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d4n1ch

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  1. Like
    d4n1ch reacted to speaR in Will there be Taviana Map for Epoch A3?   
    @HiiShino if you want to run a server for a community I dont suggest yousing the a2 taviana map because its full of bugs and glitches (like you already realized) I'll quickly write down how to:

    1: put the aia folder inside your Server. create an folder called @Taviana and put the addons folder from Origins 1.7.9 inside. (there are only a few files needed but I can not remember which ones. if you load all there will occure some errors, but it should work anyway)
    2: download the Origins 1.7.9 key from Richie's post and put it inside your keys folder in your server.
    3: create a mission.sqm for taviana and put it inside a pbo called epoch.Tavi or however you want together with the standard description.ext which you can get from the Epoch.altis or any a3 mission file. (unluckily I'm not home atm but I'll share one mission file I created for taviana,tomorrow)
    3: Head in your SC folder, there edit the config.cfg and edit the part where you can see epoch.Altis to epoch.Tavi
    4: put the @aia and @taviana to your start parameters.

    for testing it I put all files from the Origins addons folder inside the taviana addons folder, put the signature check in the config on 0 and only let the needed files load. But it should work too with all the files. If not I'll write them down tomorrow when I'm home.
    BUT NOTICE : to get the vehicle spawn working correctly you have to brake the ToS (Don't do that!) . To get the spawn gullys working you have to modify the config.cpp which is inside the a3_server_settings pbo which you are allowed to edit. (you have to and an array for tavi, use altis as your template, set the world size to 25600 and edit the gullys then. to add traders and objects theres an other tutorial btw. But to make an community project out of it you have to modify and edit a lot! like in my short how to above its working but everyone who has some knowledge of arma scripting would kill him self when reading this :-D

    Aaa, if you find any grammar or writing mistakes be gentle with me. I'm not a native speaker as you might have noticed when reading it.

    An other thing I wanted to say. It's damn annoying to know that other people know how something is working but dont want to share it with others and just writing advertises in a thread somebody wants to know how it is working. That helps nobody!
  2. Like
    d4n1ch reacted to RC_Robio in [Release] Sector Addon 0.5.0 - Framework for StaticMission (Millitarize area, Taviana Sector B) rewiten august 2015   
    Looks like this was built using AISSP...
     
    http://www.armaholic.com/page.php?id=19832
    http://lostvar.com/AISSP/AISSP.html
     
    Maybe give credit to the original author if it was.
  3. Like
    d4n1ch reacted to cen in Maca CCG Overpoch Response   
    I love these topics :D
     

  4. Like
    d4n1ch reacted to Darth_Rogue in Client 0.3.0.3 released   
    Pushing an Epoch client update to Steam without having server files available to all servers is just bad news.  Make them available via the website via torrent so that folks who want to update and test them can do so.  But any players who have subscribed to Epoch on Steam will automatically be updated and consequently won't be able to play on their favorite servers, which is bad for ALL servers and the mod itself.
  5. Like
    d4n1ch got a reaction from Liam in A3 Epoch Headless Clients : Walkthrough UPDATED:Dec 22nd   
    I would like to thank horbin and drsubo for making missions possible on my server. My copypaste from both of your solutuions works perfectly! Thank you guys!
  6. Like
    d4n1ch reacted to axeman in Read Me First   
    Welcome to the AI Mission forum.
     
    Yes, we all want to make missions and put our mark on the game, give our players what they ask for and add our own ideas to the mod. Well, we welcome it and here is the place.
     
    Here we talk about .sqf and .fsm, configs, init.sqf, whatever is involved in creating a mission.
     
    Ask it, Code it, Post it !
     
    Rules:
    1) No Politics, long debates - Talking about how something, somewhere on the internet is not fair, or who said what ! Debate the merits of coding methods by all means.
     
    2) No Breaking Epoch Code - Do not break our code, leave it be please until we release the final version. For a good reason, do you want to support changes in your mission every time we update the mod ?
     
    3) Work with us, not against us. If it is in the Mod, we have done it that way for a reason, that reason is usually performance or for a better player experience. For example, don't try to 'find ways around' our server clean-up.The next update will almost certainly break your fix. We are always striving to improve and are open to suggestions.
     
