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truemc

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  1. Like
    truemc reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    To remove Apex items open custom_server\configs\blck_defines.hpp
    change this
    #define useAPEX
    to this
    //#define useAPEX
    then repack the custom_server folder. I can't remember if I tested it but it should work.
    As for CUP weapons, there is no built in support. You can certainly add cup items to the various configuration files if you like.
  2. Like
    truemc reacted to natoed in Dayz style heli crash sites   
    soz for the late reply
    btw what map are you using....
    _crashpos = [rms_mapcenter_pos, 100, 15000,15,0,30,0] call BIS_fnc_findSafePos; try this, and let me know plz
    _crashpos = [rms_mapcenter_pos, 100, 12000,15,0,30,0] call BIS_fnc_findSafePos;  
    cheers
    naoted
     
  3. Like
    truemc reacted to TolH in Server difficulty   
    Check in your server launch parameter after your loaded mod for something like this:
    -config=@epochhive\server.cfg -port=2302 -profiles=SC_EPOCH -cfg=@epochhive\basic.cfg -name=SC_EPOCH -malloc=tbbmalloc_x64 -autoinit
    If your parameter looks like this -profiles=SC_EPOCH and -name=SC_EPOCH then, go into  your  "\Arma 3\SC_EPOCH\users\SC_EPOCH" and open:  SC_EPOCH.Arma3Profile
    Should look something like this:
    class Missions
    {
        class Epoch {
            template = epoch.Chernarus; // DO NOT CHANGE THIS, IT WILL BREAK YOUR SERVER
            difficulty = "Custom";    // difficulty settings: veteran == NORMAL, mercenary == HARDCORE
        };
    };
  4. Like
    truemc reacted to Drokz in Server difficulty   
    https://pastebin.com/eR7z6TNH
     
  5. Like
    truemc reacted to striker in [Semi - Completed] Crash Loot Script - Arma 3   
    Hello Epoch Community,
     
    It's me again with another idea worked out, ishh...
     
    I have always had this idea in my head for a while, just a little promo before I explain
     
    https://www.youtube.com/watch?v=DSWkntxddhE&feature=youtu.be
     
    Well, a while back while playing dayz, I had a vehicle with items in that got destroyed. Not that anything really important was destroyed, but the idea of having the loot spawn around the destroyed vehicle like the heli crashes crossed my mind. Since then, it was always on my mind until today, when I finally decided to create it, for arma 3, or course.
     
    The Gist:
    When the vehicle is destroyed, it takes the inventory of the vehicle and scatters it on the ground
     
    Features:
    Check if locked - for obvious reasons, we don't want to incline people to destroy every vehicle
    Update every 4 seconds - from the server side, the vehicles are updated with their latest information
    Happens for every vehicle - every vehicle that is in Arma 3 can have this attached automatically
     
    This script would just reside on the server side.
     
    Once again, if any devs want it, let me know.
     
    Thanks!  :)
     
     
     
    EDIT: I have finished my crash loot script to some extent. I have not added destroyed chance for the item as I don't know how the dev's would want to handle it. I have the basic handle when killed and 10 second refresh on the gear variables. Works like a charm and I have not seen it fail yet. If the dev's would like the scripts, just message me. For some reason if(locked _unit) does not work in arma 3, I have no idea why. So you might have to handle lock in a variable. Just stick the script files in the mission folder and you are all set to go!
  6. Like
    truemc reacted to xdeejaycrazyx in Dayz style heli crash sites   
    Chernarus:     [6968.66, 324.481, 8345.91] Altis:               [14939.9, 0.0534991, 15083.3] Bornholm:      [10058.3, 117.542, 9015.85] Stratis:           [4031.66, 110.605, 4222.18] Taviana      [12800,0,12800] you can also change the following settings to this
     
