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natoed reacted to Tarabas in Epoch Altis zombielandepoch.clan.su GER|ENG
Added to action menu (Press space):
everywhere:
-tourist infos
in safezones:
-kill yourself
-heal yourself
-animations
Added @natoed s fantastic mapaddons included refinery in salt desert and horizon oil rig..
Added new vehicles from Tanks DLC
IP: arma.no-ip.info
Port: 2402
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natoed reacted to Grahame in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07
Anyone who is using @DirtySanchez's excellent update to the Virtual Garage who also wants vehicle persistence through a restart added back when a vehicle is removed from a garage can do the following to the server side files.
First add the following line to a3_epoch_virtualGarage/config.cpp:
persistentVehicles = 1; // Are vehicles read from the garage made persistent on the server? Replace a3_epoch_virtualGarage/functions_VGS/fn_vgsReadFromGarage.sqf with this:
RePBO a3_epoch_virtualGarage.pbo and upload back to @epochhive/addons on your server.
Pull request submitted so hopefully this will be in his base repo.
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natoed got a reaction from webbie in Tanks DLC causing issue with vehicle maintenance
@webbie soz dude i did miss a file in my post (corrected), thx for pointing that out, lol its good when you learn it for yourself
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natoed got a reaction from Sneer in Tanks DLC causing issue with vehicle maintenance
@He-Man
on the money as always dude thx
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natoed reacted to webbie in Tanks DLC causing issue with vehicle maintenance
lol thank yo @natoed, questioned answered.
Yes thank you @He-Man your continued support to epoch is what makes it great!
thank to both @Helion4 and @natoed , this sort of assistance is what makes these communities great.
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natoed reacted to Tarabas in EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers
All other stuff seemed to be working fine without that addition aswell..
Thanks to all of you again for that very easy editable addon.. :)
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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
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natoed reacted to Tarabas in EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers
Thank you @natoed
that's the plan now.. I will report back when I found what is bugging...
Edit: Embarassing... I readded from your mission.sqm:
Now with doubleclick the sound is playing and av works fine..
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natoed reacted to He-Man in Tanks DLC causing issue with vehicle maintenance
Hopefully I got everything.
https://github.com/EpochModTeam/Epoch/commit/3966ad70105efc020a1203d68191f2022bbe5e33
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natoed reacted to He-Man in traders don't buy rocket launchers
Can you test this?
https://github.com/EpochModTeam/Epoch/commit/c5abeed9f7564c0402986f4043e9a73c07f7b95b
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natoed reacted to umfufu in traders don't buy rocket launchers
Its a 3 days waiting period , then If the FBI doesn't either approve or deny its a go
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natoed reacted to Grahame in Dayz style heli crash sites
The second message is unrelated to the first btw and can be ignored. As far as the heli crash script goes, I agree with @natoed, I updated to the script he's linked too. Works great!
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natoed reacted to He-Man in Tanks DLC causing issue with vehicle maintenance
Okay, I will have a closer look later
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natoed reacted to He-Man in Tanks DLC causing issue with vehicle maintenance
Can you test this:
https://github.com/EpochModTeam/Epoch/commit/f9de95ffc7840ac9a2c0ff80e2b8b15aff6a0483
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natoed got a reaction from DirtySanchez in [UPDATE July2017]-[RELEASE]DP Real Health System v0.6
@sneer
soz i missed this post, thou I added added radiation effects when v1.0 dropped
settings.sqf
DP_Real_Health.sqf
DP_Real_Health_check.sqf
hope it helps
cheers
natoed
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natoed got a reaction from axeman in [UPDATE July2017]-[RELEASE]DP Real Health System v0.6
sorry to hear that @Sneer i'll try too remember what else i edited to get the scripts to work on v1.0, will let you know
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natoed reacted to Grahame in DayZ-Style Portable Generators for A3E
Just thought of one more thing that should be added - not a big thing but you should be not able to remove the generator and get the kit back if it is still running. Not a big thing cause the pumps do get zeroed at restart with autorefueling disabled but it would be important immersion wise
Will test code and update when I can (soon)
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natoed reacted to Grahame in Making Can Openers and Knives useful in Epoch
With all the vanilla ARMA3 objects that have been added to A3E in 1.0 and beyond, there is a lot of new fun stuff you can do to make the experience more immersive and drive your players mad Here is just one such example, the addition of a requirement for can openers and knives for opening cans of food and gutting animals.
