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ComatoseBadger

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  1. Like
    ComatoseBadger reacted to vbawol in Forum Updated: this is only a test   
    this is only a test
  2. Like
    ComatoseBadger reacted to f3cuk in [Fixed] Animated Crash Spawner 1051   
    Current release 1.3.2

    Fixed
    Issue where marker would only be set once; Issue where sometimes plane would instantly crash; MiscIntensified fire/smoke. ---
    Release 1.3.1

    Added
    Marker cleanup after the first person has secured the crashsite; Added a "Survivors have secured the crash site" message; Added vehicle start damage to planes (will cause them to smoke); Ability to hide or show marker; Ability to hide or show crahsname. FixedCorrected marker placement (it always spawned on pre-defined crash site, even if taken down or crashed somewhere else); Fixed issue where you would sometimes see the pilot bailing and getting deleted as soon as landed; Set the correct facing direction on the crash model; Crashing into sea stops loot from spawning at the bottom of the ocean, does not display a marker and show a message that the helicopter or plane has crashed into the ocean. MiscChanged the starting positions for Chernarus (with help of Richie); Lowered the speed of planes; Lowered the altitude of planes; Enhanced damage models; Enhanced loot tables per vehicle. How to installAdd a animated_crash_spawner.sqf to your dayz_server/modules folder Edit your EpochEvents array in init.sqf to include animated_crash_spawner E.g.
    EpochEvents = [ ["any","any","any","any",0,"animated_crash_spawner"], ["any","any","any","any",10,"crate_military"], ["any","any","any","any",20,"crate_supply_items"], ["any","any","any","any",30,"crash_spawner"], ["any","any","any","any",40,"crate_construction"], ["any","any","any","any",50,"supply_drop"] ];Download animated_crash_spawner.sqf
    version 1.3.2

     
     
     
    Can i safely add this to other maps then Chernarus?

    Yes you can, Richie and BetterDeadThanZed have been so kind to make a set of starting coordinates for all of the below mentioned maps. Simply replace the _heliStart line with one of the following. Your map not included? Ask (nicely) and you'll probably get served.

    Taviana (Origins)

    _heliStart = [[7637.1768, 4182.0859],[2154.2883, 17062.283],[8839.4092, 10396.975],[8821.5313, 19403.178],[15097.905, 15839.728],[17291.035, 7203.6821],[18815.258, 2757.0435],[13402.826, 12238.75],[12001.367, 15047.333],[5200.9824, 8429.251],[9564.2949, 5238.4321]] call BIS_fnc_selectRandom;Taviana 2.0
    _heliStart = [[11558.516, -56.829834],[7787.207, 3972.2046],[2279.2651, 6822.7891],[5548.9434, 8449.1914],[9465.4697, 7223.2925],[17441.467, 5454.5791],[13474.444, 11853.039],[8848.6611, 18823.994],[16224.908, 13310.733],[15171.845, 7629.0879]] call BIS_fnc_selectRandom;Napf
    _heliStart = [[3458.7625, 2924.917],[11147.994, 1516.9348],[14464.443, 2533.0981],[18155.545, 1416.5674],[16951.584, 5436.3516],[16140.807, 12714.08],[14576.426, 14440.467],[8341.2383, 15756.525],[2070.4771, 8910.4111],[16316.533, 17309.357]] call BIS_fnc_selectRandom;Sauerland
    _heliStart = [[3143.7053, 519.72656],[14047.064, 736.25336],[19551.301, 1638.9634],[22871.928, 3194.9937],[3216.1506, 8066.9844],[15430.821, 7462.8496],[22722.418, 8578.207],[3399.9622, 13945.776],[16220.508, 14363.767],[10220.176, 18679.586]] call BIS_fnc_selectRandom;Panthera
    _heliStart = [[2354.8118, 2898.7732],[6441.2544, 604.39148],[5837.6265, 3852.1699],[3434.9966, 7324.9521],[1250.1727, 8301.4199],[6353.0869, 5563.6592],[3011.1584, 4440.96],[4967.9551, 6376.479],[8340.8125, 4563.1436],[4582.7534, 2080.5737]] call BIS_fnc_selectRandom;Namalsk
    _heliStart = [[5046.9678, 5943.2656],[6360.792, 6582.0723],[3544.4153, 6451.7793],[7504.9102, 5786.3271],[7752.436, 7067.6895],[3920.3354, 7530.4941],[6448.9805, 8406.374],[6098.7876, 10094.43],[4745.8853, 10273.457],[8271.7441, 10356.828]] call BIS_fnc_selectRandom;Takistan
    _heliStart = [[2877.6855, 703.94592],[7118.8374, 10659.661],[7281.5488, 690.51361],[9251.5283, 2722.7166],[3742.7253, 3439.4333],[1300.1748, 3303.4463],[6000.7114, 5670.394],[9339.2139, 6650.0625],[11687.854, 9396.415],[3025.9387, 9983.293]] call BIS_fnc_selectRandom;Lingor
    _heliStart = [[862.89911, 816.75781],[2884.9204, 1093.1793],[3923.7927, 1078.5016],[6571.9326, 1575.0684],[3046.9241, 2413.4119],[5652.1348, 2944.7871],[1866.0063, 4954.5566],[3748.3994, 5456.0498],[6348.8232, 4448.1694],[8368.7148, 7673.5293]] call BIS_fnc_selectRandom;
  3. Like
    ComatoseBadger reacted to ViseVersa in [Beta] New Kind of Headless Client   
    So, recently I was just browsing trough forums and I read about Headless Clients and I was like phew that would be a nice thing to have man. So I went straight to the Downloads, gave them a few Tests and decided screw this. I've seen "ARMA 2" Headless Clients using event handlers, that are for arma3 - not even sure, if they actually work in arma2 and then it's a mess (no offence thou, but it was very hard to read trough all that). Well, what Solutions did I have? Making my own one and share it with the Community to improve it to an acceptable Standard.
     
