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natoed

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  1. Like
    natoed reacted to BetterDeadThanZed in Killin Zedz - Increased zombie spawns - Regular stamina, loot spawns and vehicles!   
    Well, I haven't updated this post in a long time. Rather than posting every update here, you can read about the current status on our Discord. We just did a complete wipe as some players created some monster bases that were causing some problems. Feel free to come by and check us out!
  2. Like
    natoed reacted to ApexDayz in APEX |2x Loot|No Stamina|Weapon Redux|Traders   
    Custom Trader locations at Klen and Green Mountain.
    New lootable locations at NEAF, Between Stary & Novy and Prison Island Bridge.
    Our own custom mod-pack that adds 100+ new custom gun skins, food and clothing.
    Join us by filtering for "APEX" on the DZSALauncher
    Or
    Join our discord at Http://Discord.me/ApexZ
  3. Like
    natoed reacted to axeman in To Bot or Not to Bot   
    A bit of progress with the bot. Built in pathing I'm still to find, or wait for them to release to modders :)
    I put some serious hours into a pathing / collision avoidance system for local agents that never made it into A3 Epoch. That's going to come in handy now. 
    I will update with progress here and on the discord,  join here : https://discord.gg/0k4ynDDCsnMzkxk7
  4. Like
    natoed reacted to vbawol in Seeking collaborators to make Epoch Mod for DayZ Standalone   
    The development of Epoch Mod for DayZ Standalone has officially begun and we are seeking community collaborators to help develop Epoch Mod for DayZ Standalone.
    The goal will be to make an open source and a community developed mod licensed as DayZ Public License Share Alike (DPL-SA). We are looking for community developers that want to work towards a common goal: Everyone working together to make all their work properly compatible and in one place.
    If you want to become a Collaborator on the project you must:
    Have references showing some of your work. Be able to fork, compile, test, and merge your changes on your own.  Submit work via pull request to the experimental GitHub branch found here: https://github.com/EpochModTeam/DayZ_SA_Epoch/tree/experimental Contact one of the Epoch Devs in discord to get added to the community dev roles on discord. Agree to the code of conduct and that your work will be released via steam workshop by EpochModTeam and licensed as DPL-SA . We are accepting merge requests for following features:
    Barter based NPC Traders - that only sell what has been sold to them and use in-game items as currency, Enemy Soldier AI, Trader Missions, Better Zombie AI, End game improvements, Lockable storage, Vehicle Ownership, Custom Items weapons, and vehicles of all types, End game improvements like skills and attributes. The development process is slower now due to the lack of documentation however progress should speed up with time. The first release of an experimental build should happen soon but we cannot give any time frames.
     
