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DirtySanchez

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  1. Thanks
    DirtySanchez reacted to BetterDeadThanZed in EpochZ: Bandit Country   
    I just decided to play some more Epoch after reading about the upcoming version 1.0 and found this server. I like it so far. Just one thing...
    "Outhouse" as a "water source"... ewww... 
  2. Like
    DirtySanchez reacted to Grahame in New server installation, BE kicks script restriction #23   
    What @DirtySanchezsaid. Epoch Experimental is also a Steam mod and supported as well by A3Launcher so you will not cut the potential player base by moving to that now. 
  3. Like
    DirtySanchez got a reaction from lesvieuxcrevards in [Q] : how working decay timer ? How remoce it   
    Hi there,

    If referring to the database expiration times.
    These can be edited to your liking and are in seconds.
    Increase these numbers to keep the db entries longer than default times
    Decrease these numbers to have the db remove entries quicker than default times
    I do not believe there is a limit to how high you can make these numbers
    These entries are necessary for the system to function properly and stay optimized over long periods of time.

    epochconfig.hpp

    Here is the ExpiresBuilding entry I feel you are asking about in reference to "decay"
    https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/epochconfig.hpp#L81
     
    EPOCH_server_loadBuildings.sqf

    Here is the function loading the config entry (_maxTTL)
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_bases/EPOCH_server_loadBuildings.sqf#L18
    Here is the damage given to buildings based on that number. (_ttl / _maxTTL)
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_bases/EPOCH_server_loadBuildings.sqf#L70

     
    Where _ttl(Total Time from Database) is divided by _maxTTL(Max Total Time from config) and it results in the _damage applied(if any) at server start
    Hope this helps you come to the conclusion you need or the direction to make the necessary changes to your liking.
  4. Like
    DirtySanchez got a reaction from Grahame in New server installation, BE kicks script restriction #23   
    @kubosov
    Hi there!
    Can I suggest that you jump up to the experimental branch of Epoch?
    If so, the reasoning is Epoch 1.0 release window is 1 to 2 weeks from AWOLs announcement a few days ago.  I think this would be a better move as there are many great updates, upgrades, new features and much more. With its full release so close I wouldn't want your efforts to go wasted and have to go back through it so soon. 
     
  5. Confused
    DirtySanchez reacted to imidazon in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Good afternoon! Help out, help set up, everything done according to the instructions set the mission on the Disulalion mod, the map is Chernarus desolaton, the missions appear, the alerts also work, but you come to the mission and there are no AI on it, you come to the box, the alert is triggered that the mission is completed but the box also does not show the weapon !! What can I do to fix this?
    File rpt 
     