Gutting Animals with a Knife or Hatchet
So, you've just killed an animal in the wild and you want to gut it. At the moment you use your teeth and hands to field dress the animal. The code below adds a little more realism in that it forces you to have a knife or hatchet in order to get the meat and/or pelt from the carcass.
Note: @Helion4 have you thought how great a hunting knife model would be (hoverboards are a lot more important though!!!)?
Change lines 61 to 73 in epoch_code/compile/EPOCH_lootTrash.sqf from:
if (!isNull _lootAnimalObj) then { _cfgItemInteractions = (_cfgObjectInteractions >> (typeOf _lootAnimalObj)); _interactAttributes = getArray(_cfgItemInteractions >> "interactAttributes"); _bloodPos = getPosATL _lootAnimalObj; _blood = "BloodSplat" createVehicleLocal _bloodPos; _blood setPosATL _bloodPos; // send [_lootAnimalObj, player, Epoch_personalToken] remoteExec ["EPOCH_server_lootAnimal",2]; _return = true; }; to:
if (!isNull _lootAnimalObj) then { if (("ItemKnife" in magazines player) || ("Hatchet" in weapons player) || ("CrudeHatchet" in weapons player)) then { _cfgItemInteractions = (_cfgObjectInteractions >> (typeOf _lootAnimalObj)); _interactAttributes = getArray(_cfgItemInteractions >> "interactAttributes"); _bloodPos = getPosATL _lootAnimalObj; _blood = "BloodSplat" createVehicleLocal _bloodPos; _blood setPosATL _bloodPos; // send [_lootAnimalObj, player, Epoch_personalToken] remoteExec ["EPOCH_server_lootAnimal",2]; } else { ["You need a knife or hatchet to gut an animal", 5] call Epoch_message; }; _return = true; }; A nice easy change that makes the gutting of animals a little more immersive and provides a reason for players to find and carry those items on them.
To eat from a can you first have to open it
The following code will add the requirement for a can opener, knife or hatchet (crude or otherwise) in order to open certain canned food items. Depending on which tool you have on you, you will get a different amount of hunger from consuming the can. For example, use a can opener then you get the full benefit, use a knife and you get 80% and if you use a hatchet to open it you just get 50% of the hunger back
Note: This is also a nice example of how you can add new interactions for objects you add to your server.
Add the following at line 415 in epoch_code/compile/EPOCH_consumeItem.sqf:
case 17: { // Eat Canned Food - check for item to open the can with // Reduce attributes based on the type of item, can opener, knife or hatchet _attributesModifier = 1; _itemFound = false; if ('ItemCanOpener' in magazines player) then { _attributesModifier = 1; _itemFound = true; } else { if ('ItemKnife' in magazines player) then { _attributesModifier = 0.8; _itemFound = true; } else { if (('Hatchet' in weapons player) || ('CrudeHatchet' in weapons player)) then { _attributesModifier = 0.5; _itemFound = true; }; }; }; if (_itemFound) then { private _removedCan = _item call _removeItem; if (_removedCan) then { if (_interactReturnOnUse != "") then { _interactReturnOnUse call EPOCH_fnc_addItemOverflow; }; { _x set [1, ((_x select 1) * _attributesModifier)]; _output = _x call EPOCH_giveAttributes; if (_output != "") then { [_output, 5] call Epoch_message_stack; }; } foreach _interactAttributes; }; } else { ["You need a can opener, knife or hatchet to open the can", 5] call Epoch_message; }; Now you have a new interaction that will give you a certain amount of hunger back depending on what tool you use to open the can with. Now you need to make the cans themselves use it. This is done in epoch_config/Configs/CfgItemInteractions.hpp.
