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DirtySanchez

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DirtySanchez last won the day on December 23 2017

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  1. Hey @Razor1977 Yes I saw how that is happening during my upgrade. The readme does say that if you have a VG vehicle make sure to put it back into the garage before restart as it will be gone after restart. This statement he makes means that the vehicle is no longer part of the persistent DB system of Epoch and is now a VGS vehicle only. That also means its no longer a SLOT vehicle and cannot be sold. I have some ideas moving forward on upgrading EPOCH vehicle DB saving for all vehicle types including vehicle transport with stored vehicles. Once the new year is settled out I will be starting work on that and testing should begin on my end shortly thereafter. Chat soon and have a Happy NEW YEAR!!
  2. Had a fellow community member approach me about a serious question regarding removal of a vehicle mod and how to proceed. Situation: Mas vehicles was installed but host realized that CUP vehicles and weapons were already configured within Epoch for easy setup and start. So what we want to do here is get rid of those vehicles. Most mods use a common string for their mod in the class names. In this case it is "mas_" so we will check the classname for a partial match. If it finds the match, lets kill the vehicle and remove the database entry. At the end of EPOCH_server_loadVehicles we can add this code. after this line of code: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L228 if(_class find "mas_" > -1)then { [_vehicle,""] call EPOCH_server_save_killedVehicle; }; Start up the server with this code installed. Let the server fully start up. Remove the code and restart the server again ENJOY! ps. Someone asked why not do a _vehicle setDamage 1; Well do we really want to blow up a bunch of vehicles and possibly damage bases and other vehicles? NO
  3. [DEC2017] Arma 3 EpochMod Server Installation and Setup

    SERVER RESTART, FIREWALL RULES and MONITORING Restart batch files are an important way to get everything up and running properly. I have built over the years a nice startup that will handle most hosts needs. Once the server is started, we can rely on Epoch's built in shutdown timer. Thus using a monitor will allow for a smooth restart every time and within a few minutes of shutting down. Firewall rules can be very easy or it can feel very difficult and frustrating. Its always safe to just open up the Firewall Rules in Windows and just add your new rules. After a few years I choose to use a firewall toggle within my restart batch files. Example files(Edit to your needs): https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/restartserver_x64-example.bat https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/servermonitor-example.bat LOOT AND VEHICLES CONFIG By default Epoch will perform as intended with the base Epoch and A3 assets. If you would like to use a mod Epoch has setup already for compatiblity These configs are here: https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/epochconfig.hpp#L96-L97 For example if you would like to add CUP weapons and vehicles to your server use this: forcedVehicleSpawnTable = "allowedVehiclesList_CUP"; forcedLootSpawnTable = "CfgLootTable_CUP"; If you are using another mod/addon with assets for these categories you can customize the lists in these files here: Vehicles default array: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server_settings/config.cpp#L100 Loot default array: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server_settings/configs/CfgLootTable.h Other Loot default array: <- includes everything else Epoch allows you to loot, ie animals, ambient objects, missions, etc https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server_settings/configs/CfgMainTable.h
  4. Server Installation Difficulty Level: Medium Time to invest: Depends upon knowledge of Arma 3 but should be a few hours with 20/20/20 breaks ** 20/20/20: Every 20 minutes, get up and focus on something 20 ft away for at least 20 seconds 1. Download Arma 3 Server files by going into Steam -> LIBRARY -> TOOLS This will download to your Steam Library folder. (most likely in program files -> steam -> steamapps -> common) OPTIONALLY you can install SteamCMD and download arma 3 server from there 2. Setup a new folder on your drive If only hosting a single server, simply "EpochServer" is fine If needing to install multiple server, you can alternately name this "EpochServers" and make a subfolder "EpochMapName" for the server * FOR THE REST OF THIS SETUP WE WILL REFER TO THE SERVER FOLDER AS "EpochServer" 3. Move your Arma 3 Server files over to your new folder to start building your Epoch Server Copy and Pasting these files will work just fine 4. Copy the Client Files to your Server Copy your @Epoch folder to the "EpochServer" By default it should be located in "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Epoch" Optionally you can download these files also from http://epochmod.com -> Downloads -> Client 5. Copy the Server Files to your Server Open your copy of the EPOCHMOD github Go into the Server_Install_Pack located here: https://github.com/EpochModTeam/Epoch/tree/release/Server_Install_Pack Copy the contents of the Server_Install_Pack into your "EpochServer" main root 6. Setup your preferences of your epoch server A. Location: "EpochServer"\sc\server.cfg https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/sc/server-example.cfg Rename server-example.cfg to server.cfg and configure it setup your server name, passwords, mission file name (optional: difficulty and other config entries) B. Location: "EpochServer"\@epochHive\epochAH.hpp https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/epochah.hpp#L2 turn on/off the antihack-admin panel C. Location: "EpochServer"\@epochHive\epochConfig.hpp https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/@epochhive/epochconfig.hpp Server settings for restarts, time and other important settings D. Location: "EpochServer"\@epochHive\epochServer.ini https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/EpochServer.ini Very Important: Battleye RCON and Database port/password settings (See next post for more) 7. Setup your database config Location: "EpochServer"\DB\redis.conf https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/DB/redis.conf port and password change here 8. Setup your preferences of your epoch server Location: "EpochServer"\sc\battleye\beserver.cfg or beserver_x64.cfg https://github.com/EpochModTeam/Epoch/blob/experimental/Server_Install_Pack/sc/battleye/example-beserver_x64.cfg Which depends on what x86/x64 server executable you are running. Should be self explanatory which is needed when? right? If not, x86 means 32bit and x64 means 64bit 9. These below are part of epoch_server_settings.pbo. The links provided are to the source files on github for example purposes. Location: "EpochServer"\@epochHive\epoch_server_settings.pbo\ A. config.cpp https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/config.cpp more server settings B. configs\maps\yourmapname.h https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/configs/maps/tanoa.h Only if using a map other than Altis do you need to use a yourmapname.h file (ie. tanoa.h) Default Map Configs C. configs\CfgLootTable.h https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/configs/CfgLootTable.h Defined Base Loot Tables (if you use Apex, use CfgLootTable_APEX.h) D. configs\CfgMainTable.h https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/configs/CfgMainTable.h Defined Loot per Crate (What kind of Loot will spawn in defined crate-Types) 10. These below are part of mission file pbo. The links provided are to the source files on github for example purposes. Location: "EpochServer"\mpmissions\epoch.yourMapName A. epoch_configs\Configs\CfgEpochClient.hpp https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp Most important configs needed Server and Client side B. epoch_configs\Configs\Cfg*.hpp <- refers to all the Cfg hpp files https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/ Look through these files. Most of them have helpful hints, how to configure
  5. Coulda swore I had replied to ya.... Sorry bud, but yes I am finished unless issues pop up
  6. Just an update on this from Arma 3 devs
  7. [RELEASE]Perfect Night Time Settings! (Within EPOCH)