  6. Like
    DirtySanchez reacted to vbawol in Epoch 1.0 Release Changelog   
    I am proud to present to you Arma 3 Epoch Mod version 1.0. This update represents the cumulative volunteer effort over 4 years by me and more than a dozen people and this latest update would not possible without help from these great developers: @He-Man, @DirtySanchez, @Raymix, @orangesherbet , @pumba and @Helion4. An extra thanks go to our donors and GSP sponsors for your ongoing support.
    Full Changelogs:
    https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Release Notes:
    Added
    Favorites bar - Players can pin (almost) any item to the bar by dragging items from inventory to equip/un-equip (Weapons, attachments, headgear, etc.) or consume (eat, drink, build etc) using keyboard mapping without having gear open. Use ESC menu to change the mappings. Server admins, see client_init.sqf for config. Advanced Vehicle Repair System - Repairing your vehicle just got more realistic. Patch a leaky fuel tank with Duct Tape. If you blow a tire you now need to find a Spare. Engine too damaged? you'll need to grab an engine block to repair it.  Repair Items: Duct Tape - Used to repair fuel tanks. Fuel Tank - Replacement fuel tank. Spare Tire -  Repairs a blown out tire. Engine Parts - Repair parts for Engines. Engine Block - Replacement engine block. Glass - Fixes broken window glass. Rotors - Repairs helicopter rotors. Vehicles Armed Mosquito: helicopter variant that comes with 3 Grenades. Vehicle Upgrade System - Upgrade your ride by using one of the new vehicle upgrade documents found in the world. Vehicle Ammo Reloading from Inventory and Vehicle Ammo. Vector Base Building - Build in any direction or angle you want. (uses Arrow keys by default and with SHIFT / ALT you can control the steps). Base Building: Quarter and Half wood floors. Concrete floor. Cinder wall with a window. Cinder wall with a metal door and window shutter. Barbed Wire. Concrete and Metal Towers. A-frame and Domed Tents. Burn Barrel Wooden Light Pole Small (forest and desert) Camo Nets Large (forest and desert) Camo Nets Camp Fire Field Toilet Scaffolding Sink (water source), Single and Double Portable Lights Lifeguard Tower Sun Shade Fuel Pump Small Sandbag Bunker Short Sandbag Wall Long Sandbag Wall Bar Gate Water Pump Crafting Canvas Smelting Tools Female outfits 84 new outfits based on 20 top designs and 4 new pairs of jeans. Halloween masks Witch Skull Ghostface Plague Hockey Medical items: Adrenaline Shot Caffeine Pills Orlistat Pills Vitamins Antibiotic Atropine (Radiation Toxicity) Nanite Pills, Cream, and Shot (Radiation Toxicity) Iodide Pills (Radiation Toxicity) Food items: 100 Krypto Candy Bar RedKing Burger BluKing Burger Gyro Wrap Ice Cream Cereal Powdered Milk Box o Rice Farming System: Craftable farm garden plot, Just place seeds and watch it grow. Seeds for growing: Goldenseal, Hemp, Poppy, Pumpkin, Sunflower. Karma System: Will affect your ability to perform certain missions and purchase some items in the future. Karma changes for deaths, suicides, PvP, trader kills, revives, trading sales and purchases. Radiation System Out of bounds radiation Digital Geiger counter Satellite crash event Dynamic Debris Vehicle wrecks that can be broken down to scrap metal using the sledgehammer. Trash and other debris on the roadways that can be "Examined" for loot.  Epoch Events 3.0: Support for external pbo based events. see epoch_server_vip_event or epoch_server_debris_event for examples. VIP Event: Reveals the map location of a random player that possesses a specific item (default: ItemBriefcaseGold100oz) every X (default: 15) minutes. Epoch Dev Libs: See https://github.com/EpochModTeam/Epoch/tree/experimental/Tools/DevFrameWork for more info. Dynamic Simulation is now fully enabled. See "CfgDynamicSimulation" for configs. Misc Items: Seed-based dynamic "underground" bunker concept using VR map.    Barrel Bomb: large craft-able explosive that can be placed and detonated. Brown Briefcase: that contains 100oz Silver. Bio Hazard bag "Zombie Parts Bag". Custom map markers and icons. Option to drink with your hands from water sources found in the world with an added chance for toxicity. Md5 hash function, See usage example with EPOCH_fnc_server_hiveMD5 SQF function. Map support for Malden 2035. Map support for Chernarus Redux. Changed
    Crafting recipes can now have item requirements and Crafting metal bars now require Smelting Tools. Karma now persists death and was moved to community stats. Optimized player saving and loading. CBA extended event handler and zeus curator support for Epoch Vehicles. Base PlotPole ESP added to Epoch Admin Panel. Helper arrow to indicate the door-opening direction for Base Building.  Made ServicePoint more configurable. Base Building: Elements can be detached to walk around the Element before saving. Replaced 0/90/180/270° direction build mode with "Rotate 90°". Max building height now will be checked directly at building element placement. Separated Hunger and Thirst loss values. Hunger and Thirst loss rates are now affected by server time Multiplier. Gas Station Auto-Refuel is now disabled on all maps by default. Note that this update requires extension (epochserver.dll/so) updates server side. Fixed
    Player stats variables are now obfuscated, and hitpoints tracked via the server. Bad conversion: bool RPT spam caused by incorrect usage of configClasses. Snapping issues with base building. Sounds not working due to changes to 3dSay command in recent A3 updates. Spawning at base above Water was not working correctly. One step is higher on stairs, can't run up while crouched. L85 Elcan optic issues. Zombie falsely triggers Mission success. Base Building 90° and 270° Snap was broken. Sometimes snapped Base Building elements rotated back on save. BE kicks since 1.76.  
     
