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natoed got a reaction from Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
@Ghostrider-GRG
on the money missions spawn thx again
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natoed reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
In custom_server\Configs\blck_defines.hpp please change
#define GRGserver
to
//#define GRGserver
That should fix the issues.
I just updated the GitHub accordingly.
Best- Ghost
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natoed got a reaction from Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
G'day @Ghostrider-GRG
I grab the latest from github (master) last night, throwing an error in the server rtp and not missions are spawning
Warning Message: Script \q\addons\custom_server\DLS\DLS_init.sqf not found There is no folder named "DLS" nor a DLS_init.sqf file in the custom_server.pbo btw
cheers
natoed
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natoed got a reaction from Drokz in EpochZ: Day Zero
congrats, you have been working hard at this for some weeks now well done.
I found a home now thanks Guys
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natoed got a reaction from Grahame in EpochZ: Day Zero
congrats, you have been working hard at this for some weeks now well done.
I found a home now thanks Guys
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natoed reacted to BetterDeadThanZed in EpochZ: Day Zero
I've been helping Grahame with ideas for the server as well as designing POI's that are unique to this server. He's done a great job! It's a lot of fun!
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natoed reacted to Drokz in EpochZ: Day Zero
Ok guys you really need to try this server! This is definitely the best arma 3 survival / dayz remake out there
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natoed reacted to Drokz in EpochZ: Day Zero
Thanks for your effort in this project. Now its about the players. Hope they will make this server becoming great and crowded so we may have some fun again like in the old days :)
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natoed reacted to Grahame in EpochZ: Day Zero
Journey back to where it all began and experience ARMA3 Epoch in ways that you might never have tried or seen before!
IP: 149.56.28.85 Port: 2312
Steam Mods (NOTE: UPDATE AS OF 12/16: All mods are now available on Steam)
Epoch
CBA_A3
Advanced Combat Environment (ACE3)
CUP Terrains Core
Chernarus Redux
DS Houses
CUP Weapons, Units and Vehicles
CUP Weapons ACE3 Compatibility
TRYKs Multiplay Uniforms
RDS Civilian Pack
Enhanced Movement
LordRampantHumps Items Pack
Kurt's Survival System
Massi's WW2_units_mas (This is specifically the name of the right mod. Do not bother with the so-called "Fixed" one... WW2_units_mas uploaded by Massi is the right one - or use the link here)
Immersion Cigarettes
Ryan's Zombies & Demons
ARMA2 Sounds for ARMA3
ARMA2 Animations for ARMA3
EpochZ Cows
EpochZ Mod
Features
Full integration of ACE3, including the ACE3 Basic Medical system into Epoch. Epi pens use Epoch's standard revive system. Just look at a dead player while carrying an epi pen and a revive option will appear in the SPACE menu Over 100 random shore spawn sites, just like in the old days, no spawn chamber Rewrite of LootSpawner to spawn zombies on buildings rather than in an area. The Zs (which are reskined to match the map - including military Zs - are also dumber than in standard Ryan's Zombies with animal intelligence and thus easier to sneak past and evade). There are generally lower amounts of loot than normal on EpochZ servers though to fit the feel of the server Wicked AI Missions, including several more ported from ARMA2/Epoch including the slaughter house, abandoned trader, drone pilot and Old MacDonald's farm. More to come soon! New items include Hunting Knifes, gas masks, laptops and PC Parts for looting and lots of new food and drink (fruits together with the Russian food and drink from KSS Mod, including vodka) New Buildables: Sleeping Bags (green, blue and brown) - can be made spawn points, a Large Workbench - required for crafting more complex base kits, Storage Crates and a Portable Generator. Also have provided new models for certain building parts to better fit into Chernarus Redux including the Plot Pole (you'll recognise this from somewhere...), Outhouse, Well and Deer Stand Cows! kill them and take and cook the steaks. Note, to gut animals you now need a hunting knife or hatchet Can opener, knife or hatchet required to eat from canned food. You get less or more hunger back depending on which you use Harvest apples and pears from their trees (and sunflowers for their seeds too!) New Points of Interest designed by @BetterDeadThanZed including new trader camp layouts at Bash and Stary All uniforms are unlocked for all players Deploy a bicycle (with vehicle repair parts) or a Mozzie (with vic repair parts, an engine block, fuel tank, rotor and duct tape) via the action (scrollwheel) menu A complete rework of the hunger and thirst values from food and drink New spawns now have energy so that they can build campsites Self-bloodbagging and filling blood bags. Restoration of blood from cooked meats Coming Soon
Karma-based bandit and hero status with unique skins and traders DayZ-style categorized traders Much, much more! -
natoed reacted to Grahame in EpochZ: Day Zero
Both you and @Drokzhave been invaluable help in getting the server to where it is now. Thanks also to those who helped beta test it and point out stuff that needed rework and fixing. Long way to go yet, but I'm pretty damned happy with where it stands now.
