has not been our top priority, up until now we've mainly focused on rebuilding the missions system and in that process some things have changed regarding how the mission files work. We'll be looking into making a decent set of instructions. In the meanwhile please bear with us and feel free to ask any questions in this topic.

    Version history
    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
    Unpack dayz_server.pbo Open the download and extract the WAI folder to your dayz_server directory In server_monitor.sqf find allowConnection = true; add above ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack dayz_server.pbo Github

    This project has been published on Github and development will be ongoing there. Git(hub) helps keeping things in one place. Any issues with this mod can both be posted either there or in this topic (however we'd slightly prefer over there).


    Download
    Wicked AI 2.1.0
  16. Like
    f3cuk got a reaction from Thay-skill3d in [Release] Wicked AI 2.2.0   
    Beat you to it :P Fixed it about an hour ago
  17. Like
    f3cuk got a reaction from Liqu1dShadow in [Release] Wicked AI 2.2.0   
    We'll make sure some proper documentation gets supplied for the static missions and the new dynamic_crate. If - after that - anyone still has trouble converting there mission file we'll gladly help them out.
  18. Like
    f3cuk got a reaction from Sexysev in DayZ Commander stopped fetching new servers?   
    Yes this is a HUGE problem right now, new servers or the ones that have switched IP's are unable to get listed. Which pretty much means they'll be dead pretty soon unless they find a creative way to get new players. DayzLauncher is great but it simply does not have the playerbase that DZC does.
     
    Also check:
     
    I'll try and contact the author of DZC cause someone needs to take over that project.
  19. Like
    f3cuk got a reaction from Sexysev in DayZ Commander stopped fetching new servers?   
    How does that solve anything when most of the actual playerbase is still on DZC. I know DZL works and that one is actually being maintained but it does not help the fact that you hardly get new players from DZL.
    Server on DZC = new players (occasionaly) joining Server on DZL = no new players joining Both of your servers are on DZC so i get it's not a problem for you :P
  20. Like
    f3cuk got a reaction from Sexysev in [Release] Wicked AI 2.2.0   
    @PeterBeer: Why would you want that? They are extremely customizable in the sense you have full control of what spawns inside them. It just randomizes the stuff a bit to help the missions being a little less repetitive. Ikea missions still spawn buildables and the bandit base still give you a crap load of guns and some awesome goodies.
     
    --
     
    Seems to be a problem with vehicles despawning. Looking into that.
  21. Like
    f3cuk reacted to Zupa in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Plot Management 2.1 With Object Counter
     


    By Zupa & rosska85 


    Explanation
     
    This scripts adds a dialog to the plotpole where you can add people form the surroundings to your plotpole. They will be able to build for ALWAYS in the radius of that plotpole untill he gets removed from the plotpole. Everyone on the plot can "Manage" the plot. Owner will always be the highest power on the plote.


    If you dont use plotForLife mod and you add yourself to the plot, you will alwyas be able to build even after you die.


    Add yourself in admin list (fn selfactions section), so admin can manage all plots.


    Technical


    The people on the plotpole gets saved to the DB in the gear variable of the plotpole. The friends are in the plotfriends variable.
    [["46446465","Zupa],["456749879","MyLonelyFriend"]


    Maintain Version:


    You can use the maintain version with Default of SingleCurrency version of Epoch. This will allow you to maintain the area in your plot management menu!
    Show the plot area with a fancy dome made by Zero Remorse's Scripter! 
    Preview any cost before it gets spent!


    Credits


    rosska85 : His people saving on the plotpole gear field! Maca: The idea and code inspiration for this public mod Zero Remorse: Great Dome to show plot area.

    Screenshot


    Default Version:




     
    NEW Maintain version:
     



     Installation
     
     

    Files needed:


    https://github.com/DevZupa/PlotManagement


    Download it with the zip button on right side.


     
    Installation Instructions are on the github readme's


    MAINTAIN VERSION 2.1 !:


    Which files are updated:


    plotObjects.sqf (new) initPlotManagement.sqf (udpated) plotManagement.hpp add extra line in compiles.sqf change 1 number in player_build.sqf





    Same as the default but also add
    MaintainPlot = compile preprocessFileLineNumbers "zupa\plotManagement\maintain_area.sqf"; PlotPreview = compile preprocessFileLineNumbers "zupa\plotManagement\plotToggleMarkers.sqf"; PlotObjects = compile preprocessFileLineNumbers "zupa\plotManagement\plotObjects.sqf"; // NEW to your compiles.sqf  after
    if (!isDedicated) then { Now default max range is 30m to check if there are too many objects in one spot. 
    Lets change that to the plotRadius, so my plot menu can show u how many objects ( that can be maintain) are still able to be build.
     
    in player_build.sqf 
     
    look in a IF for:

    nearObjects ["All",30]change that to
    nearObjects ["All",DZE_PlotPole select 0]To change maintani price ( for default very obvious in maintain_area.sqf). for single currency


    change the 1 to any price you want per object.
    _theCost = _count * 1;For example
    _theCost = _count * 150; // 150 coins per object. INFINISTAR:


    Add the following number to the dialogs array:
    711194 AND


    Add
    "PlotManagement" to 
    _cMenu = You've succesfull have plotManagement






    NEW Update 1.1:


    Github updated with file:
    plotNearbyHumans  - ALLPLAYERS.sqf


    Rename to:
    plotNearbyHumans.sqf (overwrite default)


    IF YOU WANT ALL PLAYERS LISTED ON THE LEFT


    New Update 2.0:


    Fixed all players showing in list Added maintain area/ preview area cost/ preview area (in a dome)

    IF you have single currency user the maintain_areaSC as maintain_area ( rename it and delete the other one).


