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Major Khunt

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  1. Like
    Major Khunt reacted to Axle in IT'S A TRAP!   
    These traps will persist after a server restart. You can't remove them. You can shoot them to trigger them. You can run over them. They will cause some vehicle damage. If you have more armor you have a better chance for survival.
     
     
     
     
     
  2. Like
    Major Khunt reacted to Tobias Solem in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    Are you actually *trying* to continue making an ass out of yourself? First of all, I'm not "raking" over you, I'm confronting you and others like you, because what you do is drive people like Face away. I've confronted other people as well who were bitching at Face, someone who, clearly deserves NO SHIT WHATSOEVER. This isn't singling you out, as I wrote "You and others like you". But you make the assumption that I don't know Face's position, I do know, because he told me. And yes I'm blaming you and others who behaved like you did, yours and others contributed to Face's leaving. But even furthermore I'm blaming the attitude you and others like you have.
    Apologizing is great, owning your mistake is even better. 
  3. Like
    Major Khunt reacted to Nemaconz in Sapper-Free Bases   
    A little update on my progress, I got the model working in ARMA 3, this is a big accomplishment for me because I have never even attempted anything like this before. A step in the right direction, I'm hoping to have this worked out and ready for release in the coming weeks. :)

    http://imgur.com/vX4eVGN

    The pic is wide because I use triple monitor.
  4. Like
    Major Khunt reacted to vbawol in Epoch 0.3.4.0 Released (Server Build 050)   
    Find the client file download links here: http://epochmod.com/download.php
    Find the server files download links here: http://epochmod.com/download_server.php
     
    Client Changes:
    [Added] Epoch: Configurator menu: https://www.youtube.com/watch?v=nho4kNF8fMc 
    [Added] Fishing Pole and ocean fishing, also added crafting recipes to allow cooking fish. 

    [Added] Workbench storage device added and used as a nearby crafting requirement for most Kit based crafting options.
    [Added] New secure storage device: The Epoch Safe.
    [Added] Totally new crafting system and UI by Raymix.


    [Added] Epoch variant of the unarmed Strider vehicle. (I_MRAP_03_EPOCH)
    [Added] Broad Sword Melee weapon that can chop down trees and mine rocks. 
    [Added] Halloween Clown mask and re-added to loot tables: Wolf/Pumpkin masks as well as Meeps Candy. 
    [Fixed] Unable to remove lit fireplace.
    [Fixed] Group members unable to lock a Lockbox or Safe that was placed by the group leader.
    [Fixed] Shadow artifact at top of Jammer.
    [Fixed] Reduce client fps lag when first joining the server by preloading objects before exiting loading screen.
    [Fixed] Being unable to remove a solar generator.
    [Fixed] Angry Pumpkin mask was incorrectly visible in first person.
    [Fixed] Issue with Headless clients being treated as players. @dayzai/Face
    [Changed] Removed debug hint text for 3d rotation of objects as it was not needed.
    [Changed] Re-enable Move button, this system will stay and be refined in the next few patches.
    Server Changes:
    [Added] Example "Epoch Event" Code to provide an example on how to broadcast a message to all players using BE.
    [Added] 'CfgTraderLimits' config can control stock limit per trader per item. Default is 100 per item class per trader.
    [Added] storedVehicleLimit variable in CfgEpochServer can now control the total max allowed vehicles on traders. Default limit is 20.
    [Fixed] Logging to the database was not working due to missing function.
    [Fixed] Issue when trading vehicles that caused the trader data to save data to the wrong slot.
    [Fixed] Added missing prices for female vests.
    [Fixed] Error Generic error in expression in EPOCH_server_repairVehicle.
    [Changed] Reworked secure data storage system to be more reliable. (NOTE: This may cause issues with existing lockboxes spawn on the ground with incorrect orientation.)
    [Changed] Base building maintain option now also maintains storage devices.
    [Changed] Moved vehicle spawn config that controls how many vehicles can spawn at different location types to settings pbo. See new vehicleSpawnTypes array in the (WorldName).hpp config.
    [Changed] Use new sort command instead of BIS_fncSortBy.
    [Changed] Use new worldSize command as default if maps worldSize setting in CfgEpoch does not exist.
    [Info] Removed old .bikey and added new one for 0340.
    [Info] The source code for the a3_epoch_server.pbo is now on the GitHub.
  5. Like
    Major Khunt reacted to Nemaconz in Sapper-Free Bases   
    I have actually been given permission by Sumrak to do what I want with the bloodsuckers, he has even given me the source files for them and the mutant zombies from Namalsk so that I can attempt to make them work in Arma 3. I am attempting to do this now. I'm no modeler so it will take me some time to work it all out, but if I can get it figured out I will release it. Editing a server is one thing, using Oxygen and getting this compatible with Arma 3 is another, but I am determined.