    _spawnCenter = getMarkerPos "center"; //Center of your map (usually in mission.sqm) _map = worldName; diag_log format ["World: %2 Center Positon: %1", _spawnCenter, _map]; _min = 0; // minimum distance from the center position (Number) in meters _max = 12000; // maximum distance from the center position (Number) in meters _mindist = 10; // minimum distance from the nearest object (Number) in meters, ie. spawn at least this distance away from anything within x meters.. //Low _mindist means helicrashes could spawn near towns or in forests.. higher the number it would be spawning in an open field etc _water = 0; // water mode 0: cannot be in water , 1: can either be in water or not , 2: must be in water _shoremode = 0; // 0: does not have to be at a shore , 1: must be at a shore     Lines Changed are these:   _spawnCenter = getMarkerPos "center"; //Center of your map (usually in mission.sqm) _map = worldName; diag_log format ["World: %2 Center Positon: %1", _spawnCenter, _map];    
    which will output it like this    15:31:58 "Loading Heli Crashes" 15:31:58 "World: Altis Center Positon: [14939.9,15083.3,0]"   It will automatically get the World name and set its default center according to the map using getMarkerPos "center"   Regards xDeejayCrazyx
  7. Like
    truemc reacted to natoed in Dayz style heli crash sites   
    @vaxoiva
    depbo your helicrash.pbo in your @epochhive\addons folder
    find file named HeliCrashes.sqf
    with notepad ++ line 29 (in my helicrash.pbo)
    _spawnCenter = [14939.934,0.053499073,15083.272]; //Center of your map (usually in mission.sqm) _min = 0; // minimum distance from the center position (Number) in meters _max = 20000; // maximum distance from the center position (Number) in meters note the
    //Center of your map (usually in mission.sqm) open your mission.sqm find , this is the center coordinates from the default epoch.Chernarus.pbo
    items=103; class Item0 { dataType="Marker"; position[]={6968.658,0,8345.914}; name="center"; type="Empty"; id=0; change the _spawnCenter coordinates if you have not already do so.
    dont forget to change the
    _max = 20000; // maximum distance from the center position (Number) in meters reduce the _max = 20000; // maximum distance from the center position (Number) in meters
    from memory I use to have my set at 14000 so the crashes didn't spawn in the debug zone
    that's it, now repbo and drop back in your @epochhive\addons folder
  8. Like
    truemc reacted to Richie in Dayz style heli crash sites   
    My first release and i'm sure the code could be better, so don't shoot me :P
     
    What this does is spawn a fixed number of heli crash sites with random loot round it.
    The script works on all maps (Thank you Andrew_S90) and will spawn the crash sites randomly round the map.
     
    The loot spawns on both sides of the crash, I did want it spawning 360 degrees but that's over my scripting ability.
    The crash sites and loot stay in game until the next restart.
     
    What can be changed  :
     
    Number of crash sites that spawn - default is 5
    Number of loot piles at the crash sites - default is 15
    Loot that spawns - Edit the loot array
     
     
    Installation :
     
    To use simply drop the helicrash.pbo inside @epochhive/addons/ (Same location as a3_epoch_server.pbo and a3_epoch_server_settings.pbo)
    No BE filters to edit :)
     
     
    https://www.youtube.com/watch?v=2FmTthtULBw&feature=youtu.be
     
     
     

    This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
     
    You may not charge for installing this script !
     
    Credits - Richie, TheVampire & xBowBii
     
    Download link is Here
     
    Map center points, thank you Aale and San :)
    Chernarus:     [6968.66, 324.481, 8345.91] Altis:               [14939.9, 0.0534991, 15083.3] Bornholm:      [10058.3, 117.542, 9015.85] Stratis:           [4031.66, 110.605, 4222.18] Taviana      [12800,0,12800]
  9. Like
    truemc reacted to Onaabys in Dayz style heli crash sites   
    Thx alot!
     
    Saw right away how you have set this up.:)
     
    Gonna check into it when im abit more sober. :P
     
    I modded my helicrashes some. Noticed for me it spawned double of the same item (weapon, scope etc) on both side i moded it abit. Having lockboxes spawning and i only want one to spawn i did this change to the _lootNum bit. So feel free to use it. :)
     