    Join our Discord:  https://discord.gg/p35Rr2P
  5. Like
    natoed reacted to BetterDeadThanZed in Killin Zedz - Increased zombie spawns - Regular stamina, loot spawns and vehicles!   
    Are you looking for a Super-Dooper OMG we've got 100000 cars, 4x loot and safezones server with flying unicorns pooping out loot all over the map? 
    Well then, this isn't the server for you. If you don't want any of that mamby-pamby BS, read on!
    The Killin Zedz community, which was formed in early 2013, has returned to run a DayZ SA server! Over the years, we've had servers for DayZ mod as well as it's offspring (Epoch mod for example). We expanded into Arma 3 mods as well, but the community was shut down earlier this year due to a lack of anything new to play and boredom. Now we're back!
    IP AND PORT: 108.62.141.59:2302
    Features include:
    Custom coastal spawns Increased zombie spawns - Good luck getting into a military area on your own! 3PP view with weapon cursor NORMAL loot and stamina Accelerated time (24 hours passes during a 4 hours server cycle) Four hour server restarts Located in New York (East coast USA) MODS ON THE SERVER
    We are using the following mods on the server:
    Arctic Latitudes - This causes the sun to be low in the sky and the night time has a twilight effect. No more pitch black nights! Sullen Skies - More clouds and gloominess to help create the atmosphere. DisableBaseDestruction - Bases can only be disassembled from the inside. Increased Lumens - Even with the twilight nights, it can get dark in the woods and buildings, so this will help make light sources brighter. Build Anywhere - Is there a 1% grade on the ground? No problem, now you can build there! Zombies Health Rebalance - The zombie health varies depending on the type/clothing/protection (ie: A soldier zombie is harder to kill than a shirtless old man zombie) DayZ Expansion Chat - Brings back chat in the server! RPCFramework - Required for the Chat mod. Summer Chernarus - Chernarus is so green and colorful! Gorez - Adds blood splatter, a blood trail on wounded players until they bandage and a pool of blood under dead players and zombies. Melee Weapons Pack - A bunch of new melee weapons! HOW TO JOIN THE SERVER
    I recommend you download DZSALauncher at http://www.dayzsalauncher.com/. Once you've installed it, just search for "killinzedz" and you'll find the server. All mods will download automatically.
    If you insist on using BI's official DayZ Launcher, you'll need to subscribe to the individual mods in this collection: https://steamcommunity.com/sharedfiles/filedetails/?id=1597575287
    You can either join the server using DZSALauncher, and these mods will be downloaded automatically, or you can download the mods, activate them in the official DayZ Launcher, and then join the server from in-game. The DZSALauncher is MUCH MUCH easier.
    There's no application process. Just join our Discord server at http://Discord.me/killinzedz and join us on the game server. You can even join the Discord server through your browser, without downloading and installing the Discord software! We also have a Steam group that everyone is welcomed to join too! https://steamcommunity.com/groups/killinzedz
  6. Like
    natoed reacted to Helion4 in Dayz Epoch (2019)   
  7. Thanks
    natoed got a reaction from C4-timah in Dayz style heli crash sites   
    try here https://github.com/natoed/Oceanic--1-Epoch-Zurvival-Chernarus-Redux/blob/master/%40epochhive/addons/helicrash.pbo
    note: change loot to sort your needs
    HeliCrashes.sqf change line 30 from
    this
    rms_mapcenter_pos = [6865.42,0,9218.16]; //[_size/2,_size/2,0]; to
    rms_mapcenter_pos = [_size/2,_size/2,0];  
  8. Like
    natoed got a reaction from Grahame in EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers   
    @Tarabas
    well done, thou i did something similar awhile back leading to the same issue
    I use the ryan's modules to ensure i can enforce the settings i have set in epochz, I have tested without the modules and the settings work fine back at time can be weird....but that's arma/epoch lol
    just need to nut out the issue, 9/10 it was what i did lol
  9. Like
    natoed got a reaction from Ghostrider-GRG in a3_vemf_reloaded by IT07   
    a quick fix due to arma 3 updates and rtp errors
    a3_vemf_reloaded\fn\fn_spawnInvasionAI.sqf
    replace line 85 with the below
    _nt addMPEventHandler [ "mpkilled", "if isDedicated then { [ _this select 0 ] ExecVM ( 'handleKillCleanup' call VEMFr_fnc_scriptPath ); [ _this select 0, name ( _this select 0 ), _this select 1, name (_this select 1) ] ExecVM ( 'handleKillReward' call VEMFr_fnc_scriptPath ); ( _this select 0 ) removeAllMPEventHandlers 'MPKilled' } " ]; and
    a3_vemf_reloaded\fn\fn_spawnVEMFrAI.sqf
    replace line 34 with the below
    _unit addMPEventHandler [ "mpkilled", "if isDedicated then { [ _this select 0 ] ExecVM ( 'handleKillCleanup' call VEMFr_fnc_scriptPath ); [ _this select 0, name (_this select 0), _this select 1, name (_this select 1) ] ExecVM ( 'handleKillReward' call VEMFr_fnc_scriptPath ); ( _this select 0 ) removeAllMPEventHandlers 'MPKilled' }" ]; now enjoy
    cheers
    natoed
     
  10. Like
    natoed reacted to He-Man in Epoch 1.2 Release Changelog   
    updated
  11. Like
    natoed reacted to He-Man in Epoch 1.2 Release Changelog   
    After some weeks without sun and without healthy food, we come to the next state... EPOCH-Mod 1.2!
    We have spent a lot of time to fix / add and change a lot for you in this release.
    Hopefully we have not added more bugs than new features, so you get to experience our work without issues.
    For the full changelog, visit: https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Client-Files:
    - Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/421839251
    - several hosters (check the downloads section on https://epochmod.com/)