    4) All are welcome, respect others please.
     
    5) Mission files etc. - Give credit for sources of your work.
     
     
    Guidelines:
     
    1) DO NOT pander to your players - This is a survival experience ! Before giving in and making it easy for them, think how you can make them earn it and want it, and please make it painful, maybe a sea of sappers, just a suggestion.
     
    2) Keep it clientside as much as you can. Not sure ? See Rule 3
     
     
  7. Like
    d4n1ch reacted to horbin in A3 Epoch Headless Clients : Walkthrough UPDATED:Dec 22nd   
    init="this enableSimulation false; this allowDamage false";
     
    Add this to the HC's class description in the mission.sqm.  It will at least make it immune to damage.
     
    I am having a problem with my HC starving to death....I think :)  Hoping this will fix it.  
     
    Still need to remember how I made the HC invisible in Arma2 though :(
  8. Like
    d4n1ch reacted to BetterDeadThanZed in You can't win vs infistar   
    I like Peanut Butter.
  9. Like
    d4n1ch reacted to cen in DaRT 2.0 Released   
    Been running really well for me!
     
    The chat highlighting is really nice!
  10. Like
    d4n1ch reacted to hogscraper in A3 Epoch Headless Clients : Walkthrough UPDATED:Dec 22nd   
    Updated Dec 22nd: https://github.com/hogscraper/A3_EPOCH_Headless_Client   I have created a repo on Github with this code to make setting it up a little easier. The repo contains the bare essentials to get this up and running but has a crippled AI system. When I put that in the code below, it was crap and was only intended as a generic stand in so server admins would know how to get other AI mission systems up and running. What I overlooked was the lack of any decent ones being out when I first posted this. To force the issue I went ahead and deleted most of what was in the AI_Init code so it still spawns a few AI, but that's it. I want to take the focus in this thread from the AI aspect and stay with just the HC stuff. This repo is still being put together, but it has what you need to reference so you can get your server up and running a little easier.     Updated Dec 10th: I added a section below on processor affinity and how to set this up with multiple instances of Arma. thanks for the heads up axeman!   This isn't for the light of heart. If you feel confident in your ability to follow simple instructions, hopefully this tutorial will help you out. If you get to a point and have to ask yourself, "well how do I do that?" you need to use google. There are tons of tutorials out there on any instruction I give below and they are out of the scope of this tutorial. I had a friend and fellow server admin run through this on a basic A3 and Epoch install on his box and he was able to get it up and running no problems, (other than the BEFilters mentioned below).   SECTION 1: SETTING UP A HEADLESS CLIENT:   This has become so much easier lately as BI have recently included HC tech inside A3. It really is a much easier process than it ever has been in the past. Because of this, I will be redirecting you to a tutorial they made to get you started. You can use 127.0.0.1 wherever you find an ip address, (xxx.xxx.xxx.xxx on the tutorial page), if your sever is local to  the headless client. The best part is, you no longer need another cd key for a headless client in A3. Read this, and when you are done, I will fill in the blanks with what's relevant to Epoch: https://community.bistudio.com/wiki/Arma_3_Headless_Client   At this point you will have an edited mission.sqm with a new unit called headlesshogs_01, (or whatever you called yours). I added a number to my name so I have the option to create more than one at a later date if I need it. You can reference your headless client later to add even more to it by referencing the name you gave it. In most cases, AI systems are built so you only  need to fire and forget but its worth noting if you wish to take this concept further.   Create a new text file in your A3 base folder and rename it Headless_Client_01.bat Inside that file paste this line:   arma3server.exe -client -connect=127.0.0.1 -mod="@epoch";   This bat file will create a new, dedicated client and connect it to your server, joining the first free headless client slot it can find. If you use a master bat file to run your server you will want to have this code called after BEC has loaded. If you are running them manually, the order is Redis-(wait for load to complete) server launch BEC launch(waits on its own for server launch to complete before running) HC launch(best to wait until BEC is completely loaded before running)     Processor Affinity:   I'm a Windows user so these instructions are valid for that system. Before you begin, you should have some background knowledge about the processor you are running your server on. How many cores it has, which cores if any are hyperthreading cores, etc. This information will help you determine which cores you want to  run which processes so that you have a better idea on what to substitute for the generic values in this tutorial.   