    The following Video (Sound might be loud) shows an Example of the Headless Client
     
     
    So, what's so Special about this...
    Well first of all this works on any Map. Also it works with any Loot Table. Also it works without the need of a player. It has it's own "independent Area" where it interacts in. What I mean with that is, that you won't need to rely on any Functions, as everything that is needed is included. All Variables and Functions work outside of the normal "dayz stuff", as only the Headless Client loads it and it won't overwrite anything. Also it comes with a few features available.
     
    You can fully customize the spawn Ratio between Zombies spawned on Buildings and in Wilderness, for Example you could have 3x as many Zombies in cities You can fully customize the Loot Tables or integrate your existing ones just by changing a variable You can fully customize which modules to use, like animal spawn, wild zombie spawn, building zombie spawn, loot spawn and custom spawn. You can customize which Animals to Spawn You can make AI Shoot at the Zombies You can shuffle the Loot by setting permaLoot to false, as the server clean up will then clean it up and the hc will just re-spawn it. You can ofc set how many zombies / animals / loot piles should max be spawned  
    For a full List, of available Options see the variablesHC.sqf.
     
    The Performance
    While you have the ability to use all those variables, you can tweak the performance of this. However, the script will only be as good as the code and I'm not perfect. I tried my best to check every tiny bit to make sure nothing ever goes wrong, but there's always that slight possibility. Also I'm not perfect and this is my very first attempt, so if I did something wrong or could've done it better just let me know. Also be carefully, when changing the Script Timers, as a to low value might impact dramatically on your FPS.
     
    The Design
    This Client is not meant to Tackle the common Problem of a Headless Client joining to early, etc. It is meant to be persistent, reliable and functional. It more a "spawning handler" for various things like the loot. If you want a "perfect" Headless Client this is not the thing you're searching for. This is the Basement of a Script that is living from user Input, user Feedback and user advices. It wants further improving (if possible) and optimizing (if possible). Regardless of the fact, that it is fully Stable you can however do things wrong - I personally have only limited methods to test this Client, while you or other maybe have a large player base that is willing to tackle a new world of Zombies - so.. If you find any Bug or have any more wishes just let me know.
     
    The Installation
    Please prepare for everything, that you'll need:
    An Editor of your choice (OK, this was obvious) Your mission.sqm (Located in your MPMissions\DayZ_Epoch_%INSTANCE%.%MAP% Your init.sqf (Located in your MPMissions\DayZ_Epoch_%INSTANCE%.%MAP% Your config.cfg (Usually Located in a Folder called "instance_number_mapName") The Headless Client itself (See also: GitHub - Headless Client)  
    IF you do NOT have a Headless Client Installed or failed to install it before:
     
    IF you do have a Headless Client installed or managed to do so before:
     
    The Last Step is simply to create a Folder inside your Mission named "headlessclient" (You can ofc define your own paths) and put all the HC Files into that Folder. Edit the Variables if you want to or just hop right into game and start the massacre!
     