Must not forget a shout out to @natoedfor some suggestions on mods and other help too. Real community effort!
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natoed got a reaction from vbawol in New server setup crashes soon as it starts
Either you have not started Redis prior to starting the server
or
you have not or messed up the config for Redis
@epochhive\EpochServer.ini
check the settings ie: IP address, port number and password
[EpochServer] BattlEyePath = TOYOURFOLDER\SC\BattlEye InstanceID = NA123 LogAbuse = 1 LogLimit = 999 IP = 127.0.0.1 Port = 2306 Password = [Redis] IP = 127.0.0.1 Port = 6379 DB = 0 Password = YOURPASSWORD HERE [SteamAPI] Logging = 0 Key = VACBanned = 0 VACMinimumNumberOfBans = 0 VACMaximumDaysSinceLastBan = 0 PlayerAllowOlderThan = 0
and
DB\redis.conf
check the settings ie: IP address, port number and password
bind 127.0.0.1 port 6379 maxmemory 1gb save 900 1 save 300 10 save 60 1000 requirepass YOURPASSWORD HERE
do the above and report back please
hope it helps
cheers
natoed
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natoed reacted to Drokz in New server setup crashes soon as it starts
Also you should change 2306 for battleye in epochserver.ini to anything else. I use 2307 on mine
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natoed reacted to Drokz in AI patrol in vehicles around the map
This makes AI continuesly roaming the map
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natoed reacted to Helion4 in Planting gardens
Stand in garden - open garden inventory - place seeds in garden inventory - wait for seeds to grow.
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natoed reacted to DirtySanchez in [RELEASE]Perfect Night Time Settings! (Within EPOCH)
Now use the Epoch Config to setup a perfect nighttime
https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L62
Use this:
niteLight[] = {1,666,10000};
The 666 is a very nice and bright night
420 is moderate nights and should be the goto brightness here
300 is dark enough to call hardcore but still playable af
This info was also added to the OP for new viewers
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natoed reacted to lowrey in DMG Epoch #1 [1.0] |Indestructible Bases|Missions|High Loot
Dark Matter Gaming
is BACK!
For over a year Dark Matter Gaming ran one of the most popular Epoch servers. Due to real life we had to shut down. BUT. WE. ARE. BACK!
Epoch #1 is the first of our new Epoch severs, it offers an almost Vanilla Epoch experience on the Altis map, with just a couple of mods that players loved before:
Server Name: DMG Epoch #1 [1.0] |Indestructible Bases|Missions|High Loot
Indestructible Bases
Virtual Garage System
Safe Zones
Spawn Select
Repair Centres
Server IP: 13.80.152.17:2302
Community Site: https://darkmattergaming.com
TeamSpeak: darkmattergaming.com
Status:
You keep what you build!
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natoed reacted to Cubitron in [GER] Cherno Redux|Funserver|Survival PVE
Aloha all
We start our new Epoch Cherno Redux Server (Funserver)
ip:185.194.140.234:2302
Features:
-increased Atagonist Spawn
-Vehicle Patrol
-Npc Patrol
-Missions
-F4 Player Menu ( WIP) with craft bike and quad)
-Igiload
Mods:
-RDS Civilian Pack (the good old A2 Vehicles)
-No Strider and Ifrit
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natoed reacted to DirtySanchez in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07
I cant stop!!!!!
This is a big one gentlemen.
This will change the entire database routine and will mean your players will start fresh garages once you update.
However, I feel the benefits outweigh the cons here. COMP your players, they'll get over it!
[CHANGED] Vehicle save / loading now uses EPOCH_cargoFill and _cargoSave
[CHANGED] Database table is now "VirtualGarage" instead of each UID having its own table
[CHANGED] Client DB entry is now their UID only and is found within the "VirtualGarage" table
[ADDED] Virtual Garage DB entry expiration time
[UPGRADED] Saving vehicles as EPOCH saves current vehicles
[ADDED] Textures save / load
[ADDED] Turret Ammo and Mags save / load
[ADDED] Vehicle Upgrade compatibility save / load baseClass variable
[ADDED] Compatibilty with epoch settings for disableVehicleTIE/removevehweapons/removevehmagazinesturret
[CHANGED] Instead of setDamage 1, use Epoch vehicle killed handler
[UPGRADED] Add UID to vehicle killed log on MOVE IN
@natoed
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natoed reacted to DirtySanchez in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07
@Drokz @natoed
Here is some more work I have just finished and sync'd to the Pull Merge Request #4 VGS Overhaul.
Still am not saying I have fixed your guys issue on MOVE OUT and stuck at "Requesting data from server..."