When you run multiple instances of any Arma product on the same box, its always best to assign each process to a separate cpu core. This can help get ahead of bottlenecks when the server and the HC are both running code at the same time. You can manually adjust these values through Task Manager but its much easier to just add the information directly to your batch files. If you edit your batch file you only need to edit the beginning of the line:   start /AFFINITY # "arma3server.exe" ... the rest of your start parameters as they already are   The # above are the cpu cores you want to utilize but its a little tricky determining, as its a hex value of a binary number. Your processors need to be arranged with the highest number first. So eight cores would be written down as 87654321 and four cores would be 4321   Once you have written the number of cores you have in that format you will need to create a binary number using the cores you want to run on. If we wanted this process to use cores 8,6,4 and 2 we would utilize the binary like:   87654321 10101010   Just mark a 1 under any core number you want to use and a zero under any that you don't. This new binary number needs to be converted into a hexadecimal value. A quick way to do that is open windows calculator. Click View and choose   Programmer   Click the radio button for Bin, (putting the calculator into binary mode), and enter the number you obtained above. After you hit the last digit you can click the radio button for Hex and it will convert the number. So, for the above 10101010 we would get AA as the hex value to substitute for #:   start /AFFINITY AA arma3server.exe  ...  the rest of your start parameters as they already are   With the server assigned to the cores we wanted the headless client can be done the same way. If the HC only needs to be run on core 3,  87654321 00000100   You get a hex value of 4 and our HC batch line becomes:   start /AFFINITY 4 arma3server.exe  ...  the rest of your start parameters as they already are   You can verify that the OS is running the process on the correct cores by opening Task Manager, right click the process in question and choose Set Affinity. The list it shows you has them ordered with cpu0, (first core) at the top and the list descending to the last core.   Ensure you are using values that you determine are proper for you setup. On my test machine I run the server on  4,3 and 2 and the HC on 1 but haven't noticed much difference whether I give each process one, two or three cpus. This is part of the tutorial where you will need to look at what you have and figure out what's going to work best for you.   Now we have a headless client that will connect to our server so we need to create an init.sqf to handle the HC. Head into your MPMissions folder and find which mission you are calling from within your config.cfg. The default is Epoch.Altis.pbo. You will need to depbo the file and it will create a folder called epoch.Altis with a mission.sqm and a description.ext inside. If you edit the mission.sqm and it is code instead of plain text you depbo'd the file  incorrectly. PBO manager will do this incorrectly so you need Mikero's tools to get a proper unpbo in many cases.   In your new mission folder, you need to create a file named init.sqf. Inside that file place: if !(hasInterface or isServer) then {   HeadlessVariable = true;   publicVariable "HeadlessVariable"; execVm "AI_Init.sqf"; };   "GlobalHint" addPublicVariableEventHandler { private ["_GHint"]; _GHint = _this select 1; hint parseText format["%1", _GHint]; };   The called file above, (AI_Init.sqf), is whatever init file you use to get your AI started. At this point, your server will  have a headless client that will run any AI scripts you would like. The added bit is so the headless client can communicate with the players and let them know when a new AO spawns. The added benefit to this system is that, if the headless client fails to connect, it will continue to retry and the AI system will spawn whenever it finally joins the server. I didn't want the server to run the code as I have the HC for a lot more than one mission so I set this up with the thought in mind that I wanted as much as possible to be removed from the server's  overhead.   While following this section, you may get kicked when you connect as client. There are issues with Arma3 and how it creates the current mp mission in your appdata folder so that if your headless client connects, the next client from that same machine to connect may try to overwrite the current_mission.pbo. Since that will fail it will kick you back to  the server select screen. All you have to do is reconnect. Once connected/disconnected it will assume you already downloaded the mission and will no longer try to re-write the file, allowing your client to connect.   