     
  7. Like
    DirtySanchez reacted to TheVampire in Vampire's Vehicle Degradation   
    Vampire's Vehicle Degradation
    -------------------------------------------
    Are you tired of those perfect drivers who never have to repair their vehicles?
    Are you tired of the unrealistic effects of vehicles not wearing down with use?
    Do you think that players need to spend more money to keep their vehicles running?
    Well then I have a script for you!
     
    What is it?
    This script allows you to configure vehicles to take damage over time while they are in use.
    You set an amount of time a player must be driving and an amount of damage to give to the vehicle for them driving that amount.
    You can also configure the locations to damage the vehicle, the type of vehicle, how far they have to have moved in the time limit, and more!
     
    Where can I get it?
    It's available here:
    https://github.com/SMVampire/Vamp-Vehicle-Degradation
     
    What if I have issues?
    You can post about it here to see if others can help you, or you can open an issue on the github here:
    https://github.com/SMVampire/Vamp-Vehicle-Degradation/issues
     
    Can I alter your code and release it as a different mod and/or combine it with a different mod?
    This code is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0):
    https://creativecommons.org/licenses/by-nc-sa/4.0/
    If you are unsure if your intended use is in violation of my license, please send me a PM.
  8. Like
    DirtySanchez reacted to natoed in [Release] Lootspawner, configurable building loot system   
    np @Grahame 
    Your category's  look like much better way to tailor out the loots.
  9. Thanks
    DirtySanchez reacted to Grahame in [Release] Lootspawner, configurable building loot system   
    And for those wondering why we like lootspawner so much, a lot of it is about tailoring loot for the type of building, something that is problematic with vanilla Epoch loot containers. For example, on my Origins server (just a name, it's an Epoch server not using the Origins mod), these are the building types (note that on this server I reversed the checking of types of loot so that the magazines category's percentage is first to reduce further the number of weapons spawned):
    spawnClassChance_list = [ [0, 15, 3, 15, 10, 5, -1], // Residential (village) [1, 15, 3, 15, 10, 5, -1], // Residential (urban) [2, 15, 5, 10, 5, 5, -1], // Hi-Value Military [3, 15, 5, 10, 5, 5, -1], // Lo-Value Military [4, 15, 3, 10, 5, 5, -1], // Light Industrial [5, 15, 3, 10, 5, 5, -1], // Heavy Industrial [6, 15, 3, 10, 5, 5, -1], // Commercial [7, 25, 3, 40, 10, 5, -1], // Medical [8, 10, 3, 20, 5, 5, -1], // Vehicle Repair [9, 15, 5, 15, 10, 5, -1], // Hanger [10, 15, 3, 15, 10, 5, -1], // Tourism [11, 15, 5, 15, 10, 5, -1], // Hunting [12, 15, 5, 15, 10, 5, -1], // Farming [13, 15, 3, 15, 10, 5, -1], // Construction [14, 15, 3, 15, 10, 5, -1], // Fire Station [15, 15, 5, 15, 10, 5, -1], // Police Station [16, 15, 3, 15, 10, 5, -1], // Maritime [17, 15, 5, 15, 10, 5, -1] // Airport ]; So, get with the program and deploy it today 
  10. Like
    DirtySanchez reacted to Drokz in [Release] Lootspawner, configurable building loot system   
    https://pastebin.com/n8KKZkfY
    Mine from Panthera
     
    spawnClassChance_list = [
    [0, 3, 12, 23, 4, 5],    // civil
    [1, 6, 10, 18, 3, 6],    // military
    [2, 2, 6, 18, 1, 5],    // industrial
    [3, -1, 12, -1, -1, -1]        // research
    ];
  11. Like
    DirtySanchez reacted to natoed in [Release] Lootspawner, configurable building loot system   
    LSlootBuildings.sqf
    altis, Chernarus and Isla Abramia maps
    btw i use second_coming version ie:
    spawnClassChance_list = [
    [0, 31, 28, 38, 28, -1],      // civil
    [1, 31, 28, 42, 28, -1],    // military
    [2, 12, 19, 16, 10, -1],    // industrial
    [3, 22, 22, 32, 11, -1],      // research
    [4, 10, 19, 17, 12, -1],    // medical
    [5, -1, 50, 50, -1, -1],     // food
    [6, 15, 15, 22, 10, -1]        // hangars
    ];
     
