Jump to content

rosska85

Member
  • Posts

    54
  • Joined

  • Last visited

Reputation Activity

  1. Like
    rosska85 got a reaction from kty9906 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.
  2. Like
    rosska85 reacted to vbawol in 0.3.0.1 / RC2 Changelog   
    0.3 RC1 Changelog: [Added] Wood and cinder base objects now show damage state when over 50% damaged. [Added] Car Jack item added to every fresh spawned vehicle. [Added] Can now loot a dead UAV Drone and in return get Electronic components. [Added] Ability to specify starter items for freshly spawned traders via epochconfig. [Added] New custom epoch weapons: SR-25 and L85A2 (Grenade Launcher and Pink Painted) by Kiory. [Added] Vehicle lock time is now stored in hive and will persist across server restarts. [Added] 3d interaction visuals to show you when an action is available. [Added] New loot bias system with nestable tables and overall loot balance. [Added] LootMultiplier in epochconfig, (0.5 default, 1 = high loot, 0.1 = low loot). [Added] Goldenseal plant can be consumed to reduce toxicity. [Added] Pumpkin food item can be harvested from pumpkin patches on Chernarus and found randomly. [Added] Dynamic Air Supply Drop Event. Use smoke grenades to signal. [Added] Trader mission accessed with "Talk" on trader: Pikes Peak Express. [Added] Ability to eat raw foods but at the risk of toxicity. [Added] New items (Rock, Stick, and Rope) for crafting and added to trash loot. [Added] New craftable primitive melee weapons: Crude Hatchet, Wood Club, Maul Hammer. [Added] Keesha default character now has shoes. [Added] Crafting of Rope from Hemp. [Added] Harvest Sticks from a bush using a Hatchet. [Added] Mining of Iron Ore and Rocks with sledgehammer. [Added] Removal with refund of Base building items. Respects Jammer Owner and group. [Added] Most base building items now use a hybrid Static/Physx system with ghost preview on first placement. [Added] Epoch Events 2.0. All server time based events moved to server settings pbo. Scripts are executed with execVM using a simple timer. New events and timers can be changed via epochconfig. [Added] New "Boss" Sapper variant with a larger bang. [Added] Both Sapper variants put off toxic gas if killed without blowing up. [Added] Player can now select gender after each death. [Added] Frequency Jammer now required by default to build a base. Can be controlled with desc.ext mission variable: buildingRequireJammer. [Added] Building limit (default: 100) added to Frequency Jammer. Change with desc.ext mission variable: buildingCountLimit. [Added] Building Jammer Range (default: 75m). Change with desc.ext mission variable: buildingJammerRange. [Added] Hive weather control system as well as Static override var WeatherStaticForecast via epochconfig. [Added] Trader purchased vehicle position can now be controlled with a smoke grenade or a chemlight within 50m of trader. [Added] Wood foundations can be crafted with 8x lumber. [Added] Bornholm Support: Custom a2 building classes for loot spawns and mission file and config support from http://urogaming.co.uk/ [Added] Base building objects now persist damage and armor increased substantially. [Added] Suppress loot spawn within the range of a Frequency Jammer. [Added] Blocked base building areas for Chernarus. [Added] Logging of building, storage, and vehicle killed events to hive log. (StorageKilled, VehicleKilled, BuildingKilled) [Added] Offroad MG Pickup. (Classname: B_G_Offroad_01_armed_EPOCH) [Added] Server FPS to the debug monitor. (Max: 50, recommend fps are >15 to keep the game stable) [Added] Chance to spawn Lockbox and Backpacks in lockers or wardrobes. [Added] Variable when Loadingscreen finish. (EPOCH_loadingScreenDone change from nil to true) [Added] Base object interact menu (Remove,Move,Upgrade) shown only in build mode after targeting object with Space Bar. [Changed] Toxicity increase from consuming a toxic food item is now random. [Changed] Increased default antagonist spawn chances. [Changed] NPC Trader inventory menu now stacks like items and shows quantity. [Changed] Players are now sent to the lobby after dead, simply press ok to respawn. [Changed] Can now sell and buy uniforms from traders. [Changed] NPC trader data (AI_ITEMS) will now expire in 7 days if no changes are made within that time. Change this with expiresAIdata in epochconfig. [Changed] Added chance to spawn Lockbox and Backpacks in lockers, wardrobes, shipping containers. [Changed] Fireplace recipe changed to require 2 Rocks and 1 Stick to make empty fireplace. Then upgrade with 1 Wood Log to start the fire. [Changed] Player names saved to a separate data set on player connect.  [Changed] Deathlog now logs distance and position. [Changed] Sapper brain reworked. [Changed] Display of personal Crypto balance when opening bank interface. [Changed] Loot Balance: Lowered heavy muzzles count & increased pistol muzzle. [Changed] Increased loot bias for Ferris Wheel and corrected z height on loot positions. [Changed] Improve Cleanup System on Server. [Changed] Behavior changed on UAV troop support. [Changed] Dog to glitch less, reduced whines and more chance to wander. [Fixed] Accuracy and fire rates of custom ported A2 weapons fixed (M107, AKM, M4A3, M16, M14, M249). [Fixed] Sharks not spawning off shipwrecks. [Fixed] Black icons on admin panel spawn menu. [Fixed] Soiled and Wet calculation corrected. [Fixed] Pumpkin patches on Chernarus now payout proper loot. [Fixed] Traders now only allow one vehicle per trade. [Fixed] Alpha transparency issue with empty clone vats. [Fixed] Attempt to prevent vehicle damage during server startup. [Fixed] Removed fireplace sound for now due to Arma issues with sound cleanup. [Fixed] Frequency Jammer can not be built or placed within 3x Jammer radius. (default 225m) [Fixed] GUI scale issues with additional button menu (Group Menu, Requests) on inventory. [Fixed] Missing sounds on Ruger pistol and removed ability to use silencer. [Fixed] Dupe fixes for backpacks, vests, uniforms. [Fixed] Player revive did not work even after respawn. [Fixed] zasleh1_proxy.p3d error with M4A3. [Fixed] Prevent loot objects from spawning under the ground. [Fixed] Group kick and mod options did not work. [Fixed] Cleanup and removal of unneeded rpt debug logs. [Fixed] Removed spoiler button in Welcome Screen. [Fixed] Misspelling in debug monitor (crypto). [Fixed] Welcome screen will be now displayed only once after a major patch (eg. 0.3/0.4/0.5). [info] Requires Arma version 1.40 or higher.   Admin Tool: [Added] Different Map Marker for Vehicles, AI, Player, Loot, Base Building and Dead Player. [Added] Different 3D Tools for: Player, Vehicles and Loot. [Added] Features: God Mode, Spawn Loot, Teleport Infront.
  3. Like
    rosska85 reacted to calamity in [RELEASE] Shared Plot Poles   
    I still use your version as I am afraid there will be conflicts with zuppas gui. 
    I always get conflicts with any addons that use a gui rscpicture or something like that...
     