SECTION 2: GETTING AI TO SPAWN   UPDATE: From user Defent, it appears that the Vehicle_Simulation.FSM is deleting any vehicle, (AI included), that was not spawned by a logged in client. That likely means that this code will not work running solely on the server. I have personally verified that when I run this code exactly as written from a headless client it works fine, but when ran by the server it deletes the ai within seconds. We will have to wait on a workaround from the Epoch devs that will allow us to move this code server side in order to do that. I will update this again once we figure out what array or variables are protecting server spawned vehicles.   For this part, I've seen a lot of posts about people having issues with ai being deleted. I had trouble with this as well until I changed a lot of the variables. Certain models will be deleted but I found that creating soldiers and removing their uniform seems to allow them to stick around. I am creating a global array, placing all the ai into it and making that a  public variable. I had originally did this because I was using modified epoch code in a separate pbo on the server but  didn't feel it was appropriate to teach that route since the current restrictions say releasing that modified code is bad. I mention this because I really do not know what affects the ai during cleanup exactly, but it seems to have multiple parts. Certain  models I spawn seem to instantly disappear while others will stick around for a few seconds, fire their guns, then disappear. Since I don't know what exactly fixed the issue I wanted to post the code I am using as it stands right now and maybe we can  figure it out as a community. What I am posting works for me, on a private server, but I wanted some testing done.   I made all of the ai in a group from side RESISTANCE and made all of my triggers pick up side GUE. This mission will make an  AO, somewhere on the map, create a red marker and let all players know. After the mission starts, if thirty minutes goes by and there are still bandits in the AO, the AO ends with a hint saying they took off and the marker will turn yellow.  120 seconds later another AO will picked randomly from the list and continue. If players hunt down the bandits and kill them  all before the thirty minute timer runs out, the AO marker turns green and an ammo box spawns that will last ten minutes before it it deleted. 120 seconds later another AO will be chosen and so on. Each AO that is used is removed from the list and if the list runs through all ten missions it will reset to full and start over.       Inside the mission folder you created for init.sqf you need to make another file called AI_Init.sqf and inside that file place all of the spoiler code inside.
      The above code has positions that are relevant to a custom map I am working are and the AO's themselves have had their text chopped down to something generic. Since this is part of a much larger mission system I am working on I wanted to make a generic version that you could tailor to your own tastes. Pretty much anything you could want just needs to be added to the appropriate section or you could even work out DZMS. I previously got permission from Vampire to modify and use his mission system in my larger A3 mod and it has been working  as well, along side this system, and works the same if I spawn them the same way as this.   One thing I didn't mention above, are BE filters. You will need to take some time and work out which filters you need to edit. I currently have a dozen things I am working on and I honestly can't remember which ones I had to adjust to make this work. The BEC console window will tell you what rule you broke, and that will tell you what changes you  need to make to your filters. Since any AI system you use will likely have much different code, there's no way of knowing which filters will be affected anyways until you test it out. The above mission is more of a basic, to get  started, mission system and really should be used to figure out how to make your own or how to edit existing systems to work with Epoch. Be warned, though, that if you chose to retrofit an A2 mission there will be a ton of things you need to edit to get everything working happily with A3, (like ai skins and loudouts, positions, vehicles, etc).   As I said before, I have tested this many times on my test server and everything seems to be working just fine, but if its not for you guys, let's figure out what's going on! The only issue I have run into is that sometimes the  AI wanders out of the AO. This will prompt the same reaction as killing all of the AI and a reward will spawn as soon as the trigger sees no bandits. I am currently working on things for the ai to do other than a random patrol and am also looking at randomizing their gear and skills and fixing the wandering issue.  If you have a better way, just let me know and I'll gladly update the top of this post! 
  11. Like
    d4n1ch reacted to vbawol in REDIS Database Instability   
    Redis is not experimental and is used in many large scale web sites as a cache between mysql and the frontend.
     
