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Hazmat

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  1. Like
    Hazmat reacted to Grahame in Epoch "Ryan" Zombie Feedback   
    Wait, with the original setup they attack each other again... They did in the early days but not for months for me...
    We need to talk :)
    Cheers,
    Grahame
     
  2. Like
    Hazmat got a reaction from IT07 in a3_vemf_reloaded by IT07   
    Otherwise the missions are working like a charm on the server, fantastic addon you've made here...been lovin' it for a while.   If I'm helping by reporting what's happening on our server on the latest update... great...but honestly my first 'goto' was thinking I had a syntax error of some kind or some other missing component.  I've started with a fresh, default setting again...RPT isn't logging any odd errors.  Showing VEMFr kicking off DynamicLocationInvasions for given locations like it should.
    Wonder if anyone else is seeing or having the same results.  If not, then it's all on me. =)
    Again, thanks for the awesome addon IT07!
     
    H
  3. Like
    Hazmat got a reaction from IT07 in a3_vemf_reloaded by IT07   
    Missions working great!  Fun but tough.  Have players asking if we can have them outside of towns or open areas on Altis.  Left default Global settings alone which shows "nonPopulated=1", but missions are only spawning in cities/towns.  Went ahead and added same setting to 'class DynamicLocationInvasion' in config override preserving entire tree structure, to see if that would enable them, no luck.
     
    Ideas on what I might be missing?
     
  4. Like
    Hazmat reacted to vbawol in Suggestion for server owners   
    We have built into Epoch a way to do this, you simply specify the preferred locations in this class: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server_settings/configs/maps/tanoa.h#L486
    This is the script/tool to make these positions via the editor: https://github.com/EpochModTeam/Epoch/blob/release/Tools/SQF/saveVehiclesWhitelistPos.sqf

    For example this is the config for Altis:
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server_settings/configs/maps/altis.h#L307-L319
     
    Also, if someone has already made settings for Tanoa, please share by making a pull request:
    Start here: https://github.com/EpochModTeam/Epoch/edit/experimental/Sources/epoch_server_settings/configs/maps/tanoa.h Choose "Fork this repository and propose changes" Make your proposed changes add a description of the changes and click "Propose file change".
  5. Like
    Hazmat got a reaction from IT07 in a3_vemf_reloaded by IT07   
    This is awesome, thanks for your work! 
    Question:  I'm trying to disable the helicopter AI patrols with the missions by adding the override in the a3_vemf_reloaded_config by changing the value to 0 in the 'class heliPatrol' setting.  I've copied the class name plus brackets, changed 'enabled =0' but helipatrols are still spawning. 
    Any ideas?
     
    TIA
     
  6. Like
    Hazmat got a reaction from IT07 in a3_vemf_reloaded by IT07   
    Ahaaa...yep...that's it!   Thanks.
     
     
  7. Like
    Hazmat reacted to IT07 in a3_vemf_reloaded by IT07   
    UPDATE! (v0751.3)
    Check the CHANGELOG.md for details
  8. Like
    Hazmat got a reaction from HarryNutz in Overall View Distance Issue   
    I've noticed the fog line is more prevalent now that you've mentioned it.  Using same view distance I've used forever, now the haze seems closer, cannot see much past 1km.
     