    please keep this version available...
     
    sometimes it stops working like it forgets who was added to it, and sometimes it does not even show up  when scroll on plot pole..
  4. Like
    rosska85 reacted to Ghostrider-GRG in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Seems to work perfectly on a test server. I am running it with PP4L 2.26, SnapPro 1.4.1, and extra_rc build.
     
    Many thanks for a great add-on.
  5. Like
    rosska85 got a reaction from VentZer0 in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Yeah it was picked up shortly after release. If you installed it before the fix was added to the instructions then check your remove.sqf against what's on the instructions now as that fixes it. 
  6. Like
    rosska85 got a reaction from Ghostrider-GRG in [RELEASE] One click currency combine from inventory   
    Just a very simple little addition which I mashed up from the Epoch Change script. One of the biggest annoyances I found with the Epoch currency system was how long it took to combine it all into nice neat piles for storing away, so this lets you do it in one click without having to travel all the way to a trader. 
     
    Tested with 1.0.5.1, instructions are provided for clean Epoch and modded Epoch.
     
    Feature:
    Simply adds a right click menu option to all currency in your inventory which lets you 'combine' all of your currency to the highest denomination. Saves so much time and no annoying medic animation to boot.  Download Link
     
    Installation instructions can be found on my GitHub.
     
    Hopefully the instructions are ok, I put this together on my server a week or two ago and I had to try and remember exactly what parts were needed haha. 
     
    If you're running mudzereli's Deploy Anything, see
     
    As requested, a video of it in action.

  7. Like
    rosska85 reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Cool.  Np.
     
    Little update...
     
    I have spent a bit of time working on the plot boundary markers and have created the ability to turn on and off the plot markers from the plot pole.  The downside is that this seems not to be possible for the current plot sticks as nearestObjects cannot see them (suspect something to do with the config files for them).
     