    Redis is much faster than mysql and has lower latency. It is mature and well supported and has many tools and resources available. 
     
    If your server is running low on diskspace/memory reduce the max memory value in the redis.conf. The redis database only uses a small amount of actual memory but does allocate a page file about 1.5x size of the max memory setting.
     
    After we release the sources I am sure you will see other options pop up.
  12. Like
    d4n1ch reacted to Uro in Bornholm problem   
    Yep my server has em as I'm the one working out quirks with it and feeding the info to the devs and liasing with the map author on issues to help improve his map, as well as for helping support Epoch more fully.
     
    Now if you look in the exact same thread you started in General Discussion, I answered you there. :P
  13. Like
    d4n1ch reacted to Creep in AI MISSIONS?   
    just nope isnt possible atm...
     
    the cleanup deletes any any vehicle not in the safe vehicle array which only includes the drone
     
    also it takes of the simulation of any playable unit which isnt related to epoch + deletes them shortly after
     
     
    After I finally made it through the battleyefilters I managed to see no makers are able to spawn and the units just stand there doin nothing and things like static guns are w/o gunner and despawn as soon as your in 20m range or something
  14. Like
    d4n1ch reacted to vbawol in 0.2.5.2 Changelog   
    [Added] Started on Basic food crafting: Cooked Meat + Sweet corn + empty cooler equals full hunger; returns empty cooler. [Added] Crafting of Large Energy packs: 3x small energy pack + Circuit Parts and a nearby fire. [Added] Basic wild plant spawner: Poppy [Added] New dynamic event object: Ferris Wheel [Added] Antagonist chances moved to epochconfig. [Added] Split server events from weather and added separate timers for each in epochconfig. [Added] Direction labels added to teleport pads. [Added] Epoch Story: Debug area is now Epoch Cloning facility. [Added] Started support for all "AiA Terrain Pack" maps, starting with Chernarus. [Added] Support for Krypto account access from classed ATM and phonebooth objects. [Added] New loot objects: Tarp covered pallet and freezer chest. [Added] Tree support for Bornholm. [Added] Player Krypto accounts now expire after 90 days of inactivity. Can be changed with expiresBank. [Added] Further enhanced DLL logging. [Added] Paint stripper & building parts pricing has been added to Traders. [Added] Extra logging of player connects and disconnects. [updated] Further optimized sound system. [Fixed] Group invite not working [Fixed] Vests and Headgear now populate with correct epoch variants in spawn menu. [Fixed] Item spawning now will add the items to a vehicle if target is in one. [Fixed] Disable SteamAPI VAC ban calls for now as it was reported to cause CPU high load, it will be renabled in a future patch. [Fixed] Better way to track dead state of player. [Fixed] Losing group when logging out while dead. [Fixed] Revive statistics were not persisting. [Fixed] Optimize cleanup system for more stable server fps. [Fixed] Removed doppleganger code for now, as it was not working as intended. [Fixed] Epoch welcome message encoding issue and fixed Scroll bar. [Fixed] Parachutes are now safe to use. [Fixed] Increased the amount of thirst gained from Drinks/Sodas. [Fixed] Increased the amount of hunger gained from Can Food and Cooked Meats. [Fixed] Bug in sound system with Cultist caused error that broke master loop. [Fixed] False publicVariable kicks that happen since the ArmA 3 update 1.36. (BattlEye Log shows PLAYER_REJECT_NoResponse) [Fixed] False script restriction kicks that happen when player destroy electric wire.  
     
     
    Release date: 12/23/2014
  15. Like
    d4n1ch reacted to stonXer in Players not saving?   
    resolved for me* user error, overlooked 1 file to match pw's :)
  16. Like
    d4n1ch reacted to Axle in Patch 0.3.0.3 Server/Client files !!Now on Steam!!   
    Epoch launcher is out of date but you can still download the new patch. It will require you to manually extract and install the client files.
     
    Downloads:
     
    Client
    http://epochmod.com/download.php
     
    Server
    http://epochmod.com/download_server.php

    Changelogs:

     
    Report Bugs:
    http://epochmod.com/forum/index.php?/forum/53-bug-reports/
     
    Provide Feedback:
    http://epochmod.com/forum/index.php?/forum/54-feedback/
  17. Like
    d4n1ch reacted to vbawol in Server Files Released, What client build do we use??   
    The RC1 build is the one we are going live with
  18. Like
    d4n1ch reacted to Darth_Rogue in Server Files Released, What client build do we use??   
    Is it the same release candidate that was put out yesterday?  Or is there something newer we should use?
  19. Like
    d4n1ch reacted to vbawol in Official Server Files Released!   
    Download the latest server files here: 
    http://epochmod.com/download_server.php
     
    Report Bugs:
    http://epochmod.com/forum/index.php?/forum/53-bug-reports/
     
    Provide Feedback:
    http://epochmod.com/forum/index.php?/forum/54-feedback/
  20. Like
    d4n1ch got a reaction from KingBullGod in Commercial hosts win, communities lose, how come ?   
    I would like to see A3 EPOCH Scripting forums category i think alot of people will have a part in contributing some fixes even if it's only a battleye filters.
  21. Like
    d4n1ch reacted to Sequisha in Commercial hosts win, communities lose, how come ?   
    This simply isn't true, surely an amateur can't copy-paste a bunch of distasteful changes like we've seen in the past...any modifications will actually take some effort, thought and time.