First add a new class for cans that requite something to open them. Add this code at line 59:
class Food_TinCan_Tool_base : Food_base { interactAction = 17; interactReturnOnUse = "ItemEmptyTin"; }; This gives you a class that cans which will require a can opener, etc. can inherit. So, let's say that a can of meatballs requires a tool to open. To make this so, you would change line 106 from
class meatballs_epoch : Food_TinCan_base to
class meatballs_epoch : Food_TinCan_Tool_base It's as simple as that. On my server I leave some cans, like sardines, openable without a tool and others requiring one. For those that do not need a tool you do not need to change anything.
Just a little fun and all done mission side.
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natoed reacted to Grahame in Calling Your Banker
Sometimes you are going to be caught short in the wild; maybe you found a trader in the wilderness or just did a GTA job on a roaming AI truck and nicked their crypto. Well, if you allow ATMs and phones, here's a little bit of code to let you call the bank when you cannot find them...
(1) Add the particular items that you want to allow people to call on to your loot tables and trader configs. Choices include: ItemMobilePhone_old, ItemMobilePhone_smart, ItemPortableLongRangeRadio, ItemSatellitePhone, ItemSurvivalRadio
(2) For each of the items you want to use for remote calling the bank add the lines below for it to epoch_config/Configs/CfgItemInteractions.hpp:
class ItemMobilePhone_old : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemMobilePhone_smart : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemPortableLongRangeRadio : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemSatellitePhone : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemSurvivalRadio : Default { interactAction = 18; interactText = "CALL BANKER"; }; (3) Before these lines at the end of epoch_code/compile/EPOCH_consumeItem.sqf:
default { ["Found nothing", 5] call Epoch_message; }; Add:
case 18: { // Call banker if (isNil "EPOCH_bankTransferActive") then { if (random 1 > 0.5) then { [player, [], Epoch_personalToken] remoteExec ["EPOCH_server_storeCrypto",2]; closeDialog 0; createDialog "InteractBank"; lbClear 21500; { _index = lbAdd[21500, name _x]; lbSetData[21500, _index, netId _x]; } forEach(allPlayers - [player]); } else { ["You cannot get a signal, please try again", 5] call Epoch_message; }; }; }; Note that there's a bit of randomization so the players only have a 50% chance of getting through. You can reduce this further to make their lives more interesting
That's it. RePBO the mission and upload to your server.
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natoed reacted to Sneer in [UPDATE July2017]-[RELEASE]DP Real Health System v0.6
using what you posted removed the error but I tried and tried, no luck. It would message sometimes and not others, I never take damage and then you might just fall over dead. lol
Thanks for your help though.
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natoed reacted to Drokz in [Release] Lootspawner, configurable building loot system
This is what Grahame wrote on top:
Since weare sharing, here's mine for Chernarus and all it's flavours (vanilla, OCP, DS Houses, Plus and Redux):
So it includes the redux buildings aswell
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natoed got a reaction from TheVampire in Config Option for Antagonists Spawned by Drones
G'day All,
Would it be probable in future updates to have an option to set what type and quantity of Antagonists spawned via a drone when triggered by the player.
cheers
natoed
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natoed got a reaction from axeman in Make Epoch great again! (Endgame motivation)
I'm lov'n the anomalies by ALIAS
Some editing is required to get them working for epoch and those battle-eye filters can be a bitch at times.
the custom sounds do bloat my mission file but are worth it, plus I'm using old mate Suppe's sector B to spawn in IceBreakr Zetaborn at a custom mission.
yep Alienz n zombiez plus epoch = fuck yeah