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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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    Http://donkeypunch.info

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  1. After less than a day or so of back and forths with @He-Man, Credit now also goes to He-Man for his time, energy and knowledge he has given to this script. Thank bud! [Fixed] eXpoch Object Snapping code was not finished. Fixed and in testing [Added] Checks for Object Snapping to prevent conflicts between both Snapping Systems [Cleaned] Removed DPBEA compatibility files and some code [Updated] Install instructions in readme [Added] Badges in readme for version this has been tested on These updates and more have been pushed to Git. GAME ON!!! -sTanG
  2. Hey @ReDBaroN Thank you very much for the kind comments. If you would like to take a looksie under the hood and see what I left out or missed you are more than welcome. As mentioned, forks for testing and then merge requests are welcome ;) EDIT: by any chance did you do a merge or the step by step install? just curious
  3. Apologies for the delay in posting this as its been ready for quite some time now. This system adds the vector building system directly to epoch code and the custom keys feature on the escape menu. Download and instructions for install are located here: https://github.com/ravmustang/Arma3_Epoch_VectorBldg To contribute to this system, you are free to fork and do a pull merge request. For support request questions / comments or suggestions please visit here for faster service: https://discord.me/eXpoch
  4. Open Chernarus Project and OCPwJBADBig update with many improvementsMore Arma 3 compatibility[CHANGED] OCP Houses will inherit House_F for DestructionEffects instead of House (Altis Life Housing Support)[ADDED] config entry for "numberOfDoors"[ADDED] OCP Doors will follow "BIS_disabled_door" variables[ADDED] Inheritances for Open and Close Doors to remove Duplicate entries[REMOVED] Extra actionstart and end entries[REMOVED] Empty data areas and extra lines--[FIXED] CfgModels Angles were incorrect causing Open and Close to be switched.[NEW] CfgModels Animation Sources cleaned up for a3 compatibility[ADDED] Replace HouseV_1L1 with OCP HouseV_1L2 in search N replace script _countBldgs : 97 replaced[ADDED] Replace HouseV_1I1 with OCP HouseV_3I1 in search N replace script _countBldgs : 103 replaced[INFO] 200 more buildings are now enterable on Chernarus![NEW] Land_d_dom02_pinsk is now error free for use and up to date with above changes[WIP] Land_d_dom01 is working as intended with 1 pesky popup I can't get rid of...--[UPDATE] This evening, no key change required if already up to date[NEW] Each version has its own Search N Replace in respects to its contents. OCP replaces for OCP. OCPwJBAD replaces for OCP and JBAD.[NEW] DPBEA OCP is now baked into OCP for those that use DPBEA Core[NEW] DPBEA OCP and DPBEA JBAD are now baked into OCPwJBAD for those that use DPBEA Core[INFO] These baked in addons have been signed with the OCP or OCPwJBAD key for ease of install/update(NO NEW KEYS)Steam OCPwJBAD: http://steamcommunity.com/sharedfiles/filedetails/?id=786865959Steam OCP: http://steamcommunity.com/sharedfiles/filedetails/?id=786777307DP Build Everything Arma JBAD[Released] Adds 300 more objects to the DPBEA series[INFO] Trees, buildings and more[INFO] Will be added directly to OCPw/JBAD soon[REQUIRES] DPBEA Core but it is up to you to have JBADSteam Workshop Linkhttp://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=897730436DP Build Everything Arma OCP[NEW] Small addition to the DPBEA series baked into both OCP and OCPwJBAD versions[INFO] Not intended as solo release but still part of the DPBEA series of addonsSteam Workshop Linkhttp://steamcommunity.com/sharedfiles/filedetails/?id=899153637
  5. DP Build Everything Arma JBAD [Released] Adds 300 more objects to the DPBEA series [INFO] Trees, buildings and more [INFO] Will be added directly to OCPw/JBAD soon [REQUIRES] DPBEA Core but it is up to you to have JBAD or OCPw/JBAD on your server or loaded on your client A few more DPBEA series of addons to go and I will start doing the objects that look like containers to hold storage If anyone would like to start making crafting recipes for Epoch and Exile, be my guest help is always welcome. Steam Workshop Link http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=897730436
  6. Full Dynamic Simulation compatibility [INFO] more servers are compatible with Dynamic Simulation now [ADDED] Checks for server DynamicSimulationSystemEnabled. [CHANGED] If new Dynamic Simulation is on, replacement buildings will be given Dynamic Simulation for performance [ADDED] Check for OCP_sNr_OFF variable. To turn off the search N replace feature of OCP use this code in your init or initServer OCP_sNr_OFF = true; [KEY CHANGE] With the addition of this new Arma 3 feature to OCP, future support requests need to be filtered for this change. Each version has its own separate key now. OCP.bikey and OCPwJBAD.bikey respectively. ENJOY! NOW UPLOADED
  7. Little video showing the Crates and Objects menu upgrade Each addon release for DPBEA will have its own category This menu and the Inventory button are not active when using Epoch or the other compatible mods.