    I would suggest learning how to introduce whatever changes you'd like properly.
  22. Like
    d4n1ch reacted to Axle in Patch 0.2.5 RC testing.   
    It's getting close and we need some large scale testing. Mells House server will be hosting the RC patch.
     
    You can download the test client here.
     
    http://epochmod.com/downloads/Epoch_0.2.5_RC1.zip.torrent
     
    Once the RC files are tested and we pack the live version, server files will follow.
  23. Like
    d4n1ch reacted to vbawol in Epoch 0.2.5 Patch Changelog   
    [New] Custom single seater "Mosquito" Light helicopter. [New] Consumables can now give the player multiple attributes on use. [New] Honey can now be consumed and an empty jar is returned. [New] Empty Food cooler added. To be used with food crafting. [New] Metal Scraps added and can be found in many places as well as crafted into Salvage Metal. [New] 3 new Soda cans some with unique attributes. [New] Player Krypto account added. Accessed by pressing the Inventory key next to a phonebooth or an ATM. Larger the transaction the longer it takes. [New] Custom Weapons: AK47, M14, m249, m107, m4a3 ported from Arma 2. [New] Camo version of female wetsuit. [New] Female Ghillie Suits Tan, Light Green, Dark Green. [New] SteamAPI support added for future features and VAC ban check system. [New] In-game Admin Panel cleanup and features added: Spawn Menu, 3D ESP, Map ESP, Basic Admin levels. [Changed] Removed all "Take" and "Rearm" actions to prevent taking items from locked vehicles. A new take option will be added soon to allow item access underwater. [Changed] Sledge Hammer damage increased 2x. [Changed] Loot now spawns more readily. [Changed] Loot table tweaks to increase building materials. [Changed] setTimeMultiplier 4x enabled by default. Can be changed with timeMultiplier in epochconfig. [Changed] Shelf, tipi, and Frequency Jammer are now built using the physx build mode. [Changed] Combat Logging: Players now leave a Doppelganger behind for 60 seconds after disconnect. This can be changed or disabled in epochconfig.hpp server side. [Changed] Death trigger now spawns shark if player is killed at sea. [Changed] Added Override vars to epochconfig that control object expiry. vehicle, building, storage (7 days), players (30 days). [Changed] Vehicle slots limit now based directly on total of per vehicle counts in allowed vehicles list. [Changed] Reworked backend of NPC trader mechanism to be more accurate and optimized. [Changed] Land vehicles now spawn in cities near roads instead of anywhere on roads. [Changed] Many performance and security changes server side. [Changed] Vehicle save queue system for better performance. [Changed] Seasonal items like Meeps and Halloween masks removed from loot tables. [Fixed] UAV's are no longer static and now move like they are supposed to. [Fixed] Fully disabled thermal equipment for all vehicles. [Fixed] Geometry of walls changed to help reduce glitching. [Fixed] Disallow Holster and GetOver action near base walls, to reduce wall glitching. [Fixed] Global setdamage event with Communication towers. [info] Reworked server configs. InstanceID is now set in EpochServer.ini and the rest in epochconfig.hpp now found in @EpochHive folder. [Known Issues] Weapon attachments get wiped when player to player trading. (workaround for now take the items off the weapon first). [Known Issues] Moving a painted corrugated wall causes it to lose its color.
  24. Like
    d4n1ch got a reaction from Splin in Suggestions   
    Also would be nice to see different kinds of storages like wooden crates and weapon racks maybe a fridge.
  25. Like
    d4n1ch reacted to Nick Collins in Suggestions   
    +1 on the Rain catcher and the generator would love to see that in the game.
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