     
  12. Haha
    DirtySanchez reacted to natoed in Dead body marker   
    @DirtySanchez
    wow nice work, also happy to help out with testing this out on my little server.
    hit me up if needed
  13. Like
    DirtySanchez got a reaction from natoed in [WIP] My Personal Leveling System   
    There is as @Drokz mentioned a new system we added recently called community stats.
    No database work involved, just add your new stat name and a starting number to the epochclient config.
    Add your necessary code for the stat changes. For example to the mpkilled for an AI unit.
    Epoch will handle all the data in and from the db to the player.
    None of this change an INI, add in net messaging crap, along with trying to solve for the meaning of life to get one stat to track!!!!
    Speaking of humanity, when I coded in the community stats system I did in fact make humanity stat and changes on PvP kills. Expect to test this humanity on my experimental server soon!
  14. Like
    DirtySanchez got a reaction from natoed in Fully Integrated Vector Building System   
    Its been a long week of work and the holiday is right around the corner here in the U.S.
    However @He-Man has done some more tweaks to the system to remove a few pesky issues.

    Not sure of exact date but more changes are coming to the github soon.

    Thanks for the thanks guys!
  15. Like
    DirtySanchez got a reaction from natoed in Fully Integrated Vector Building System   
    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
     
  16. Like
    DirtySanchez got a reaction from natoed in Fully Integrated Vector Building System   
    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

  17. Like
    DirtySanchez got a reaction from natoed in [Update AUG 2017] DonkeyPunch.INFO Temp Groups System   
    Hi bud, 
    Not long after this update, I did another upgrade and it is now included in Epoch Experimental for all to enjoy its benefits.  This new information will deem this script useless as the included version operates as I originally intended back in 2015.  I encourage jumping on one of our servers to test it out or upgrading your test instance to prepare for the 1.0 Epoch release ahead of time!
    There should be no issue with infistar and this release.  The system is built into the dyna menu. Check the installation once more if you could or prepare as mentioned above
    Have a fantastic weekend and let me know your progress!
  18. Like
    DirtySanchez got a reaction from natoed in [Update AUG 2017] DonkeyPunch.INFO Temp Groups System   
    After a long hiatus from Epoch and a very nice welcome back, some peeps are hitting me up about old scripts.
    Please dont expect a full rework / remake unless I am going to be adding the feature directly into Epoch.

    @Drokz mentioned there were a few issues but he was really wanting to use the feature.
    The issue was with the KeyDown and the AntiHack, he just wanted it to be able to be opened, didnt care about anything else.
    After a day or so of chat and some time invested, I have made some upgrades and updated the repo.

    Add DynaMenu self and target actions.
    Add new temp group icon
    Remove keyDown EH
    Remove DonkeyPunch Logo picture
    Remove old a2 character classnames
    Add the currentInvites variable which was added to the DonkeyMenu but not this repo

  19. Like
    DirtySanchez got a reaction from natoed in Add ATMs in traders (Altis)   
    NatoED was nice enough to make this instructional reply for you guys. Try this out  @Cyrus
  20. Like
    DirtySanchez got a reaction from natoed in Dead body marker   
    Sounds good @natoed
     
  21. Like
    DirtySanchez reacted to natoed in Add ATMs in traders (Altis)   
    No but here is Narines which works just fine still.
    traderATMs.pbo has only two file within it.
    init.sqf
    /* Add ATMs to Altis traders Author: Narines v 1.1 Optimized following the recommendations of Kroenen. */ private["_atms"]; _atms = [ [[13326.2, 14498.5], 248], [[6199.3, 16847.2], 56], [[18468.7, 14268.9], 86] ]; { private ["_atm"]; _atm = createVehicle ["Land_Atm_01_F", _x select 0, [], 0, "CAN_COLLIDE"]; _atm setDir (_x select 1); _atm setPos (_x select 0); } foreach _atms; $PREFIX$
    q\addons\traderATMs  
    So First create a folder called traderATMs.
    then create file called init.sqf and create file called $PREFIX$ within the traderATMs folder.
    PBO said folder.
    In your mission file, should be  a file called initServer.sqf if not make one.
    then insert the code below.
    if (isServer) then { [] execVM "\q\addons\traderATMs\init.sqf"; }; save it and pbo your mission file again, now its done
    instruction on the first post are still validate for install
    hope this helps
    natoed
     