    Server-Files:
    - Github: https://github.com/EpochModTeam/Epoch/archive/release.zip
     
    Added
    Radiation Suits to Loot, Pricing and Itemsort @He-Man Reworked Trader Menu @He-Man Secondary Weapon can now be sold directly from hand Attachments from sold weapons from hand will be put back into your Inventory Weapons in hand are now marked in menu as "in Hand" Solar Charger for EnergyPacks - Put an EnergyPack into the Charger and wait... @Helion4, @He-Man 4 Hoverboard Vehicles: @Helion4 "hoverboard_epoch_1" "hoverboard_epoch_bttf" "hoverboard_epoch_a3" "hoverboard_epoch_cargo" Mountainbike "MBK_01_EPOCH" @Helion4 Helicopter UH1H "uh1h_Epoch" @Helion4 BaseCam + BaseCam Terminal @Helion4, @He-Man Build Cams at your Base and watch them through the Terminal Wooden Stairs with lockable Bars on the top (upgradeable from Wooden Stairs) @Helion4 Wood and Metal Garage Doors as upgradeable Baseparts @Helion4, @He-Man 1/3 Plywood wall directly craftable @Helion4, @He-Man You can now wash yourself with a soap in your inventory at water sources (reduce Soiled) @Helion4, @He-Man 2 new masks (Thor Helmet "thor_mask_epoch" and Iron Man Mask "iron_mask_epoch") @Helion4 Fixed
    Mine Rocks / Chop Wood was only possible with Swords after 1.1.0 update. @He-Man Alive Toxic Sapper was not toxic @He-Man Binocular with "B" was not working, if you are using R3F or AdvSlingLoad @He-Man Models for Radiation Suits @Helion4 Hopefully less login issues on BaseSpawn @He-Man Kick by using Jet ejector seats @He-Man Wrong calculated Bullets in Traders @He-Man Locked Vehicles were unlocked after upgrade @He-Man Everybody was able to open Hatch on Windows / Doors on foreign Bases @He-Man Ban for "RscMenuTeam" commandmenu @He-Man Adjusted some SnapPoints for Basebuilding to be more accurate @He-Man Advanced Vehicle Repair was broken after last Arma Update (Tank DLC) @He-Man Added missing ItemWaterPurificationTablets to pricing @G-Dog MultiGun was not working on very large Vehicles (VTOL) @He-Man GoldenSeal will no longer disappear when fully grown in a Garden @He-Man Items in Subcontainers (Items in BackPacks in Containers) were not saved @He-Man Drunk effects were not working correctly @He-Man Model / Graphics fix for Cinder Floors @Helion4 Snapped Walls on Stairs sometimes were not fixed correctly @Helion4 Quadbike handling was a bit too slippery @Helion4 Changed
    Reworked Vehicle Load / Save commands for more precise Vehicle Spawn @He-Man Made Temp-Vehicles tradable (will not be stored in Trader after selling them) @He-Man Wood / Cinder Walls can now snap to each other @He-Man Energy from windsources / solarsources is now calculated by wind / overcast @He-Man Ammo of crafted Mags are calculated by the left ammo of used Mags (example: EnergyPacks) @He-Man Consumed EnergyPacks give only energy calculated by left ammo in the Pack @He-Man Vehicle pricing adjustments "import tariffs" @vbawol Some now Icons for Dynamenu @Forelle Vierkant
  12. Like
    natoed got a reaction from Razor1977 in EVR Blowout on Epoch   
    I'm dropping this here as the scripts etc are not my works nor are the fixes.
    I just trolled thought a few hundred forum post regarding the evr blowout going back a couple of years.
    Hoping someone with more knowledge and skills may take this on, and make a server side addon, god knows I tried
    AGAIN THIS IS OTHER PEOPLES SCRIPTS/FIXES, not my
    1 - Thx to fallingsheep for his hard work - GitHub - a3_emission
    2 - Thx to JohnO for the fixes he posted on that other a3 mod's forum - GitHub -  JohnO
    Read the notes I left on blowout_config.sqf regarding options that break shit and or currently work, plus check out line 153 of the blowout_server.sqf again thx to JohnO
     