    PS: If I was unclear with the Instructions at any point let me know.
     
     
    //EDIT:
    Just out of interest I forced the HC to join the wrong slot, to see what happens. Apparently it can be in any slot, it doesn't differ ^^
     
     
     
    //Edit
    Apparently some files on Github got broken during the Upload, they have meanwhile been replaced.
  4. Like
    ComatoseBadger reacted to Cherdenko in Custom Trader City   
    Hey Guys... I made a small trader city on the hill of Altar
    (Screens included)
    https://mega.nz/#F!rQAmxCzQ!BbcLpJtk5kDFkmcyF88UPQ and i would like to know if you would like to add this to your servers...
    Im currently using this as a gem trader...
    If anyone like to use it, i will upload both biedi and mission file.
    Btw this is my first work so if you have to critisize anything just do it!
     
     
     
  5. Like
    ComatoseBadger reacted to XerxesIv in [Alpha Release] Single Currency 4.0 Banking & Storage   
    A certain unnamed server company is trying to pass this off as their own. 
    A lot of work went in the these files by not only myself but to all the creators of the different scripts that are included. After I asked them to not do so they ignored my wishes so now like I said in another post is release time for all.

    There are a few things that need added like a hud edit which will be added as soon as I can or if some one else feels free to add to it,

    Mods included but not limited to (if i forgot anyone I do apologize)
     
    Single Currency 2.0 ( Extension) - Soul
     
    Single Currency 3.0 ( Extension) - Zupa
     
    Single Currency Development functions - Zupa
     
    Single Currency Traders - Zupa
     
    Transfer Money from ATM -  Rocu
     
    JAEM Chopper Evac SC - Zupa
     
    Axe Cop Service Points SC - Zupa
     
    Banker NPC's - MGM
     
    http://github.com/XerxesIV/Single-Currency-4.0
     
  6. Like
    ComatoseBadger reacted to striker in [Release] crashLoot - Scatter loot/gear from destroyed player vehicles on ground (Version 1.1)   
    https://www.youtube.com/watch?v=nNbjP3EgBDI
     
    Description
         The purpose of this script is to scatter gear from player vehicles on the ground when they are destroyed. This script allows you to set many different settings to suit your needs. It runs mostly on the server side other than the config variable so you don't have to repack your PBO every time you want to make a change. You can enable or disable the script from spawning gear on the ground depending on if the vehicle is locked or not. This is a important one as it will prevent many people from going around and blowing up every vehicle they see  ;) You can also state the min and max loot piles that you want to spawn around the vehicle. You can also set the radius that the loot piles will spawn in creating a nice random look (don't judge the video). The file controllable element at your disposal is the ability to set the chance the gear will be destroyed. More detail will be given when we implement the config variable in the init.sqf. Without further ado, let the installation begin! :lol:
     
    WARNING: Only use vehicles spawned by the server to test to see if the script is working. Infistar spawned vehicles will not work (However, HIVE spawned might).
     
    Installation 
    Sever Side Script:


    Mission Side Script:

     
     
    Version 1 - initial release
    Version 1.1 (Complete) - change code to use the _object_killed funciton(overlooked that one <_<)
     
    Appreciate and support my work? 
  7. Like
    ComatoseBadger reacted to Nic in [Feature Suggestion] Krypto / Signal Jammmer   
    I would like a group krypto account too.
  8. Like
    ComatoseBadger reacted to BetterDeadThanZed in Wasteland integration   
    It would be cool if Epoch and Wasteland could be integrated. It would be cool. just sayin'.
  9. Like
    ComatoseBadger reacted to CordIAsis in [AdminTool] (I'm back) Working on it!   
    Another little update, cause I feel like I've just been playing Cleudo and finally cracked the case!
    Managed to finally get everything 100% serverside :D
    I feel so stooooopid, the answer was staring me right in the eyes the whole damn time! XD
  10. Like
    ComatoseBadger reacted to 0verHeaT in [REQUEST] Deploy Virtual Garage/Helipad   
    I did it by using the Traderdialog to buy or sell custom buildings or structures.
     