    I think you maybe use high gamma, brightness in your game video settings or you have color corrections on the server turning that up already.
  8. [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
  9. 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
  10. @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
  11. This is the main purpose of my thorough rework. Please look in your rpts for the epoch vgs error messages. In this case you will want to enable debug on client and server for more info with those error messages. Throughout my rework and testing there were no issues with pulling vehicles out and returning them in. You can throw me them rpts in discord after the above changes to debug settings. THX
  12. 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
  13. Here is a start to some work on this system for you guys. [FIXED]Global.hpp missing and caused hosts issues getting it up 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). Link to pull merge request: https://github.com/IT07/Game_code/pull/3 Link to my forked branch: https://github.com/ravmustang/Game_code/tree/updates/ArmA_3/A3_EPOCH_virtualGarage
  14. Please, give a link to the file fn_LSgetBuildingstospawnLoot.sqf

    That's a function from a script called lootspawner. Here it is on github bud https://github.com/secondcoming/Arma3-Epoch-Lootspawner/blob/master/LSpawner/fn_LSgetBuildingstospawnLoot.SQF
  15. [Experimental]Events Overhaul

    Events Overhaul Plant Spawner had a nice loop to monitor the event and perform a decay color change and deletion of marker when done(decay/looted) So after wanting this for all events to cycle properly(in comes the Event Monitor within the Server_Monitor.fsm) This system was a nice start to form what you will read about coming up. [ADDED] More detailed configs for each event. [ADDED] HeightenedPvP config entry for master setting [ADDED] Event Monitor to handle each event on the map [ADDED] Multiple objects supported by monitor -ground loot as isNull checks(for plants) -container_epoch with is container_epoch and is lid open or EPOCH_Loot true(for shipwrecks) -cargo_epoch with is cargo_epoch and is door open or EPOCH_Loot true(for containers) -anything damaged to 1(earthquakes mineral deposits and satellites) [ADDED] Check for players before removal of any marker and contents(objects) [ADDED] HeightenedPVP color changes when player is near or loot is compromised [ADDED] Extra Objects array to handle deleting all objects spawned for an event or mission(for Carnivals) [ADDED] Counters for each event +1 on spawn and -1 upon delete **Plant Spawner for example** debugPlantSpawner = 0; showPlantMarkers = 1; maxPlantSpawns = 5; distFromOtherPlants = 2500; plantDecayTime = 1200; //Half this time results in decayMarkerColor marker plantDecayMarkerColor = "ColorBrown"; plantCompromisedColor = "ColorRed"; availablePlants[] = {"Goldenseal_EPOCH", "Goldenseal_EPOCH", "Goldenseal_EPOCH", "Poppy_EPOCH", "Pumpkin_EPOCH"}; Description: Debug activates error messages, an end of event recap array and a red mildot marker for loot object(s). Showing markers will turn on the Map MarkerSet for clients as well as decay color changes. -if using the new HeightenedPlayerVsPlayer = 1 then Compromised Color changes upon player near(150m) and loot comprimised. Max spawns is pretty self explanatory but will max out upon this number and until one is looted or decayed NO more will spawn. Distance from others is the distance to other Plant events Decay * TimeMultiplier applied Decay marker color will change the color of the event marker set after decay/2 is reached Compromised color will change the active surround of the marker to highlight player near or looted Available objects this will/can change depending on the event, this array is used for a select random, which is why you see 3 goldenseal New Events Settings // Settings for Events, Missions, etc spawnDistanceFromPlayers = 500; spawnDistanceFromJammers = 1000; spawnDistanceFromTraders = 2000; HeightenedPlayerVsPlayer = 1; // 0 = OFF [ADDED] New function for testing positions (Protection Zones/Players Near/Jammers/Other Same Type Events) - Easily change for needed checks Usage: _goodPos = [_position, _traderCheck, _jammerCheck , _playerCheck , _others, _distFromOthers] call EPOCH_server_isNearChecks; Description: Checks the position provided against distances configured for Traders, Jammers and Players. _position - position on map _traderCheck - BOOL - check _position distance near ProtectionZone_Invisible_F _jammerCheck - BOOL - check _position distance near PlotPole_EPOCH _playerCheck - BOOL - check _position distance near other Players _others - ARRAY - positions to check with _distFromOthers _distFromOthers - NUMBER - How far away from _others array in meters This was pushed to experimental this evening here: https://github.com/EpochModTeam/Epoch/compare/de1e15374b39...8fb45fc35c6e
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