    Important info:
  22. 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
  23. Like
    f3cuk reacted to rosska85 in [RELEASE] Shared Plot Poles   
    UPDATE: Merged with which provides a GUI for adding and removing players, please see that thread for details.    This lets players give other players the right to build at their plot pole without having to rely on the 'friendly' system where the person has to be online for their friends to build. It was created for use on my own server because my friends and I all build at a base together and it was getting really annoying having to remove plot poles all the time if the person who placed it had gone offline.   I've tested it with Epoch 1.0.5.1 unmodded and also running Plot for Life. Install instructions have been provided for unmodded, modded, and Plot for Life specifically.    How it works: When a player is near a plot pole they own (or have been added to) and they are looking at another player, they'll get the option to get the player's UID. Then they can look at the plot pole and select to give that player build rights. The information is stored in the 'inventory' column of the database for the plot pole so server restarts, player deaths, etc wont cause that player to lose access.   Features: Allows the owner to add other players to the plot pole so the player no longer needs to be online for their friend to build at their plot Added players can add other players to the plot pole Added players can remove other players from the plot pole (if using Plot for Life, owner cannot be removed) Added players can upgrade all objects in range of the plot pole Added players can build anything inside of the plot pole radius (except other plot poles obviously) Added players can remove any object inside the plot pole radius (Non Plot for Life Version Only) Player can add their own UID to the plot pole when they first build it so they don't lose access if they die Download Link   Installation Instructions can be found on my GitHub   Credits: OtterNas3 because his key change script is where I learned how to make a self populating menu for the menu used to remove added UIDs from a plot pole.
  24. Like
    f3cuk reacted to raymix in [Video] Guide to server structure, variables, functions and Diffmerge   
    What is this guide for?
    Actually for everyone who ever wanted to learn about file structure of Arma 2 MP environment (Epoch in this case), from beginners to a bit more advanced users alike, including script makers and editors.
     
    What is this guide not for?
    If you ever created your own @mod, this guide is probably not for you.
     
    Damn 1 hour long video, is it worth watching it?
    No, create new topic and ask someone to help you with scripts if you came here to ask that question
     
    What are benefits from watching this video?
    If you actually follow along, you will be able to better troubleshoot problems with server and custom scripts. You will also be introduced to file structure of Epoch server, custom variables and compiles files as well as diffmerging files for script updates or compatibility issues.
     
    Are there any requirements to follow this guide?
    No, grab a coffee and chill. Don't try to replicate anything, instead just try to follow along, this is a theoretical guide rather than a tutorial.
     
    What's in the video?
    Introduction: I am explaining reason behind this video in full detail and talking about further contents, so skip ahead to what suits you best.
     
    Structure (03:00): We will be exploring file structure from first press of a button that lets client join the server. I will be explaining about different types of files used to run a server and how they chain load each other to make up a fully working server. Topics covered: Config files, mission config (ext) file, bin files, sqm and include files. I will be covering certain less essential parts like how RAM and HDD is used while loading scripts or PBO contents on demand.
     
    Variables (16:51): This section is for admins and script makers who brings over custom variables.sqf over to mission file. I will be explaining how variables are being defined to avoid RPT errors as well as introducing to common mistakes of redefining already defined variables that are present with many scripts and their guides and how to reduce mission file size by only reusing what is required. For all modders out there, please keep your own vars within your scripts, lets stop this madness.
     
    Functions (33:15): Precompiling functions is what actually makes our servers work. In this part of guide I will explain how they make up the server structure and how you are literary loading client and server files starting from init.sqf in your mission file. Yes you read that correct. I will be explaining common mistakes server admins commit by using custom compiles file server side and how majority of admins would blindly follow bad advices/guides and force loading their client and server files twice. We will be diving into more detail about compiles.sqf client side and server_functions.sqf files explaining how common mistakes are made when installing several addons that reuse same function and how to avoid future problems.
     
    Diffmerging (47:55): Last major part of this guide. I will be explaining how to work some magic with Diffmerge (or similar tools) to keep your addons up-to-date, as well as ironing out any incompatibilities between your custom scripts. We will be looking at how to diffmerge single file, whole folders and even merge two functions together to make them compatible. Experience gained here should allow you to merge any mod (or multiple mods) out there that uses same function making them compatible again.
     
    Final words (1:08:35): Conclusion and quick review of what we have learned within an hour of this guide.
     
     
     
     
     
  25. Like
    f3cuk got a reaction from Sexysev in New IP and DayZCommander wont show our server   
    +1 for us. Had to update our IP a few days ago and so far no luck getting back on Dayz Commander resulting in close to none new players joining.
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