    As i have splitted the crate0 and crate1 up you allways get different loot on the both sides!
    for "_i" from 1 to _lootNum do { _crate0 = createVehicle ["weaponHolderSimulated", _vehHeli modelToWorld [(random 10) - 3, (random 10) - 4, 0], [], 0, "CAN_COLLIDE"]; _crate1 = createVehicle ["weaponHolderSimulated", _vehHeli modelToWorld [(random 10) - 3, (random 10) - 4, 0], [], 0, "CAN_COLLIDE"]; _item = _loot call BIS_fnc_selectRandom; switch (true) do { case (isClass (configFile >> "CfgWeapons" >> _item)): { _kindOf = [(configFile >> "CfgWeapons" >> _item),true] call BIS_fnc_returnParents; if ("ItemCore" in _kindOf) then { // One item _crate0 addItemCargoGlobal [_item,1]; } else { // One Weapon, one to three Mags _crate0 addWeaponCargoGlobal [_item,1]; _cAmmo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); { if (isClass(missionConfigFile >> "CfgPricing" >> _x)) exitWith { _crate0 addMagazineCargoGlobal [_x,(floor(random(3)))+1]; }; } forEach _cAmmo; }; }; case (isClass (configFile >> "cfgMagazines" >> _item)): { // One _crate0 addMagazineCargoGlobal [_item,1]; }; case ((getText(configFile >> "cfgVehicles" >> _item >> "vehicleClass")) == "Backpacks"): { // One _crate0 addBackpackCargoGlobal [_item,1]; }; }; _item = _loot call BIS_fnc_selectRandom; switch (true) do { case (isClass (configFile >> "CfgWeapons" >> _item)): { _kindOf = [(configFile >> "CfgWeapons" >> _item),true] call BIS_fnc_returnParents; if ("ItemCore" in _kindOf) then { // One item _crate1 addItemCargoGlobal [_item,1]; } else { // One Weapon, one to three Mags _crate1 addWeaponCargoGlobal [_item,1]; _cAmmo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); { if (isClass(missionConfigFile >> "CfgPricing" >> _x)) exitWith { _crate1 addMagazineCargoGlobal [_x,(floor(random(3)))+1]; }; } forEach _cAmmo; }; }; case (isClass (configFile >> "cfgMagazines" >> _item)): { // One _crate1 addMagazineCargoGlobal [_item,1]; }; case ((getText(configFile >> "cfgVehicles" >> _item >> "vehicleClass")) == "Backpacks"): { // One _crate1 addBackpackCargoGlobal [_item,1]; }; }; _crate0 setPos [(getPos _crate0 select 0) +5, (getPos _crate0 select 1), 0]; _crate1 setPos [(getPos _crate1 select 0) -10, (getPos _crate1 select 1), 0]; _crate0 setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; _crate1 setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; _cutter0 = "Land_ClutterCutter_medium_F" createVehicle (getpos _crate0); _cutter1 = "Land_ClutterCutter_medium_F" createVehicle (getpos _crate1); _cutter0 setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; _cutter1 setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; };
  10. Like
    truemc reacted to salival in Virtual garage stop OP vehicles + Limit amount of vehicles   
    My version of virtual garage should be out soon (work permitting) it's basically a rewrite and it has the limit features built in
    This is the code you need for your version anyway:
    _noStore = ["AH64D"]; if (typeOf (_obj) in _noStore) exitWith { cutText ["Woah, that vehicle is too overpowered. You can't store that here!", "PLAIN DOWN"]; };  
  11. Like
    truemc got a reaction from Eric the Viking in PLEASE How to disable loot spawn like chair,cabinet   
    Thanks !!
  12. Like
    truemc reacted to Drokz in Vehicle loot   
    Open epoch_server_settings.pbo and open cfgmaintable.h
     
    Change to the following
    class VehicleBoat : Default
        {
            lootMin = 0;
            LootMax = 0;
            tables[] = {
                    { "Items", 6 },
                    { "Equipment", 6 },
                    { "Pistols", 5 },
                    { "PistolAmmo", 7 },
                    { "Scopes", 5 },
                    { "Muzzles", 5 },
                    { "Uniforms", 6 },
                    { "Vests", 5 },
                    { "Headgear", 5 },
                    { "Food", 7 },
                    { "Generic", 8 },
                    { "GenericAuto", 9 },
                    { "RifleBoat", 5 },
                    { "RifleAmmoBoat", 9 },
                    { "Hand", 5 },
                    { "Grenades", 2 },
                    { "Backpack", 5 }
            };
        };
        class Vehicle : Default
        {
            lootMin = 0;
            LootMax = 0;
            tables[] = {
                    { "Items", 6 },
                    { "Equipment", 6 },
                    { "Pistols", 6 },
                    { "PistolAmmo", 6 },
                    { "Scopes", 4 },
                    { "Muzzles", 4 },
                    { "Uniforms", 6 },
                    { "Vests", 6 },
                    { "Headgear", 6 },
                    { "Food", 4 },
                    { "Generic", 6 },
                    { "GenericAuto", 6 },
                    { "Machinegun", 4 },
                    { "MachinegunAmmo", 4 },
                    { "Rifle", 5 },
                    { "RifleAmmo", 4 },
                    { "SniperRifle", 3 },
                    { "SniperRifleAmmo", 4 },
                    { "Hand", 4 },
                    { "Grenades", 2 },
                    { "Backpack", 4 }
            };
        };
     
