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TheStainlessSteelRat

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  1. Like
    TheStainlessSteelRat reacted to Grahame in Whats happened to EPOCH ??   
    I couldn't agree more with those who've said that Epoch is far from dead. There is a small but steady flow of players finally making the switch from ARMA 2 and new server owners making the decision to invest their time in Epoch - which, IMO provides a better framework than Exile, even now.
    It is true that many script and mission developers have moved over there, but those of us who are slowly building our knowledge and experience will hopefully, in time, be able to contribute new features and functionality as we gain in experience and knowledge. In addition, several folks have taken some of the older scripts and missions and updated them to take into account the changes in Epoch and ARMA.
    I'd also point out that there is an increasing diversity of what is being provided by Epoch server owners. While the majority are still vanilla, others of us are providing diversity by developing our servers with Epoch, different mods, different adversaries - all, again facilitated by the fine work of the Epoch devs and based on the work of those who came before us.
    Just one side note to finish off: while I agree that if all you're doing is providing lots of loot and little else there is not a lot of challenge and players may drift off but, just because a server does have high loot does not necessarily mean that it is easy. That depends on the challenge provided in the environment and sometimes you do need to let players find more than the average loot in order for them to stand a chance of survival.
  2. Like
    TheStainlessSteelRat reacted to rvg?! in Building/Crafting Ideas for future development   
    Loot suggestion:
    Randomly spawned apples, salad under trees.
    Started modelling with Blender the last weekend but currently the apples look more like a eggplant. Guess i have to practice a bit more..
  3. Like
    TheStainlessSteelRat got a reaction from rvg?! in [FEATURE REQUEST] Hoverboards (URGENT)   
    Playstation 7 by my reckoning release date 2034, based on past 6-7 yr development cycle. Available bundled with beta version of DayZ SA.  :blink:
  4. Like
    TheStainlessSteelRat reacted to axeman in Whats happened to EPOCH ??   
    AWOL is as busy as always. I am back a bit lately. Have just released an add-on to the player death that adds a bit of fun, is currently on experimental servers.
    I have a task / mission system that is being finished off for release very soon. The idea is to add some stories and mini game play along with the classic shoot AI / hunt the box type missions. This will replace the trader missions, or can be triggered by an event, and allows for editing / creating your own tasks and stories / missions via the config. The missions will be persistent over logging off/on but not currently over server restarts. I expect restart persistence will be required, at some point, for longer missions.
    There are a couple of AI characters also in the pipeline, mainly support characters that interact with you in game and either help out or act as part of the story lines, one guy is an antagonist of sorts, the crazy looter is his working title, naturally his weapon of choice is a hatchet.
    They are currently able to follow you around, react to the environment, interact with vehicles as you get in and out, follow you, loot (WIP), react to combat situations etc.
    I have experimented with an AI character and building, very crude at the moment but some of the 'structures' are interesting, even artistic on one or two cases :)
    My main aim at the moment is to get the task system finished and create some story lines. Also tested out generating several antagonists on a group of three or four, the firefight was intense so expect that to be an aspect of at least one of the missions.
  5. Like
    TheStainlessSteelRat reacted to rvg?! in Whats happened to EPOCH ??   
    Wait..
    Ok i am over it.
    To say exile is "probably" the best, just reflects your own subjective opinion. And if i read your last 6 posts here on the forums i get confirmed by that. (Exile Merchandise Contract?)
    Doesnt mean exile is bad, but as KPABATOK some time ago said:
    And it is exactly what it is. A lot of players nowadays dont want any challenge e.g. looting and so on. If they cant build a base within 40 mins they are pretty much "pissed" and flame around what a shit mod it is and where the hell is the "autorun key"?!
    Epoch is a survival mod. And hopefully it will stay like that!
    The Epoch community has the problem (my opinion), that a lot of good scripters and knowledge left.
    In Exile is a lot of stuff premade from the devs. So easy going with the mod for the serveradmins.
     
    Anyway, enough good Epoch servers with decent admins and players out there.
  6. Like
    TheStainlessSteelRat reacted to rvg?! in Teleport player by script   
    I would like to teleport players to a specific area with enabled epochAH.
    When i teleport the player client or serverside with eventhandler or without, the player gets teleported back to his old position after around a minute.
    My questions:
    How can i get rid of that without disabling EpochAH?
    Does EpochAH track player positions?
    My temp solution was to abuse the EpochAdminMenu teleport cmds by script, but is there no other way?
    Thx in advance
    cheers rvg?!
     