    H
  9. Like
    Hazmat got a reaction from KPABATOK in What's up with servers?   
    Ours is up.
    US-1 EPOCH |PVE/PVP|0.3.9.0|VANILLA|by MoaRKowbell
      162.248.91.60
  10. Like
    Hazmat reacted to vbawol in Epoch 0.3.9 Release Changelog   
    TLDR
    Starting on Apex Expansion support with Tanoa map support. New Task based Mission System. Zombies! Simply enable Ryan's Zombies and Demons mod: http://steamcommunity.com/sharedfiles/filedetails/?id=501966277 along side @Epoch Mod to get custom Epoch Zombie AI. * Base building and item interaction configs now available to change via mission file. Fixed custom Gestures not working since 1.60 Many other fixes and improvements. Change Log:
    [New] Epoch Mod configs and some community pbo's are now released under APL-SA license here: https://github.com/EpochModTeam/EpochCore [Added-WIP] Tanoa map support. [Added] New Task based Mission System. [Added] (Optional) Support for Ryan's Zombies and Demons mod: http://steamcommunity.com/sharedfiles/filedetails/?id=501966277 with custom Epoch implementation. [Added] New custom variable EPOCH_playerNuisance that increases based on the type of weapon fired and decreases at a rate of 1 per 10 seconds. This is used to track how active a shooter the player is. [Added] Player option to Morph into a random antagonist (from deathMorphClass) after death. The array 'deathMorphClass' found in CfgEpochClient can be used to specify what antagonists to randomly spawn. [Added] Player option to detonate body after death. Sacrifice yourself by generating a runaway thermal cascade using the nano bots within your body. Nothing left to revive. [Changed] Increased loot bias 10% overall and increased loot density for military and other larger buildings. [Changed] new function Epoch_message, replaces Epoch_dynamicText. [Changed] Object Interaction and EPOCH_client_bitePlayer settings in now config CfgObjectInteractions. [Changed] Moved all Base Building variables to gamemode config CfgBaseBuilding. [Changed] Moved all Item Interaction to new gamemode config CfgItemInteractions. [Changed] Sapper groan or detonate can be triggered by setting a variable on the target or sapper. [Changed] Server can be asked by a client / server to trigger an antagonist on another client. Antagonist is then run on target PC, independent from caller of function. [Changed] Epoch Unit Spawn code. Now can be called specifying the target of the antagonist. Antagonist will run on target client PC. [Changed] Sapper defaults tweaked to make them more responsive. [Changed] New Sapper antagonist config options: reflexSpeed - Set the loop pause. Defaults have been lowered to make sapper more responsive. nestChance - A percentage chance, at each sapper spawn, that he will create a nest. hideLevel - (Fear Emotion) Set level at which sapper will go into hiding based on fear of armed players, being shot near etc. chargeLevel - (Anger Emotion) Set level at which sapper will trigger 'charge the player' mode. [Changed] New UAV Support Troops antagonist config options: unitTypes - an array of soldier classes to randomly choose from. Custom weapons to-do, use soldiers with default weapon loadout or handle weapons with custom script. maxUnitNum - Maximum number of units to spawn per UAV. minAISkill - Minimum value for any AI skill. maxAimingAccuracy -> maxGeneral - Set the maximum value for each available AI skill. A random number between minAISkill and the value for each will be set as that skill. [Fixed] To prevent A3 dupe issues Epoch Militia Solders when taking uniforms, they no longer have uniforms. [Fixed] To prevent animation glitch with weapon switching on the move and holstering. You now must be standing still to holster your weapon. [Fixed] Custom Epoch Gestures not working since 1.60. [Fixed] Issue with animals not returning raw meat. [Fixed] Getting wet and cold on standing on pier. Thanks to umfufu for the report! http://epochmod.com/forum/topic/41929-getting-10-points-of-wetness/ [Fixed] Missing texture issues with some base building objects since 0.3.8. [Info] A big thanks to Isaac, Axeman's chief tester! **Server Only** [Added] Improved plant spawner by Redbeard Actual and [VB]AWOL. [Added] Allow Epoch Events to accept full file path if 4th variable in the EpochEvents array is set to 0. Default is 1. [Added] Function to effect a players Crypto server side: EPOCH_server_effectCrypto [Added] New experimental PBO packing tool found in Epoch/Tools/PowerShell/ [Added] Server