    EVR Blowout
     
    sorry for the poor quality, need it to upload quickly
     
  13. Like
    natoed got a reaction from vbawol in Server not starting with Epoch files loaded.   
    here is what i use for my local-host(testing) saved in a bat file, but everything is under one folder.....
    @echo off START "arma3_x64.exe" "arma3server_x64.exe" -serverMod=@EpochHive;@Epoch;@CUP_Terrains_Core;@Chernarus_Redux;@Ravage;@CBA_A3;@A3EAI;@Flying_Saucer;@NATO_Rus_Vehicle;@FAP_Units;@RDS_Civilian_Pack;@Zombies_and_Demons;@Enhanced_Movement;@Advanced_Towing;@Advanced_Sling_Loading;@RealisticUnitsRagdoll; -mod=@Epoch;@CUP_Terrains_Core;@Chernarus_Redux;@Ravage;@CBA_A3;@NATO_Rus_Vehicle;@FAP_Units;@RDS_Civilian_Pack;@Flying_Saucer;@Zombies_and_Demons;@Enhanced_Movement; -config=SC\config.cfg -Port=2307 -profiles=SC -cfg=SC\basic.cfg -name=SC -autoInit  
  14. Like
    natoed got a reaction from Helion4 in EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers   
    @reaperxt666
    lol this is an easy fix and yes i have done this as well so don't worry....
    As the error message is telling you that 'Ryanzombies' is required.
    things that you have to change
    first of rename this mod folder from @Zombies and Demons to @Zombies_and_Demons
    second change server line command to the below
    -mod=@Epoch;@Zombies_and_Demons; -serverMod=@EpochHive;@Epoch;@Zombies_and_Demons; the mod have to run on the server and the client also please check the below also
    example: mission file, i use epoch.ChernarusRedux
    please make a backup first
    epoch.ChernarusRedux\mission.sqm
    open with notepad++ and add the four lines shown below to the addons section in your mission.sqm.
    save and repbo your mission file now enjoy being eaten by zombies
    hope it helps
  15. Like
    natoed reacted to Tiwaz in Server not starting with Epoch files loaded.   
    https://pastebin.com/U6KZ4cau
    Thanks for looking into this.
  16. Like
    natoed got a reaction from Grahame in EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers   
    Only if settings to allow this are enabled
    epochz\init\fn_init.sqf
    line 62 to 71 (settings are here to throw vehicles)
    hope this helps
  17. Like
    natoed got a reaction from Grahame in EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers   
    @reaperxt666
    lol this is an easy fix and yes i have done this as well so don't worry....
    As the error message is telling you that 'Ryanzombies' is required.
    things that you have to change
    first of rename this mod folder from @Zombies and Demons to @Zombies_and_Demons
    second change server line command to the below
    -mod=@Epoch;@Zombies_and_Demons; -serverMod=@EpochHive;@Epoch;@Zombies_and_Demons; the mod have to run on the server and the client also please check the below also
    example: mission file, i use epoch.ChernarusRedux
    please make a backup first
    epoch.ChernarusRedux\mission.sqm
    open with notepad++ and add the four lines shown below to the addons section in your mission.sqm.
    save and repbo your mission file now enjoy being eaten by zombies
    hope it helps
  18. Like
    natoed got a reaction from He-Man in EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers   
    @reaperxt666
    lol this is an easy fix and yes i have done this as well so don't worry....
    As the error message is telling you that 'Ryanzombies' is required.
    things that you have to change
    first of rename this mod folder from @Zombies and Demons to @Zombies_and_Demons
    second change server line command to the below
    -mod=@Epoch;@Zombies_and_Demons; -serverMod=@EpochHive;@Epoch;@Zombies_and_Demons; the mod have to run on the server and the client also please check the below also
    example: mission file, i use epoch.ChernarusRedux
    please make a backup first
    epoch.ChernarusRedux\mission.sqm
    open with notepad++ and add the four lines shown below to the addons section in your mission.sqm.
    save and repbo your mission file now enjoy being eaten by zombies
    hope it helps
  19. Like
    natoed reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    To change the marker size just change the values where they are defined in each file describing missions. Alternatively, ifyou want all markers the same size you can set the size in GMS_fnc_spawnMarker.
    The version / build are logged in your server.rpt. The location of the file depends a bit on how your server is set up. On Epoch servers it is usually stored in the SC folder. A new file is generated after each restart (thank goodness for that - thank you Bohemia).
    You can also directly check the build in the custom_folder\init folder - just look for a file called build.sqf.
     