     
  7. Like
    TheStainlessSteelRat reacted to Excaliber_47 in Building/Crafting Ideas for future development   
    Crafting Recipe:
    Fishing Rod/Pole: two sticks, one empty can, string, one silver/tin bar no workbench or fire needed (would be nice to see a better fishing mechanic rather than just melee the water) Lantern: Jerry can full (or enclosed battery), two light bulbs, one small metal, electric component. Need workbench; allow this to be removed/repacked and option to turn off/on Building Suggestion:
    Allow a persistent fireplace/camp fire when within the limits of a frequency jammer, just add more wood log or sticks after a restart. Some other lighting for base than fires, maybe lanterns mentioned above.
  8. Like
    TheStainlessSteelRat got a reaction from Snitzle in SC: kicked issue   
    My assumption is that SC=Signature check and the kick is the result of that failing. Often this is due to one or more mods not being recognised by the server.
    My advice to players encountering this issue is to make sure the mod is verified and loaded in Arma 3 launcher, also the good old standby of verifying Arma3 and then restarting steam and game. If none of that helps deleting their mpmissionscache folder in AppData and then trying all previous steps and then trying to rejoin helps. Of course that only works if i can get to talk to them and can pass that info on.
     
  9. Like
    TheStainlessSteelRat got a reaction from arc7r7 in SC: kicked issue   
    My assumption is that SC=Signature check and the kick is the result of that failing. Often this is due to one or more mods not being recognised by the server.
    My advice to players encountering this issue is to make sure the mod is verified and loaded in Arma 3 launcher, also the good old standby of verifying Arma3 and then restarting steam and game. If none of that helps deleting their mpmissionscache folder in AppData and then trying all previous steps and then trying to rejoin helps. Of course that only works if i can get to talk to them and can pass that info on.
     
  10. Like
    TheStainlessSteelRat reacted to RC_Robio in Update the Wiki!   
    Best practice is make sure it is correct. And not sure how gamepedia works. But I would assume that the original author would have to actually approve the content before it could be committed live. Not sure on that though. 
  11. Like
    TheStainlessSteelRat reacted to KPABATOK in [Resolved] Getting 10 points of wetness   
    This is Arma 3 feature and been like this since the beginning. You get wet you stand on a pier (water bellow). Same happens if you build a base over water, you will constantly get wet and eventually die.
  12. Like
    TheStainlessSteelRat got a reaction from rvg?! in Update the Wiki!   
    When trying to help rvg UKGZ's server dev, yesterday i turned to Epoch wiki to help only to find the information needed to be incomplete or not there. So i signed up and started to edit certain information where there were obvious gaps, but not changing any one else's work.
    Now I see that there are parts that also need serious updating or changing, which would require altering the work of previous contributors, what is the etiquette in making such changes where i am overwriting what has gone before?
    Should i make separate addition which could leave seemingly contradictory and therefore confusing info?
    Or
    Simply correct passages and allow some one else to edit again if i am wrong?
    Anyone else have thoughts on best practice?
  13. Like
    TheStainlessSteelRat reacted to Grahame in Uniform Compatibility   
    Okay, after some digging, here goes. I'm sure that this is probably old hat for the regulars but it's fairly new for me. If I've missed something or made a fundamental mistake anywhere if someone can let us know I would appreciate it.
    So, first things first. ARMA defines four sides in the game:
    OPFOR - 0
    BLUFOR - 1
    INDEPENDENT - 2
    CIVILIAN - 3
    The relevance of the numbers above will become apparent in a moment.
    Now, Epoch uses all four of the sides in the game. OPFOR is used for male characters, BLUFOR for females (standard ARMA doesn't have female characters), Independent for AI enemies and Civilian for all items and vehicles so that as in the standard game all characters and AI can use them. The reason for the separation of male and female characters is to specify which type of uniforms they can wear, since the uniform definitions in CfgVehicles have an array called modelSides that can contain any of the four numbers*
    For example, the uniform definitions for female clothing items have this limitation:
    modelSides[] = { 1}; // only available for female characters
    ARMA's basic definitions for uniforms similarly limits uniforms to one or more sides. So, males (being OPFOR) can only wear gear that has OPFOR (0) defined in modelSides and females can only wear gear that have BLUFOR (1) among the values in modelSides.
    (* An aside, helmets seem to use the setting of modelSides[] = {6} which I assume but as yet don't know for sure, is a helmet specific setting since I've not seen it used elsewhere)
    Anyway, these definitions are part of the CfgVehicles definition which is loaded at server start and can not be modified by the mission. Server side PBO addons can patch the CfgVehicles definitions which is how you add extra gear from mods like CUP and RHS, but you cannot simply override it with changes in your mission file.
    The way the @Unlockuniforms mod works is by doing exactly this. For a number of uniform definitions (or base model classes in the case of RHS) it overrides the original ARMA or mod (Niko, RHS, etc) definition with this one instead:
    modelSides[] = { 3, 2, 1, 0};  // available for all sides
    So for standard ARMA uniforms and RHS uniforms the use of the @UnlockedUniforms mod should see you straight. Unfortunately at this time Haleks's not been updating the mod for a while and CUP uniforms are not added (and they are, for example with the BAF ones) explicitely defined (above the base ARMA class) with specific side. E.g. the individual BAF uniforms inherit from a CUP class that has:
    modelSides[] = { 3, 1};  // available for BLUFOR and CIV
    Which sucks!
    In my copious free time I think I'll search through CUP Units and see which classes have modelSide definitions and send the to Haleks. Hopefully he'll put out an update with them, thus freeing us from Bohemia's ARMA mind-think tyranny!
    Hopefully this all makes sense. Let me know if I've misunderstood anything or made any errors in interpretation.
  14. Like
    TheStainlessSteelRat reacted to arc7r7 in Uniform Compatibility   
    I'm still looking for a solution to this. I would also like a little clarification on how the uniform system works in Epoch. The player slots look like they are classed as Civilians, but I've also read that Males are Blufor and Females Opfor.
    If this is true how is that males can use several of the Opfor Uniforms like Hex fatigues but not the Nato Uniforms. I've been using RHS for awhile now on my server and all the uniforms work fine. What is it that allows this but mods like Tryks and CUP Units, the uniforms are red when trying to equip them. I'm hoping this could be resolved in 0.3.8 with the ability to change more things about the game mode. If someone has any help on this I would appreciate it.
  15. Like
    TheStainlessSteelRat got a reaction from Grahame in ADR-97/P-90 Pack   
    As this is a workshop available mod i expect it can be added in the same way as any other weapon pack, i.e. CUP or RHS. I do not believe that the official tag means much more than BI co opted BXBX's work for release on steam workshop.
    Epoch devs have stated several times in the past that they have tried to avoid using outside mods in the creation of this mod, maybe with the recent game mode release this could change?
    At present nothing stopping server hosts adding the weapon but would require all clients also installing mod and loading to server with it enabled; (in my experience this is not as simple as it seems, for many players, who continually connect to Napf server without the map or CUP core loaded, despite it being in description of server name).
    I added mod and played with it in Eden Editor and it is a nice weapon, just need to persuade our server dev we need to add it! 
  16. Like
    TheStainlessSteelRat got a reaction from waynewr in ADR-97/P-90 Pack   
    As this is a workshop available mod i expect it can be added in the same way as any other weapon pack, i.e. CUP or RHS. I do not believe that the official tag means much more than BI co opted BXBX's work for release on steam workshop.
    Epoch devs have stated several times in the past that they have tried to avoid using outside mods in the creation of this mod, maybe with the recent game mode release this could change?
    At present nothing stopping server hosts adding the weapon but would require all clients also installing mod and loading to server with it enabled; (in my experience this is not as simple as it seems, for many players, who continually connect to Napf server without the map or CUP core loaded, despite it being in description of server name).
    I added mod and played with it in Eden Editor and it is a nice weapon, just need to persuade our server dev we need to add it! 
  17. Like
    TheStainlessSteelRat reacted to rvg?! in 3rd Person View   
    klinGiii posted a solution that works for you:
     
