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DirtySanchez

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DirtySanchez last won the day on January 18

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About DirtySanchez

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  1. and the ruger class ruger_pistol_epoch: Pistol_Base_F { scope = 2; author = "kiory"; model = "\x\addons\a3_epoch_weapons\ruger.p3d"; picture = "\x\addons\a3_epoch_weapons\gear\gear_ruger_x_ca.paa"; magazines[] = {"10rnd_22X44_magazine"}; displayname = "$STR_EPOCH_Ruger"; descriptionShort = "$STR_EPOCH_22caliberpistol"; class Library { libTextDesc = ".22 caliber pistol"; }; drySound[] = {"A3\Sounds_F\weapons\pistol_heavy_02\dry",0.39810717,1,20}; reloadMagazineSound[] = {"A3\Sounds_F\weapons\pistol_heavy_02\reload",0.56234133,1,30}; modes[] = {"Single"}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\Sounds_F\weapons\closure\closure_handgun_3",0.3,1,30}; closure2[] = {"A3\Sounds_F\weapons\closure\closure_handgun_3",0.3,1.1,30}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-23",0.56234133,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-24",0.56234133,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-23",0.56234133,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-24",0.56234133,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; recoil = "recoil_pistol_light"; recoilProne = "recoil_prone_pistol_light"; reloadTime = 0.1; dispersion = 0.01; reloadAction = "GestureReloadPistol"; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; }; recoil = "recoil_pistol_light"; recoilProne = "recoil_prone_pistol_light"; reloadTime = 0.1; dispersion = 0.01; reloadAction = "GestureReloadPistol"; soundBegin[] = {"begin1",0.5,"begin2",0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_3",1.4125376,1,10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_3",1.4125376,1.1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; class GunParticles { class FirstEffect { effectName = "PistolCloud"; positionName = "Usti hlavne"; directionName = "Konec hlavne"; }; class PistolAmmoCloud { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "epoch_ammocloud"; }; class SmokeEffect { positionName = "usti hlavne"; directionName = "usti hlavne"; effectName = "epoch_smoketrail"; }; }; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 40; class CowsSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; displayName = "$STR_A3_CowsSlot0"; compatibleItems[] = {"optic_Aco","optic_Aco_smg","optic_ACO_grn_smg","optic_Holosight","optic_Holosight_smg"}; }; class MuzzleSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {}; }; class PointerSlot: PointerSlot{}; }; };
  2. Hey Epoch Its time to give some back, I had a few reports of some errors with getting the stats from the CfgWeapons for the M1911. After investigating this config, I noticed some differences between the current ACP and the M1911. I have made several adjustments to follow suit with the Arma 3 pistol weapon. I have tested this weapon for several hours and do not see any issues. As testing continues I might be able to remove the redundant configs now that we are using the proper Modes. I see the ruger is the same way and will be testing that next. Here are the changes based on the original config in Epoch_configs class 1911_pistol_epoch: Pistol_Base_F { scope = 2; author = "kiory"; model = "\x\addons\a3_epoch_weapons\1911.p3d"; picture = "\x\addons\a3_epoch_weapons\gear\gear_1911_x_ca.paa"; magazines[] = {"9rnd_45X88_magazine"}; displayname = "$STR_EPOCH_1911"; descriptionShort = "$STR_A3_CFGWEAPONS_HGUN_ACPC2_F_2"; class Library { libTextDesc = "$STR_A3_CfgWeapons_hgun_Pistol_heavy_01_F_Library0"; }; drySound[] = {"A3\Sounds_F\weapons\pistol_heavy_02\dry",0.39810717,1,20}; reloadMagazineSound[] = {"A3\Sounds_F\weapons\pistol_heavy_02\reload",0.56234133,1,30}; modes[] = {"Single"}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\Sounds_F\weapons\closure\closure_handgun_3",0.3,1,30}; closure2[] = {"A3\Sounds_F\weapons\closure\closure_handgun_3",0.3,1.1,30}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"x\addons\a3_epoch_weapons\sounds\SoundA",1.3,1,1000}; begin2[] = {"x\addons\a3_epoch_weapons\sounds\SoundB",1.3,1,1000}; soundBegin[] = {"begin1",0.4,"begin2",0.3}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-23",0.56234133,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-24",0.56234133,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; recoil = "recoil_pistol_light"; recoilProne = "recoil_prone_pistol_light"; reloadTime = 0.1; dispersion = 0.01; reloadAction = "GestureReloadPistol"; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; }; recoil = "recoil_pistol_light"; recoilProne = "recoil_prone_pistol_light"; reloadTime = 0.1; dispersion = 0.01; reloadAction = "GestureReloadPistol"; soundBegin[] = {"begin1",0.5,"begin2",0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_3",1.4125376,1,10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_3",1.4125376,1.1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; class GunParticles { class FirstEffect { effectName = "PistolCloud"; positionName = "Usti hlavne"; directionName = "Konec hlavne"; }; class PistolAmmoCloud { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "epoch_ammocloud"; }; class SmokeEffect { positionName = "usti hlavne"; directionName = "usti hlavne"; effectName = "epoch_smoketrail"; }; }; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 20; class CowsSlot{}; class MuzzleSlot{}; }; };