function to allow remote exec of setVariable on client - Allows client to ask another client to set a local variable, via the server. Server can run same function. [Added] Epoch AH: Added ability to kick, instead of just log or ban. [Changed] Reworked vehicle load function and made vehicles immune to damage for 120 seconds after startup. [Changed] cfgpatches check now kicks by default with message a message. [Changed] Vehicle persistence texture configs are now found in server settings pbo. https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/configs/CfgEpochVehicles.h [Changed] Use new disableChannels syntax in 1.60 and enable text chat on side chat and not voice. Thanks to @morgoth0 for the heads up! https://github.com/EpochModTeam/Epoch/issues/544 [Changed] ForceRestart option should now restart as soon as all players disconnect and server is locked. [Changed] Epoch Events can now self initialize on server startup (if third events[] array element is 1). Fixes issue with weather not changing till first event run. [Removed] Epoch AH removed whitelisted variable check system. [Removed] STEAMAPI Vac ban check as it needs reworked in the extension. [Fixed] Take into account trader stored per class vehicle limits when spawning new vehicles. [Fixed] Disappearing Mags on login / revive. Thanks to He-Man for the fix: http://epochmod.com/forum/topic/42178-disappearing-mags-on-login-revive-fix/#comment-277194 [Fixed] CUP mods enabled check logic typo. Thanks to @morgoth0 for the report: https://github.com/EpochModTeam/Epoch/issues/543 [Fixed] BE kick when player opened stock A3 dialog (Game > Options > Layout). [Fixed] BE kick with Spawn Loot admin panel option. Thanks to @jostster for the report: https://github.com/EpochModTeam/Epoch/issues/540 [Updated] Loot position tool: Epoch/Tools/SQF/saveLootPositionsVector.sqf [Updated] World config tool: Epoch/Tools/SQF/getTreesAndTrash.sqf [Info] Changed name of a3_epoch_server.pbo to epoch_server.pbo. Also changed path from \x\addons\a3_epoch_server to \epoch_server [Info] Changed name of a3_epoch_server_settings.pbo to epoch_server_settings.pbo. [Info] RConPort 2306 added to example-beserver.cfg for changes since A3 1.58. [Info] Removed old .bikey and added new one for 0390. [Info] Requires Arma 3 1.60 or higher. Additional Notes: 
    * Ryans Zombies support is disabled by default, you must set this variable ( https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L28 ) to true and add "Ryanzombies" cfgPatches classname to your missions addOns[] array ( https://github.com/EpochModTeam/Epoch/blob/release/Sources/mpmissions/epoch.Tanoa/mission.sqm#L22-L25 ) to prevent players from joining without the mod enabled. 
  11. Like
    Hazmat reacted to vbawol in 0.3.7.0.107 --> 0.3.7.0108   
    The changes are generally tracked by github, you can see here the files that changed here: https://github.com/EpochModTeam/Epoch/commit/d3d845bca605e79c8a011e8aa2fbf199f7fda508
  12. Like
    Hazmat reacted to KPABATOK in Can´t build jammer frequency without workbench and can´t build a workbench without a jammer, why??? in 0.3.6   
    You only can not build jammer without workbench, for workbench you do not need a jammer as long as there is only one workbench in 225-275 meter radius (not sure about correct distance but it seems around this number).
    Maybe someone already built workbench in a vicinity? Seems odd, as I always carry workbench in my backpack just in case I need to quickly store some loot when far away from base.
  13. Like
    Hazmat reacted to vbawol in Get rid of it   
    I will be adding a ammo management option to help with repacking mags. I will also add a config var for this so it will simply act like it did before.
  14. Like
    Hazmat got a reaction from TheStainlessSteelRat in Revive   
    Epoch imo is very different than Exile.  If all you want is pvp, quick and easy loot...Exile might be your cup o tea.  Frankly, Epoch is just more interesting and fun.  The build system has come a long way...the looting system is well done with great models...and has built in antagonists that add to the depth of the mod.
    The developers are quick to add fixes and implement new features to Epoch that seem well recieved.  I noticed a slight shift in players going to Exile when it initially came out...something new I presume.  But over the last month or so I've seen a growing number of Epoch players on our server as well as an increase in returning regulars players
     