  11. Like
    ComatoseBadger reacted to MGT_Dazza in MGT server is banning anyone with a previous VAC ban on thier steam accs!   
    Our policy is anyone who has been previously banned stay banned regardless of how long it is. You dont get banned for nothing and we will not put the risk of our other players by letting you be unbanned. We are very strict on this.
  12. Like
    ComatoseBadger reacted to Nic in Flying Hunter!   
    Jumping a Hunter off a ramp, courtesy of Soli. 
  13. Like
    ComatoseBadger reacted to vbawol in Epoch 0.2.0.1 Hotfix Changelog   
    [New] Added crafting of Salvage Metal from Iron Ore found at mineral veins.
    [New] Added proper ghost models for TiPi and shelf.
    [Changed] Updated Red Gull Texture and Icon.
    [Changed] Increased chance to find Mortar Buckets.
    [Changed] Ctrl+T now used for Trade requests to other players.
    [Changed] Increased chances for shark to spawn.
    [Fixed] Traders spawning smoke grenades after selling them.
    [Fixed] Just built base objects now use player direction for initial object direction.
    [Fixed] Player logs out while dead will now correctly spawn fresh on login.
    [Fixed] False kicks on Global setdamage due to destroyed powerlines.
    [Fixed] Traders can no longer spawn on top of each other.
    [Fixed] Multiple players could double spawn loot in the same building.
    [Fixed] Can now build Frequency Jammer properly.
    [Fixed] Player rollback after revive and relog.
    [Fixed] Many server side fixes.

    [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 loose its color.
  14. Like
    ComatoseBadger reacted to vbawol in Dog Brain 0.1.0.2+   
    From Axeman:
    Dog is currently a little less aggressive, I couldn't get the player damage working. Sounds are local, I guess as not using pubvar (both to be updated)
    Features:
    Track / Wander - New spawn will track the player, keeping a distance, barking and wandering randomly.
    Hide (Not fully tested) - Dogs don't like vehicles.
    Look At - Dog will edge towards a crouched player whining (dog cry) randomly.
    See / Eat Food - Dog will eat food that it likes if on the floor.
    Taming - Once a dog eats food you have tamed it.
    Follow - Dog will follow his master (player who tamed it).
    Play / Kill Prey - Dog will play with animals (rabbit, chicken, snake currently) it will then kill them and create a weaponholder with the normal outcome from killing an animal. eg. Rabbit = carcass and pelt
    Mourn - Dog will sit at the site of it's dead master crying.
    Dispose - Dog will be disposed once player is out of range (500m)
    Alert - Dog may bark and point towards other players if in the vicinity.
    Dog Killer - If you kill a dog you are marked and dogs will always go into attack mode. Small chance of forgiveness and is possible to break the cycle with taming attempts.
    Needs work: The weapon holder is invisible unless you are in range and crouching, It is currently just similar to a Ground Weapon Holder so items move with the dog along the floor when you are in range (3m).
    Potential for the dog to become a mobile backpack, other players may be able to 'steal' your dog by taming him.
  15. Like
    ComatoseBadger reacted to axeman in Dog Brain 0.1.0.2+   
    Updated Today:
     