  8. Update pushed to steam with Keys folder and all the above changes. Vector Building system testing under way, release in Server Addons should follow shortly after testing concludes
  9. DP Build Everything Arma [Added] Large Rocks and Targets were not inheriting DPBEA Epoch/Exile configs properly for Move / Remove options [Changed] DPBEA Menu retitled to Build Everything Arma [Upgrade] Categories Drop down now has new categories than just crates [Upgrade] Categories now include individual objects based on what DPBEA mods are loaded since more are coming [NEW] Crates_Core / Crates_eXpansions / Objects_Core / Objects_eXpansions [Info] Object(s) categories display all 2300+ items if using both Core and eXpansions versions of DPBEA [Info] Objects will spawn as an item in your inventory [3rd Check] Verify all items have a picture or a props picture of a "?" [Coming Soon] DPBEA JBAD and OCP are dumped and configured for initial testing - first upload within 48hours
  10. DP Build Everything Arma Core and Expansions with EPOCH Compatibility and a custom Vector Build system Steam Core: https://steamcommunity.com/sharedfiles/filedetails/?id=892365572 Steam Expansions: http://steamcommunity.com/sharedfiles/filedetails/?id=883811083
  11. **DPBEA is getting the treatment** [Split] DPBEA into a Core and an Expansions pbo for separate releases on Steam [Naming] Build Everything Arma Core and Build Everything Arma Expansions. [Future] More Build Everything Arma XXX releases including JBAD, OCP and more [Added] Epoch constructions compatibility for using their Dynamic Interactions System with DPBEA Built Objects [Added] Epoch Vector Building Systsem [Added] Epoch Custom Keys will modify Vector Building keystrokes [Fixed] Most objects inherited "DestructNo" from my fun config work and were indestructible [Added] Extra config entries for future features for eXpoch and Exile door locking Update should be pushed out today after a few more final tests.
  12. DP Build Everything Arma Series of Addons Core / Expansions / JBAD with EPOCH Compatibility and a custom Vector Build system Steam Core: https://steamcommunity.com/sharedfiles/filedetails/?id=892365572 Steam Expansions: http://steamcommunity.com/sharedfiles/filedetails/?id=883811083 Steam JBAD: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=897730436 Original Release Thread and Support: http://epochmod.site.nfoservers.com/donkeypunch/index.php?topic=711.0 This addon supports all Arma 3 gamemodes but has been getting upgrades to support multiple mods. 2300+ Arma 3 Assets including all DLCs and Expansions (Hence Build EVERYTHING Arma) Epoch custom interaction system will also work with the next DPBEA Update. Epoch support files will also be included in mod for changes to EPOCH functions and config. A vector building system has been created specifically for EPOCH and built into the DPBEA addon. It uses the same custom key setup that EPOCH has provided on the ESCAPE menu and adds the Vector Tilt key setup. Once tested I will pull it out of DPBEA and release the Vector Building system in Server Addons section for those that would like to use it with or without DPBEA
  13. OCP Updated for Arma 3 1.68 The temp workaround for Dynamic Simulation issues are included.
  14. 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 = "$STR_A3_CowsSlot0"; compatibleItems[] = {"optic_Aco","optic_Aco_smg","optic_ACO_grn_smg","optic_Holosight","optic_Holosight_smg"}; }; class MuzzleSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {}; }; class PointerSlot: PointerSlot{}; }; };
  15. Hey Epoch Its time to give some back, I had a few reports of some errors with getting the stats from the CfgWeapons for the M1911. After investigating this config, I noticed some differences between the current ACP and the M1911. I have made several adjustments to follow suit with the Arma 3 pistol weapon. I have tested this weapon for several hours and do not see any issues. As testing continues I might be able to remove the redundant configs now that we are using the proper Modes. I see the ruger is the same way and will be testing that next. Here are the changes based on the original config in Epoch_configs class 1911_pistol_epoch: Pistol_Base_F { scope = 2; author = "kiory"; model = "\x\addons\a3_epoch_weapons\1911.p3d"; picture = "\x\addons\a3_epoch_weapons\gear\gear_1911_x_ca.paa"; magazines[] = {"9rnd_45X88_magazine"}; displayname = "$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{}; }; };