  22. Thanks
    DirtySanchez reacted to Cubitron in [Update AUG 2017] DonkeyPunch.INFO Temp Groups System   
    Aloha, try this on Vanilla Epoch, nothings shows up and no Errors in the rpt
    i use infi and not the epoch ah
  23. Like
    DirtySanchez reacted to Relentless in [RELEASE] RLNT Update Panel (26.09.2017, v1.4)   
    I guess this is currently not compatible with my RLNT Weapon HUD. If you want to use this as nfcStyle you would have to make the changes yourself or wait until I update it, thanks. Studying is taking a ton of time :*
    LAST UPDATE: 26.09.2017 - go to the bottom for changelog
    Hey there Epoch-Community,
    in this topic, I want to release my Update Panel. This may need some longer explanation so if you are interested, read carefully. 

    Background-Story:
    So I was a bit annoyed by all the vanilla functions that are currently available in ArmA 2.
    Everytime you just see format texts or hint boxes, sometimes even dynamic texts but still not my taste. So I decided to create a Display that is spawned by a function.
    It's like a modern version of hint boxes. The cool thing is that you can adjust nearly everything of it by giving the function different arguments.
    Due to that fact, you could easily manage all your server messages and notifications through this function to have a universal system. It's a bit confusing and ugly
    when you are running multiple mission systems for example and one is using text at the top of the screen and the other one directly in the middle.

    What features does it have:
    Currently, there are 9 different arguments to adjust the Update Panel to your liking. Meanwhile I made ALL arguments optional so you can leave them out.
    Receiver aka the Side - defines whether the Update Panel is only shown to the Client it's running on or whether it should be shown to everyone like a global message Style - At the moment there are four styles, they are different in the box style and whether it contains an image or not Background Color - Ofcourse you can also adjust the Color of the Box Font Color - Aswell as the text color Header - This is the Headline of the Update-Panel, you could use something like your server tag Line 1 - The first textline of the panel that holds up to 40 characters Line 2 - The second textline that can also hold up to 40 characters and also a good option to display a single line update panel Duration - Also you can adjust the time how long the panel will be visible to the clients Image - The second style can hold an image, here you can define the path of an image that should be displayed in the panel If you are interested in how to use all the arguments and how to make them optional, read this: RLNT GITHUB
    So you should be able to see that you can adjust a lot of things. And you can suggest even more. If you want another style with a different position of the panel, no problem!
    Also the function contains a config where you are able to set default variables in case you don't want to write so many arguments each time. Let's say you want to display
    all messages of your server with this panel, then you can just set the Background Color you want to use for all your panels in the config and never write this color array again.
    Instead you just type nil as an argument. The function will automatically recognize this and replaces the nil with the variable from the config.

    All currently available styles:
    Style 1        Style 2    
    Style 3       Style 4    


    Codeexamples:

    Credits:
    @Sp4rkY - teached me the most in sqf @iben - got the wonderful github formatting from him @He-Man - made me familiar with eventHandlers and communication between client and server @DirtySanchez - helps me to improve my scripts (performance and structur) @LordGolias - made an awesome sqf-linter for the Atom-Editor @Epoch-Discord - especially @salival @BigEgg @DirtySanchez @scuba_steve - always helpful and very patient  
    Download and Installation: RLNT GITHUB   Bugs, Issues and Suggestions:
    RLNT GITHUB   Changelog:
    Click here for the Changelog with actual links if you are interested in the commits: Changelog
  24. Like
    DirtySanchez reacted to lesvieuxcrevards in [Q] : how working decay timer ? How remoce it   
    Thank you i will check and setup these update on my server.
  25. Like
    DirtySanchez got a reaction from Drokz in Dead body marker   
    Currently testing one of my silly "quick n dirty" scripts for this.
    DP Death Markers will release soon with BE filters.
    @Drokz should be testing it sometime soon as I just got the info over to him
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