    Dog now has 60/40 chance of going straight into attack mode, is he an antagonist or is he your friend ? There are ways to tell and ways to tame, maybe, sometimes :)
    Vehicle bug fixed - Dogs still don't like vehicles though.
    Dispose range increased - Player can go on loot runs, even in a vehicle, up to 1km before dog will be disposed of.
    Dog Killer Updated - Currently removed as we have a chance at spawn for dog to be an antagonist and issues with killing other dogs when you have a friendly dog. Will be re-introduced..
    Hunger - Dog hunger level introduced - To be used to ensure dogs loyalty and change behaviour, starve your pouch and he may turn on you (WIP).
  16. Like
    ComatoseBadger got a reaction from ramme223 in Arma 3 Epoch Chernarus   
    New maps would be excellent
  17. Like
    ComatoseBadger reacted to vbawol in Epoch 0.2 Patch Changelog   
    [Changed] "T" key action moved to Inventory Button. Use your inventory key (Default "I") once to smash trash piles and again to open gear. [New] Two halloween masks Pumpkin head and Warewolf. [New] Fireplace model. [New] Custom Anti Hack Framework by Skaronator. [New] Replacement First Aid Kit double click on the item and use. Heals other players or your self. [New] Wooden Ramp/Roof base object can be crafted with 6 lumber packs. [New] Three new food items: Snooters and Meeps Candy and Walk N' Sons Soda. [New] Electric Motorcycle has been added. [New] Car Jack added and has a chance to be found in freshly spawned vehicles. [New] New lootable furniture "Shoebox" added. [New] Military variant of the bed now spawns in specific military buildings. [New] Unisex vest called "side pack". All fresh spawns start with this item. [New] Group request menu, Group requests can now be accessed via the "Requests" button in the inventory. [New] Player trading now started with the inventory key (Default "I") and accepted with the "T" key. [New] Use paint cans to paint corrugated walls and use paint thinner to remove paint. [New] Wood stairs upgradable for additional landing area. [New] Circuit Parts found in the world to be used for crafting. [New] Lockable Cinder And Wood Doors upgrade with Circuit Parts. Ownership is controlled by frequency jammer group owner. [New] 9 more radios have been added and can be crafted using gems. [New] Many Inventory items now have proper icons instead of placeholder. [New] Give player energy if within 75m of a solar tower or wind tower. [New] Temp Lockable vehicles each time you lock a vehicle it will remain locked to you or your group for 30 minutes. [New] Base building objects get deleted after 7 days. Moving the object or Painting walls extends this for 7 more days. [New] Player Character are cleaned up after 30 days inactivity. [Fixed] Mineral veins now spawn at epicenters. [Fixed] Geometry changed on cinder wall to prevent phasing though it [Fixed] Lockbox can no longer be destroyed while open. [Fixed] Dump items on the ground if packed with items in lockbox. [Fixed] Overflow items to the ground if player does not have space when trading with another player. [Fixed] Added prices for Chainsaw so it is now possible to sell/buy to traders. [Fixed] It wasn't possible to snap the foundation to other foundations. [Fixed] Group Leader can no longer enter the commander vision. [Fixed] false PublicVariable Restriction on server start. [Fixed] Night Vision wasn't disabled when the player run out of energy. [Fixed] Added prices for Karts so it is now possible to sell/buy to traders. [Fixed] Shelf and Tipi storage devices are no longer indestructible and have limited storage space. [Fixed] Trader purchased vehicles should now look for a safer place to spawn vehicle within 120m. [Fixed] Text output from certain actions now show proper display names instead of classnames. [Fixed] Vehicles now persist exact position, angle, and direction so it should result in less damage at spawn. [Fixed] Some false BE kicks for base building. [Changed] Increased storage of all vests by 50% and reduced armor by half. [Changed] Building base objects from inventory kits now instantly forces build mode and consumes item. [Changed] P2p trading now more reliable, however now places traded items at your feet. [Changed] Reduced Dog and snake spawn chances. [Changed] Respawn button disabled. [Changed] Increased Building material spawns on trash piles. [Changed] Increased chances for Tools to spawn on Tool Rack. [Changed] Hunger and Thirst loss rates increased. [Changed] Increased purchase price of Ammo by a total of 100%. [Changed] Reduced Hunter armor levels by 50%. [Changed] Trader "Steal" option removed for now. [Changed] Traders now only wear uniforms that spawn in the world. [Removed] Hellcat Helicopter and and Nightstalker scope till balance issues are sorted. [Removed] Uniform storage space and selling of uniforms to traders removed due to dupe issues. [info] new bikey for 0.2 added remove any previous ones. [info] Improved backend DLL by Fank [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 loose its color.
  18. Like
    ComatoseBadger reacted to ProbablePanic in Landsharks   
    I'm sure this is a known bug, but I was also killed while in a vehicle so I thought it was worth mentioning. Yeah, Landsharks.
     
    http://i.imgur.com/KtEoXGb.png?1
     
     http://www.twitch.tv/probablepanic/c/5185258
  19. Like
    ComatoseBadger got a reaction from cen in [Release] Cen's Custom GUI for Epoch/Overpoch   
    This works pretty well......I like it
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