  6. Like
    Major Khunt reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    Hello Everyone, I know this is long overdue, but I have enough time to begin working on VEMF.
    I've been working at a full time factory job for the past year and a half, and their slow season is October to February, and it's about that time of year again. I'm hoping to find a less time consuming job related to my career path in the near future when I get my car loan paid off.
    What's new with me? I have the audio equipment my former patrons provided for me, and I have changed internet providers so I now have the speeds to be able to stream reliably. I hope to stream and upload more VEMF related content this time around now that I have better speeds so I don't have the frame drops I was experiencing last time.
    This means that continued development on VEMF will mostly be streamed on my twitch. I also now have a twitter instead of a website blog to try to keep you up to date.
    I know that I have let down the individuals who were my patrons, and I apologize. I am closing my Patreon down until I feel like I have made it up to the community for my absence. To those that were my patrons, I am still very appreciative of the support you provided me.
    I also want to thank IT07 for taking over while I was away, and he has renamed his version of my code to VEMF Reloaded to avoid confusion. I am working off of the existing code I left without his changes.
     
    So where is VEMF headed from here? The Arma 1.52 FilePatching change has affected a lot of how my system works. Even just launching it requires downgrading server security in BI's eyes, and for this reason I want to change it. Changing VEMF to be ran config-based with tags requires a lot of tearing apart and reorganizing code, and all the function calls in VEMF have to be changed. The end result should function better and be more organized. This is the first reason I want to change how VEMF works.
    VEMF as originally imagined and written on my Patreon and this original post was supposed to be more than a fetch-the-box mission system, and I feel like I have failed at delivering that. It could be improved farther along the way, but at it's core with the Town Invasions, it was still a fetch-the-box mission system with clear-the-town in front of it. My AI however are very aggressive and intuitive that made it unique but not unique enough to what has already been done. This is the second reason I want to change how VEMF works.
     
    When I first envisioned the town-invasion missions back when I was working on DZMS, I also envisioned an infection mechanic, or hostile takeover mechanic (I prefer to use infection). The idea being that a town would be invaded lightly to begin with, but the longer the town is invaded (over real-time days) the town would become more fortified with more reinforcements, supports, and supplies.
    The main drawback with this is that either a server has to run without restarting, or the information has to be stored somewhere in a Hive. With the Epoch Redis calls, this should now be possible.
    The interesting part is that after a town reaches a certain level of fortification, missions in the traditional sense can be spawned nearby. One of these missions would be a scout vehicle style mission that would be heading from the infected town to a nearby one. When the scout vehicle reaches the town, and guards it for so long, the AI would also "infect" that town. Over the course of a week unchecked by the player-base of the server, AI could infect multiple towns and be quite a threat to normal day-to-day operations. There would be a users-online check to make sure a low-pop server doesn't become completely infected to ruin new-player experiences.
    So where's the reward? The AI along with their fortifications will also be bringing in heavy firepower and the supplies and resources for that heavy firepower. There will also be trader based missions to attack specific locations that are "infected" that will reward crypto instead of relying on finding cache's left by the AI.
    I think that this would add a great dynamic to PVE and PVP servers. For PVE servers there will be an option to spawn the server "completely infected" from the start. PVE servers players should band together to take on the AI Antagonists, and on PVP servers, players will be forced to work together to an extent or risk complete annihilation.
     
    I'm interested in your feedback on this new direction VEMF is headed in! Keep an eye on my twitter and twitch for Streaming notifications, and this thread for progress updates. (You can visit my website by clicking my signature banner if you don't know my twitch or twitter)
    I'm glad to be back.
  7. Like
    Major Khunt reacted to Xtasey in Server Not Starting - RPT output included - any help appreciated   
    Just so you know I reinstalled from scratch and resolved the problem, but never figured out the exact reason for it.  Perhaps it was simply corrupted.  Thank you for at least responding! :-)
  8. Like
    Major Khunt reacted to TheVampire in Operation "Campfire Song" Song   
    Looking for modelers, animators. I want to finally make instruments in Arma 3 Epoch a thing, and I want to collaborate to get it done.
    ~ Tasks ~
    I need custom models of various instruments (Acoustic Guitar, Cigar Box Guitar, Harmonica, Fitting Instruments)
    I need someone who is able to create animations of the instruments being played, and transitions between playing and resting in different positions.
    I should be able to package the mod myself, then it will be submitted to the Epoch Dev Team for hopeful addition to the mod.
     