  3. For those working with Chernarus and have seen and put up with the dreaded NWAF control tower. Yes the FLICKERING P.O.S. Control Tower. When replaced still has a Texture of the old building. This does fix it and you are free to roam the control tower as it should be with this addon :) Expect a release update sometime today for this additiion. GAME ON!!! -sTanG
  4. Updated front page with new information for server owners and hosts of Open Chernarus Project. Most will have this done on their own but still see some new hosts coming around so time to make it easier Condensed old info into spoiler and applied new GAME ON!!! -sTanG
  5. Open Chernarus Project and its counterpart Open Chernarus Project w/JBAD have both been updated. [REMOVED] Map Name limitation for the searchNreplace pbo [ADDED] Building type check for more than 0. Wtih this change the mod now will work on all maps and if appropriate it will replace the original buildings. This still includes the check for JBAD and replaces those buildings as well.
  6. Hey bud, from what I last heard a member of the community was already converting it for use in Arma 2... I will chat this person up and see where his progress is at this point :) Thank you for your kind words @J.Dominic
  7. Forgot to throw up last weeks update info. was just a few fixes. However.... OCP will see an update today with many more fixes. [FIXED]House 3I1 - glass from back door did not move with opening of door [FIXED]Config errors - all 12 original configs were missing entries [FIXED]Ruins - all Houses were pointing to incorrect location of ruins models [FIXED]Models.cfg - 2 of these had an extra comma at the end of the selections Todays fixes now make the OCP compatible for terrain makers to use with their own terrains. Todays fixes also put us much closer to being done with correcting all the issues with Arguments original work. Again, Thanks to everyone for all their help and posts and well Community Spirit!
  8. Update released with new key(ATTN OWNERS/HOSTERS) [Added] MultiMap / MultiMod support for Chernarus and napf / JBAD [Fixed] All Surface and Penetration and Texture PopUp errors [Fixed] All ca\data paths in models adjusted to compatible arma 3 a3\data_f paths GAME ON!!! -sTanG
  9. Great job Stokes, getting this out there to more mods for arma 3!
  10. Cant take all the credit man. Argument did the original models and released his source. I am merely doing what I usually do, but bigger and gave to the entire A3 community. Thanks for the kind words @Richie :) @seelenapparat this contains models and configs and a search and replace pbo that runs on the server postInit, this is definately necessary for clients as well as the server to run if you want to enjoy them New update pushed this evening to steam for both versions of the OCP. UPDATE NOTES: [FIXED] Original Source UserActions had Open Door and Close Door reversed on some of the houses. [RAISED] Original armor setting was equal to 100. new value is equal to 1000. [CLEANUP] Started cleaning up of configs
  11. Open Chernarus Project and Open Chernarus Project w/JBAD Download: @OCP Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=786777307&searchtext=open+chernarus @OCP+JBAD Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=786865959 Installation: Required to install on server as a -mod Required for client to install(Available on steam and a3l) Server: Add @OCP or @OCP_Jbad to your server folder [email protected]; Mission: Add "DATA_HOUSES_DS","ds_houses" to your addons section in the mission.sqm addons[] = { "exile_client", "A3_Ui_F", "DATA_HOUSES_DS" }; Client: Click Subscribe on the steam workshop or arma 3 launcher GAME ON!!! -sTanG Thank you all for supporting DonkeyPunch.INFO!!!!! ts3.DonkeyPunch.INFO http://DonkeyPunch.INFO http://eXpoch.INFO https://discord.me/eXpoch
  12. Rds_civ definately works with Epoch, I had that running on my chernarus server back in january
  13. Sounds great, I seem to remember a post about looking forward to the 0.4 milestone.... :)
  14. No my initial tests were not that bad, are you running 0.3.2.0, I have not set that one up yet. Maybe they adjusted the rates. I'll ch e c it out bud.
  15. 10 to 15 to establish per restart is very extreme, my tests resulted in only a few drinks and 1 or 2 foods. Im not sure but do you have two different scripts running that utilize debug stats for realism? I know there is another script for just hunger and thirst by any chance are you running that one as well?