  20. Like
    natoed reacted to raymix in Static Radiation Source   
    Hi guys
    sorry for late response, you are correct, but there are 3 types of sources - object, ambient and global.
    Satellites are assigned random radiation values during creation. Any object in the world can be assigned this variable and become irradiated on the go, which could create some interesting scenarios. Geiger only picks up directional rads, but player should still get irradiated even if not looking at the source.
    second type is ambient. This type can be assigned to zones. I think it’s random, but pretty sure that can be manually changed.
    Third is a server public variable of a static radiation no matter where you are located. This was intended for hardcore servers and forces players to gear up asap.
    Radiation is mitigated by armor value of player, large portions are mitigated by gas masks (90% i think) and hazmat has 100% protection, but you’re a running target.
    oh and it’s not gamma, it’s all just beta radiation:
    https://github.com/EpochModTeam/Epoch/wiki/Radiation-design-document
  21. Like
    natoed reacted to He-Man in How to change loot spawn rate?   
    1. You can change the lootmultiplier in epochconfig.hpp
    - This means, how much loot is in every container
     
    2. You can change the lootBias in CfgBuildingLootPos (inside your mission file)
    - This means the chance of spawning loot
     
    3. You can change the limit in CfgBuildingLootPos
    - This means, how much containers max can spawn in each building
  22. Like
    natoed reacted to TheVampire in Traders Overhaul Discussion   
    For example a military weapons trader.
    - Would likely only exist in one trader city on the map.
    - Would offer the cheapest prices for purchasing military weapons (compared to other traders) and the highest value for selling military weapons.
    - Will purchase anything, but if it isn't a military weapon he will want it much cheaper than a dedicated trader for that item. If I tried to go to a computer store and sell them a bunch of cans of beans, they might be interested if I sell it cheap enough, but otherwise they'd tell me to get lost.
    - Occasionally gets new military weapons supplied to his inventory. Possibly daily real time (configurable) which would be a few randomly selected military weapons. He would still be selling anything he has been sold.
    I imagine that there would be a military weapons trader, a building supply trader, and a vehicle trader that all act above in their respective category. However they'd all be at separate trader cities, which would make travelling to different trader cities and base location more important.
    It mainly would encourage people to travel to the trader cities for the best prices on items.
    I imagine that non-city traders would act as they already do, but with maybe some randomly generated common loot added occasionally. They are traders of opportunity, like survivors who are willing to trade if they see a deal. It's like a friend of mine says, "Everything you see is for sale if you name the right price."
  23. Like
    natoed reacted to He-Man in Traders Overhaul Discussion   
    The Trader system has been updated a lot in the last months!
    Sure, we are not finished with it and I have also some more ideas, but I think the current state is much better configureable then a half year before.
    AI-Vehicles can already be sold after this Update in the experimental files: https://github.com/EpochModTeam/Epoch/commit/561012b09cd89b0588a7d91a90faabaa10fc297a
    What I take from your statements, we should add / change the following:
    - Move the config into a separate file (where it doesn't matter if Server side in epoch_server_settings.pbo or Client side in the mission file)
    - Define Trader types for:
       - Static Traders
       - City Traders
       - Random Traders
    - Add separate Start-Items for these 3 Trader Types
    - Change the Start-Items arrays to: 
    {
       {"Item1","count1"},
       {"Item2","count2"}
    };
    Defining, specific Trader for specifed Items is a bit more difficult. There are some things to clearify first:
    - If you have for example a "Weapon-Trader", can you also sell other items there?
    - If so, what would we then do with these sold items? Delete?
    - Or can you really only deal with Weapons there and you have to drive / walk to several Traders to sell your looted Stuff?
     
  24. Thanks
    natoed got a reaction from Helion4 in The Epoch Mod Hoverboard is here.   
    fuck'n sick @Helion4  can't wait to plow through a horde of zombies on my hover board....
  25. Thanks
    natoed reacted to Helion4 in The Epoch Mod Hoverboard is here.   
    Better late than never.




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