    We can collaborate in this thread to help each other make this a reality.
  9. Like
    Major Khunt reacted to vbawol in Adding Loot Positions to Epoch   
    Checkout the CfgBuildingLootPos config inside the a3_epoch_code.pbo, if this class is set in the description.ext it will use those settings instead.
    Also see this tool I made to help set new positions: https://github.com/EpochModTeam/Epoch/blob/master/Tools/SQF/saveLootPositionsVector.sqf
  10. Like
    Major Khunt reacted to vbawol in Epoch 0.3.3.1 Released   
    Solar Generator / Energy capacity system:
    Solar Generator base item can be crafted from items found in the world. When placed gives passive power within (75m Default). Energy capacity system controls how much power is available based on the type of energy source and number of players in area. Personal solar generators have 10 charge rate at day and reduced charge capacity of 5 at night. Wind towers and large solar farms have 100 charge rate. Each player will equally share the energy charge capacity up to the max charge rate of 5 per tick. More solar generators can be built to increase total charge capacity for larger groups. Wood Towers
    Can be crafted using a Wood Floor Kit and 4x lumber. First test of the new building upgrade system gives you the ability to use 2x lumber to add a windowed wall to the side you are standing. Walls can be removed and refund one lumber pack. Wood Walls / Upgrade in Place
    New upgrade in place options and 4 new plywood walls Building upgrade system now supports multiple options and has new basic UI. Wood Ladder
    Can be crafted from 4x lumber. Base Building
    Removed base object "Move" in 3d option in favor of a more refined "ghost" snap mode. Can now disable base building by pressing Esc or 'gear' menu. Angle of snapping was incorrect when building on angles. Can now press '2' to disable building snap mode and 1 to re-enable. Normalized snap memory points for wood tower and stairs should make snapping more accurate Issue that caused shifting of some base objects after restart. Only maintain damaged objects and object health is repaired on maintain. Looting
    New loot/crafting items: (Solar Panels, Wire Cables, Battery Box). Air Drop loot has been Increased. Pumpkin harvesting on Chernarus should work, "Trash" loot now has separate configs. Antagonists
    Cultist's make a triumfant return, as cultist spawning is now fixed. Vehicles
    Fixed JetSki sinking like a rock.  
    Technical
    [Changed] Moved client gamemode and CfgFunctions init to mission file. [Changed] Base building upgrade recipes and remove payouts now have dedicated config "CfgBaseBuilding" and code supports over-loading via description.ext. [Changed] Server side database functions renamed and now use cfgFunctions via a new pbo "epoch_server_core". [Changed] Make use of new command getAllHitPointsDamage in A3 1.50 to increase performance of hitpoint data storage. [Changed] Use new A3 command setHitIndex instead of setHitPointDamage so we can use all hitpoints regardless of name. [Changed] Change BIS_fnc_distance2D usage over to distance2D command that was added with A3 1.50 for better performance. [Fixed] Loot code for "CfgBuildingLootPos" now uses EPOCH_returnConfig to allow over-loading via description.ext. [Fixed] Error in rpt "No geometry and no visual shape" with Poppy and Goldenseal plants models. [Fixed] CfgEpochClient missionConfigFile version check was incorrectly using configFile. [Fixed] Loot object "Blue Tarp" weaponholder proxy position was in the wrong position. [Fixed] Reduce base hunger/thirst loss rate by half if players stamina is above 100. Base rate now can be changed with "baseHTLoss" variable in CfgEpochClient. [Info] Requres Arma 3 1.50 or higher. [ServerInfo] CfgEpochClient removed from description.ext as it can be simply added again from our configs as needed. [ServerInfo] Removed old .bikey and added new one for 0330. 
    Server Admins see files that have changed here: https://github.com/EpochModTeam/Epoch/commit/24bcfafe60e0ea043700cf82a2e0b2f6d96e1bbd
     
  11. Like
    Major Khunt got a reaction from IT07 in typeOF player !=   
    finished yet? or will i get popcorn?
  12. Like
    Major Khunt reacted to Kelvar in ArmA 3 Epoch - Cheat sheet (WIP)   
    Obsolete, disregard
  13. Like
    Major Khunt reacted to KiloSwiss in blue chat   
    Warning: Shameless advertising!
     