    To this end I have changed the objects to road cones which works quite well although they are collision aware so can be hit / knocked out of place / fall over etc.  Another option would be coloured balls like those used in Snap Build Pro (thanks Raymix for sharing the code).  In theory anything can be used and I have even thought about using barrels.  Having a number of fire barrels lit around the plot site at night would probably look pretty good but we need to be mindfull of the impact to the engine and possible free advantage some items may give players.
     
    What I will probably do is setup the plot marker as a variable along with some recommended class names for them.  Obviously some objects will be just silly but it is up to the server owners to decide what they would like to use.  I will also add in a variable for frequency to enable people to have larger gaps between markers.
     
    When created, the plot markers have ppMarker put in their inventory and on removal, all items matching the markers defined object class are checked to see if they have ppMarker in their inventory before removal.  THis should stop removal of any items of the same class on the plot that are not part of the plot marker ring.
     
    ------
     
    Update: Have found a few example of lightpoint scriots which may enable me to make flashing lights on to of the road cones (for example).  I may even do a funky disco light show just for fun and set a variable so server owners can choose to turn it on or not, maybe for admin events, or even give the option to admins so they can turn it on from any plot pole.
     
    Will finalise the code, get it up on GitHub and package a release.  The code should be pretty simple to implement.
     
    Oh and for those asking why I am bothering with this....
     
    1. Technical exercise and to see what can be done with lights.
    2. As a warm up for a 'Take ownership' option on the plot pole for plot owners.  A number of the methods used for this will be used for that function as well.
  8. Like
    rosska85 got a reaction from Anarior in [Release] 2.1 Plot Management - UPDATED Object Counter   
    No problem, glad it's working for you now. :)
  9. Like
    rosska85 got a reaction from WarHammer(DayZ) in [RELEASE] One click currency combine from inventory   
    Just a very simple little addition which I mashed up from the Epoch Change script. One of the biggest annoyances I found with the Epoch currency system was how long it took to combine it all into nice neat piles for storing away, so this lets you do it in one click without having to travel all the way to a trader. 
     
    Tested with 1.0.5.1, instructions are provided for clean Epoch and modded Epoch.
     
    Feature:
    Simply adds a right click menu option to all currency in your inventory which lets you 'combine' all of your currency to the highest denomination. Saves so much time and no annoying medic animation to boot.  Download Link
     
    Installation instructions can be found on my GitHub.
     
    Hopefully the instructions are ok, I put this together on my server a week or two ago and I had to try and remember exactly what parts were needed haha. 
     
    If you're running mudzereli's Deploy Anything, see
     
    As requested, a video of it in action.

  10. Like
    rosska85 got a reaction from calamity in [RELEASE] One click currency combine from inventory   
    Just a very simple little addition which I mashed up from the Epoch Change script. One of the biggest annoyances I found with the Epoch currency system was how long it took to combine it all into nice neat piles for storing away, so this lets you do it in one click without having to travel all the way to a trader. 
     
    Tested with 1.0.5.1, instructions are provided for clean Epoch and modded Epoch.
     
    Feature:
    Simply adds a right click menu option to all currency in your inventory which lets you 'combine' all of your currency to the highest denomination. Saves so much time and no annoying medic animation to boot.  Download Link
     
    Installation instructions can be found on my GitHub.
     
    Hopefully the instructions are ok, I put this together on my server a week or two ago and I had to try and remember exactly what parts were needed haha. 
     
    If you're running mudzereli's Deploy Anything, see
     
    As requested, a video of it in action.

  11. Like
    rosska85 got a reaction from Zupa in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Got my grey screen disconnect sorted. I forgot I had a GUI Editor in my folders, it shared defines with the plot management so seemed to be causing an issue. I've removed it and can get on the server fine with anti hack active. Totally forgot I had that in there because it's been so long since I last used it haha. 
  12. Like
    rosska85 reacted to Zupa in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Update:
     
    Github updated with file:
    plotNearbyHumans  - ALLPLAYERS.sqf
     
    Rename to:
    plotNearbyHumans.sqf (overwrite default)
     
    IF YOU WANT ALL PLAYERS LISTED ON THE LEFT
  13. Like
    rosska85 got a reaction from Glenn 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.
  14. Like
    rosska85 got a reaction from f3cuk 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.
  15. Like
    rosska85 reacted to Jossy in [Release] ComboKeyChanger_cKc [Updated 1.2]   
    https://github.com/SJossy/Combo-Key-Changer/tree/Release-2.0.0
     
    if someone could verify that it works without plot for life that would be awesome, if anyone wants to contribute to the updates that would also be great, sorry if you're still here Barra but there's been no response from you for a month roughly :P
×
×
  • Create New...