    And there shouldnt be anymore loot in new spawned vehicles
  13. Like
    truemc reacted to Eric the Viking in PLEASE How to disable loot spawn like chair,cabinet   
    You might need to change other loot related settings. Props to @He-Man for the following;
  14. Like
    truemc reacted to Sneer in Watch out for those sapper heads!   
    https://youtu.be/3MDKW2XDxBA
  15. Like
    truemc reacted to natoed in PLEASE How to disable loot spawn like chair,cabinet   
    @epochhive\epochconfig.hpp
    lootMultiplier = 0.4; // 1 = max loot bias. This controls how much loot can payout per Epoch loot container. set to  lootMultiplier = 0;
     
    hope this helps
    cheers
    natoed
  16. Like
    truemc reacted to He-Man in PLEASE How to disable loot spawn like chair,cabinet   
    Hopefully your next question is not "how to disable Basebuilding in Epoch" ;)
  17. Like
    truemc got a reaction from He-Man in [solved]Trader problem   
    Yes this help :-) And trader is gone :-) Thanks
  18. Like
    truemc reacted to He-Man in [solved]Trader problem   
    Seems there is a small mistake in the Trader Load script :
    epoch_server\compile\epoch_traders\EPOCH_server_loadTraders.sqf:
    change line 30 from:
    for "_i" from 0 to _maxTraderLimit do {
    to
    for "_i" from 1 to _maxTraderLimit do {
     
    And please give Feedback, if this helps, so we can change it in the files.
  19. Like
    truemc reacted to TolH in Broken Phone Please help   
    Just a guess, if you added this at the end of your altis.h did you remove the extra  ,  at the end of your last line before the };
    Only thing i can see right now. Or post your complete file.
  20. Like
    truemc reacted to TolH in call Epoch_message;   
    Hello,
    Ive got a question about the epoch_message notification.
    I really like the notification epoch uses and wanted to add it to my mission to notify player but i am having format problem.
    this is what i did:
    Client:
    //"Epoch_Message1" "Epoch_Message1" addPublicVariableEventHandler { private ["_Epoch_msg"]; _Epoch_msg = _this select 1; [_Epoch_msg, 10] call Epoch_message; }; And server uses this to use it:
    Epoch_Message1 = ["New mission available. Check map."]; publicVariable "Epoch_Message1";
    But as you can see on the picture below, the message copy the  [  and the  " "How can i get ride of it without breaking it. If i remove anything it doesn't work.
    Thanks!
  21. Like
    truemc reacted to Narines in Add ATMs in traders (Altis)   
    Hi,
     
    This script is extremely simple.
     
    1 - In '@epochhive/addons' add the following pbo (traderATMs.pbo) :
     
    https://dl.dropboxusercontent.com/u/63143678/epoch_scripts/traderATMs.pbo
     
    2 - In your 'MPMissions' folder, unpack 'epoch.Altis.pbo'
     
    3 - In your unpacked 'epoch.Altis' folder, open init.sqf and add the following at the very top :
    if (isServer) then { execVM "\q\addons\traderATMs\init.sqf"; }; Note : if there is no init.sqf in the root of your unpacked 'epoch.Altis' folder, just create one.
     
    4 - Repack 'epoch.Altis' into 'epoch.Altis.pbo'
     
    That's it !
     
    **EDIT** Optimized following Kroenen's suggestions
  22. Like
    truemc reacted to Hux in vehicle spawn   
    In your CfgEpochClient.hpp:
    antagonistSpawnIndex[] = {{"Epoch_Cloak_F",4},{"GreatWhite_F",2},{"Epoch_Sapper_F",2},{"Epoch_SapperG_F",3},{"Epoch_SapperB_F",2},{"I_UAV_01_F",2},{"PHANTOM",4},{"B_Heli_Transport_01_F",4},{"EPOCH_RyanZombie_1",12},{"I_Soldier_EPOCH",1}}; // {"type", limit} {"I_UAV_01_F",2}
    Just change it to {"I_UAV_01_F",0}.
    Not sure what you're asking about the phones...
  23. Like
    truemc reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    The current version of VEMF is broke. I'm currently working on a new version.
    You can track my progress on the new version here:
    https://github.com/SMVampire/VEMF/projects/3
  24. Like
    truemc reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    One at a time! Please have your documents and identification out and ready to be checked!


     
    Checkpoints generated dynamically on the roads in infected territory coming soon.
  25. Like
    truemc reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    I've been doing some more playing around when thinking of alternative ways that players could learn about missions going on rather than map markers.

     
    It doesn't update dynamically but alerting players near it might be a route I decide to go down, and then people can make these craftable.
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