    Really, the only two things I liked about Exile is the default halo spawn in and random bicycles...thats about it.
    Epoch FTW...my 002.
  15. Like
    Hazmat reacted to vbawol in 0.3.6 Safes & Lockboxes - Cannot always open   
    That workaround He-man posted should work but is also adding another endless loop to the scheduler. Ideally it should be event driven, and to do that properly we need to get BI to extend the InventoryOpened event handler to also return other connected containers. Please Vote this up: http://feedback.arma3.com/view.php?id=23192

    But in the mean time I will figure something out as I would prefer not to use the old method that was using setpos as it was often very slow for detecting cursorTarget changes. 
    The Epoch AH already has a temp workaround that checks for nearby locked supplies however its not working well so here is another take on it. This solution is mostly event driven but does have to use spawn and waituntil so its not perfect. This is sort of a hybrid from what has been shared by He-man in this thread. 
    New security_checks.h line:
    InventoryOpened = "_this spawn EPOCH_initUI;_container = _this select 1;_lockedNear = false;if (_container isKindOf 'GroundWeaponHolder') then {{if (locked _x in [2, 3] ||_x getVariable['EPOCH_Locked', false]) exitWith {_lockedNear = true}} forEach (player nearSupplies 10);};if (locked _container in [2, 3] || _container getVariable['EPOCH_Locked', false] || _lockedNear) then {[] spawn {disableSerialization;waitUntil {!isNull findDisplay 602};_display = findDisplay 602;_ctrl_cargo = _display displayCtrl 6401;_ctrl_ground = _display displayCtrl 6321;_ctrl_cargo ctrlEnable  false;ctrlSetFocus _ctrl_ground;ctrlActivate _ctrl_ground;};};"; I have also updated the server settings pbo found here: https://github.com/EpochModTeam/Epoch/blob/f196d8461fd014820499b224b7157bc3a929cb12/Server_Install_Pack/@epochhive/addons/a3_epoch_server_settings.pbo?raw=true
    The idea here is to use event handlers as we have before and simply detect if access to a container should be blocked. If so, we force the player to the ground inventory tab and disable the cargo tab. 
    Please give this a test and report back, Thanks!
  16. Like
    Hazmat got a reaction from waynewr in Arma3 1.54 update   
    Fam first man. 
  17. Like
    Hazmat reacted to KPABATOK in Epoch 0.3.5.053 and Armaupdate 1.54   
    Seems like they are weightless, so Arma 3 made them into "28 days later" type of zombies :D
  18. Like
    Hazmat got a reaction from dennis_stk in Epoch 0.3.5.053 and Armaupdate 1.54   
    Yep, already had players saying WTF?  Sappers are full on sprinting!
  19. Like
    Hazmat got a reaction from axeman in Sapper attack   
    Just had it happen again on our server, and love it!  Like running with the bulls!
  20. Like
    Hazmat got a reaction from KPABATOK in Up to 8 sappers spawning on a player at once   
    Just had this happen today on our server and it was both unnerving and awesome.  I agree with Kpabatok, bout shat myself...just heard a bunch of footsteps, then looked behind me and like OH $H!t...what the actual...?  Was like a mad herd of sappers.  Love it.
    To the devs, this mod just keeps getting better and better.  Nice work!
  21. Like
    Hazmat reacted to vbawol in Epoch 0.3.4 Rolling Changelog   
    Client:
    [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.
    **Improved Dog AI Dog Brain by Axeman**
    [FIXED] Dog not taming due to var reset in wrong place / BIS animal update.
    [UPDATED] Dog text format updated.
    [UPDATED] Dog whine, instead of bark, when alerting of other nearby players (When player crouched).
    [UPDATED] Dog prey kills now use animal looting system. i.e. Dog will loot dead animals, and other objects, then will fetch loot.
    [UPDATED] Attached weapon (loot) holder is now dropped if dog finds a new one. Needs update.
    [ADDED] New Quiet dog bark and whine.
    [UPDATED] Make dog sounds global and use quieter sounds to alert player once dog is tamed. Untamed dog or when attacking is still loud.
    [UPDATED] Add occasional quiet dog whine when other players in the area.
    [UPDATED] General Dog timeout tweaks to compensate for Arma Animals 'doing their own thing'
    Server:
    [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.
    Expected Release is within 1-2 weeks.
  22. Like
    Hazmat got a reaction from KPABATOK in Why was "move" feature removed?   
    I'm wondering the same thing.  Can no longer move a base object, like a wall, floor or the jammer...have to destroy it instead.
  23. Like
    Hazmat reacted to KPABATOK in Why was "move" feature removed?   
    Removed base object "Move" in 3d option in favor of a more refined "ghost" snap mode. I really liked this thing, was very useful when you want to place jammer, shelf or lockbox just in right angle, you could move the item as long as the timer was ticking, so you didn't need to start from scratch everytime you do something wrong (and removing shelf gives you only 2 metals).
    I haven't tested yet this "ghost" snap mode refined thingy, but fact is, that now when you press build a jammer and place it, the timer is ticking and you no longer can move it and place somewhere else etc. It wouldn't be much of an issue if "END" function worked correctly, which brings things closer to you. Because now it is just moves back away as soon as you release END button, which is very annoying bug to me in 0.3 patch.
     
  24. Like
    Hazmat reacted to axeman in No Cultist   
    They'll be fine. Have just had a look at the cultist AI, bit of brain surgery. Try looting in the same skin as a fresh spawn, should see more. Have put an update in that should help. Next update am afraid though.
  25. Like
    Hazmat reacted to vbawol in 0.2.5.2 Changelog   
    UPDATE: We had a pretty major performance issue pop up with the 100 player Chernarus server yesterday, A fix is in testing now, first signs show that we may have increased performance from the previous version.
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