    If You want to block the voice in some channels, but still let Your players be able to use the text chat, You can have a look at my script: http://forums.bistudio.com/showthread.php?192481-release-Arma3-VoiceControl-Block-Voice-in-Global-Sidechannel
     
    Greez KiloSwiss
  14. Like
    Major Khunt got a reaction from IT07 in a3_vemf_reloaded by IT07   
    great work IT07 :) really would have been a shame for this system to fade away it has sooo much potential 
  15. Like
    Major Khunt reacted to Scorpi in Bornholm 1.4 released   
    Bornholm Changelog:
    v1.4
    - Make Arma Not War Edition
    - Optimized terrain by removing 39,000 trees. Terrain should be less taxing.
    - Added a few hidden mine shafts near Hasle
    - Fixed jump bug near Oestermarie Airfield
    - Changed satellite colors to give it a more fresh appearance
    - Changed grass textures to match grass objects better
     
    http://www.armaholic.com/page.php?id=27056
  16. Like
    Major Khunt reacted to IT07 in a3_vemf_reloaded by IT07   
    UPDATE! v0.0370r
    Check the new changelog for changes
  17. Like
    Major Khunt reacted to DirtySanchez in [RELEASED] "Quick and Dirty Stats"   
    And many hours later. a revised Stats Bar for now. Plenty of work to do, but its coming along great

    Overcame a small hurdle and learned a few new things
    Needs color and a size adjustment. gotta get some sleep....walking dead ;)
    OOPS wrong photo.....


    ive been up too long, ill post up a new pic in the morning/afternoon or hell I wanna sleep for a whole day.
  18. Like
    Major Khunt reacted to Axle in future updates   
    As much as I would like to hold hands and let everyone know it's ok, most people here understand who we are and what we do and are more than ok with that. There was a time when A2 Epoch was early on and LOADS of people said we couldn't do what we said we were going to do. At the end of the day we kept working on it at our own pace and it slowly became what it is today. A3 Epoch will be done the same way. So yea, there will be times when patches don't roll out as fast as everyone wants and there will be times they don't get the content they were hoping for. There will always be people that try to "Say what they feel" but unless you can predict the future I don't want to hear it. We know what we want to do and can only do it so fast. So either hold tight or move on.
     
    As for not seeing any development, I just spent 5+ hours today setting loot positions for Takistan buildings for AIA terrain pack and spent 10 hours re-doing the loot for A3/AiA buildings.
     
    The forums aren't our only outlet for content. Usually the best place to ask questions and learn about new features is through our twitch channels. So if you want to see more than what you see here, check our Facebook and Twitter for announcements of us streaming. Besides the forums can be so impersonal.
  19. Like
    Major Khunt reacted to Axle in future updates   
    3 words, Steam Summer Sale. Even I was bitten by the bug and picked up Elite: Dangerous.
     
    As for what comes next, well it's what we are working on and it's never set in stone and features can be pulled minutes before a patch due to unforeseen issues. We aren't some massive company that has a person to lay everything out for us and since we do this as a hobby on our free time, things that frustrate us get the back burner for a bit until we iron out some issues or just feel like working on that part again. We do apologize if this can be frustrating and we understand completely. Some times it's just good to take a step back, let some patches roll out over time and come back. 
     
    I think what most people still miss is that a lot of people didn't even play A2 Epoch until 1.0 or well after it. But for A3 Epoch most have been here from the start and we aren't even half way through the alpha phase. Best I can say is be patient and let us work and it will come when it comes. I hope this post doesn't come off as "Fuck you we do what we want" but more of a "I'm not getting payed for this so we do what we can when we can."
  20. Like
    Major Khunt got a reaction from Axle in future updates   
    at version 0.3 its still a baby learning to walk
  21. Like
    Major Khunt got a reaction from Richie in future updates   
    at version 0.3 its still a baby learning to walk
  22. Like
    Major Khunt reacted to IT07 in a3_vemf_reloaded by IT07   
    a3_vemf_reloaded by IT07
    - ABOUT -
    a3_vemf_reloaded is based on VEMF (Vampire's Epoch Mission Framework).
    VEMFr is meant to be very stable, reliable and best for performance.
    - DOWNLOAD -
    https://github.com/IT07/a3_vemf_reloaded
  23. Like
    Major Khunt reacted to cen in Does "vonid" work in A3 Epoch?   
    Of course you did  :rolleyes:
  24. Like
    Major Khunt reacted to Axle in [ScreenShot][INFO]Who says we cant have NIGHT?   
    Compare default Arma 3 to Epoch nights.  :ph34r:
  25. Like
    Major Khunt got a reaction from Richie in init.sqf causing battle eye kick   
    the scripts you are adding require battle eye filters to work. you either need to learn how to put exceptions in your battle eye filter on your own or read all the way throught the instructions for installing the scripts and hope the battle eye exceptions are also listed for you to install
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