However there is some really good updates in this batch.
ENJOY!
[FIXED] Upon MOVE IN, vehicle object was setDamage 1, which could at time blow up the vehicle
[ADDED] Debug config check for remove keys diag_log lines
[FIXED] Hitpoints were not saving / loading properly
[ADDED] usage of params to ReadFromGarage function for MOVE OUT
[ADDED] params for original vehicle data _toSpawn
[ADDED] params for original vehicle gear data _gear
[CHANGED] gear default values in WriteToGarage function
[ADDED] Upon MOVE OUT, find safe position for vehicle based on old save location as center
[ADDED] Upon MOVE OUT, check if vehicle is a "SHIP" and find safe position in water
Branch here: https://github.com/ravmustang/Game_code/tree/VGS-Overhaul/ArmA_3/A3_EPOCH_virtualGarage
Merge Request here: https://github.com/IT07/Game_code/pull/4
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natoed got a reaction from Razor1977 in a3_vemf_reloaded by IT07
If anybody else is using chernarus redux map,
here is a fix for the missions not spawn on the map label names of towns, cities and or villages
a3_vemf_reloaded\fn\fn_findPos.sqf
change line 32
_t = [ "CityCenter", "Strategic", "StrongpointArea", "NameVillage", "NameCity", "NameCityCapital" ]; to this
_t = [ "nameLocal", "NameVillage", "NameCity", "NameCityCapital" ]; change line 33
if ( _s0 isEqualTo "yes" ) then { _t append [ "nameLocal", "Area", "BorderCrossing", "Hill", "fakeTown", "Name", "RockArea", "ViewPoint" ] }; to this
if ( _s0 isEqualTo "yes" ) then { _t append [ "Area", "BorderCrossing", "Hill", "fakeTown", "Name", "RockArea", "ViewPoint" ] }; here is my blacklist from the a3_vemf_reloaded\config.cpp
class Chernarusredux { names[] = { "kumyrna", "kopyto" ,"skalisty island", "novy lug", "zub", "power plant", "klen", "airstrip", "kurgan", "skalka", "rog", "tulga", "bay mutnaya", "green mountain", "pass sosnovy", "chyornaya bay", "cap golova", "topolka dam", "airfield", "pass oreshka", "bay zelenaya", "black forest", "devil's castle", "three valleys", "orlovets", "krutoy cap", "grozovoy pass", "bay nizhnaya", "pobeda dam", "willow lake", "blunt rocks", "black lake" }; };
enjoy
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natoed got a reaction from TG_Razor in A3EAI - Roaming/Vehicle AI Patrols - Discontinued
Its the same on my server, there is some kind of delay with roaming AI in vehicles, you have to shot at them for AI to engage the player, but roaming AI on foot are KOS always
I have tried a number different A3EAI version floating around the forum and github the delay is their in all of them I've tried.
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natoed reacted to DirtySanchez in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07
A little update here, a little tweak here and before I knew it I was reworking the entire script.
Here is a breakdown of whats changed and available on a branch and pull merge request.
Server Side
[REMOVED] PublicVariable Event Handler
[REMOVED] Spawn loop for generating keys for each
[ADDED] 3 new functions to handle the removed PVEH(ReadFrom/WriteTo/TrashFrom)
[ADDED] 2 new functions to spit out client vgs key and client garage on join
[ADDED] Debug config option to log every use/request
Client Side
[FIXED] Global.hpp missing and caused hosts issues getting the script setup and running
[ADDED] Ships are now searched for and listed for storage in the garage
[FIXED] System searched for "Air", but listed only "Helicopters" (now planes and VTOL will show up).
[ADDED] Scroll Wheel config option to disable/enable
[ADDED] Dyna Menu self interaction
[ADDED] Jammer requirement config option along with max distance from jammer entry
[ADDED] Scroll Wheel will follow Jammer Requirements and Max Distance if enabled
[ADDED] Dyna Menu will follow Jammer Requirements and Max Distance if enabled
[ADDED] Debug config option to log each client vgs event
[ADDED] New Function to handle the receipt of data from VGS server
[FIXED] Refreshing of VGS GUI on Move IN and Move OUT was not refreshing both sides properly.
New Configs
// Settings here
debug = 0; // 1 = ON // 0 = OFF
range = 25; // Vehicles within this range of player can be moved into garage
useScrollWheel = 1; // Scroll Wheel VGS Menu
requireJammer = 0; // 1 = ON // 0 = OFF
maxDistanceFromJammer = 300; // meters, only applies if requireJammer = 1
With new readme
Branch here: https://github.com/ravmustang/Game_code/tree/VGS-Overhaul/ArmA_3/A3_EPOCH_virtualGarage
Merge Request here: https://github.com/IT07/Game_code/pull/4