  18. Like
    TheStainlessSteelRat reacted to He-Man in Arma 3 1.58 Update Issues/Bugs   
    Excaliber, add the animal meat classes to your cfgpricing. Then it works!
  19. Like
    TheStainlessSteelRat reacted to axeman in Whats happened to EPOCH ??   
    Slowly slowly catchy monkey ;)
    BDTZ, I bloorted coffee over a smart lady on the train sitting opposite me thanks to you.
    She wasn't even interested in looking at your post, as way of an explanation.
    Panicky shoving of my phone in her face after spraying her with my morning drink nearly got me ejected in Luton.
    Genius :)
  20. Like
    TheStainlessSteelRat reacted to axeman in Persistant landmines   
    No reason why they couldn't be part of the base objects I don't think.
    So long as there is no need to 'activate' the mine, additional code would be required. Have not scripted any mine placement as yet.
    I have a draft antagonist, Salamanda, that could be bought from traders as a base guard, while you are away ?
    The attack is burning the player.
  21. Like
    TheStainlessSteelRat got a reaction from axeman in Dev server on raspberry pi   
    How long do you have to bake the Raspberry Pi for and could someone give temperatures for gas and electric ovens please?
     
  22. Like
    TheStainlessSteelRat got a reaction from rvg?! in Dev server on raspberry pi   
    How long do you have to bake the Raspberry Pi for and could someone give temperatures for gas and electric ovens please?
     
  23. Like
    TheStainlessSteelRat reacted to BetterDeadThanZed in Whats happened to EPOCH ??   
    After you disappeared, no one was ever quite the same. Sure, we tried to pretend that everything was ok, but after a while, the forced laughter and the uneasy silence was too much. People started taking their own lives. They sought out Sappers and began charging at them, hugging their armless bodies until they blew up into little pieces. After a while, almost everyone was gone. The world was never the same. Those who remained behind scavenged the world trying to survive, sometimes banding together but mostly wandering the wastelands alone. I don't even know what year it is anymore. God, I'm thirsty.
  24. Like
    TheStainlessSteelRat reacted to arc7r7 in Harvester of Hemp   
    [Added] Players can now harvest Hemp from maps that it grows wild. I'm wondering how to harvest the hemp patches. I have a Takistan server and have tried to hatchet down some Hemp patches that grow, with no results.
  25. Like
    TheStainlessSteelRat got a reaction from axeman in Group Management Help   
    Although the group is formed, i often find that players cannot see group markers , use locks etc until they relog to server. The group then does persist past restarts and deaths. 
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