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  1. Made a couple of little updates to the main post. Btw, we still have some openings. First come, first serve.
  2. 1. Ever since BI changed and re-released the "rules" about Dayz and Arma mods and their use, it became clear that all that is required is that you give credit to the original owner. It's called the "fair use" policy, check it out. A mod or script made for dayz or arma that is released to the public is essentially public property once released. They were having too many problems with authors trying to tell players how they could and couldn't use their mods. When ultimately their mod belongs to BI to begin with. I plan on crediting everyone's mods that are used, explain profusely that it is a compilation mod, and I'm not taking credit for anything in the mod. (Even the stuff I've made) I'm not looking to become famous or rich, I'm looking to bring about a new age of diversity to Epoch servers. (Ever notice how they are all the same?) I'm also not going to be making any kind of profit off of it. (Unlike Origins) If someone wants to try to take me to court they can. I'll see them there. 2. Ummm... it's a dayz epoch server running additional mods... so yes. (It would be no different than if I left the loading screen default, since it already says Dayz Epoch by default) Also, the mod doesn't have Dayz Epoch in the name. It's called the Multiverse Mod, and you have to run Dayz Epoch separately with it or it wouldn't work right. It was designed as a companion for Dayz Epoch. 3. They are several homemade pbos as well as some from other mods. Even ones from other mods have occationally had to be "recreated" to get rid off excess objects we didn't want or to slim down the pbo in general. 4. Well, I can't make Arma 2 render objects more efficiently. However, I have tried a couple of things to try and mitigate that. One, is the use of a mod that dynamically adjust graphics quality and viewdistance client side to help maintain a desired average FPS. It seems to work quite well, with little (if any) noticeable negative effects in game. Also, clients can control their settings for it in game. 5. The main difference would be more of everything. Which will allow people to be able to choose what they want their server to look like. This mod is NOT designed to be used in its entirety on a single server. Server owners are expected to balance what they want with what they can handle. (That should go without saying) What makes this mod neat especially in the case of overwatch, origins, and rmod2 is that everything is already included. You want to add the scrap apc and overwatch weapons, but not the scrap buggy? Not a problem. Just want to use rmod and overwatch weapons? Done. You won't have to go find the needed mods fight to get them to work with epoch and then have to educate your entire server base on how to get everything working right. With Multiverse, players will only have to download one mod. (Not including Epoch) The only configuration needed by the client will be the command line and a special folder in your Arma2OA directory for the fps regulator. (If you decided to use it.) Obviously, I've still got a long way to go. I've no doubt though that it would prove to be a benefit to the Epoch community overall.
  3. Hmmm... I think I can accommodate a little at least. At this point here is what we are planning/hoping for. Some of this has already been successfully implemented on some level. - Many common Dayz Epoch scripts built right into the mod. - New scripts some built into new mods that were added into the Multiverse. - Rmod 2.1 is built right into the Multiverse. - We hope to have the better parts of Overwatch and Origins included into the Multiverse. - Sci-fi resources have been added. - The resources to make any map for Epoch your own unique place (to some extent anyway). - I'll sum it up like this new weapons, new skins, new items, new scripts, new vehicles, new objects, and aliens. Here are a couple loading screens we made from screenshots. https://www.dropbox.com/s/yr8xdc6apxeq0lh/kotloadingscreen5.jpg?dl=0 https://www.dropbox.com/s/y6t5rae4oot76hy/kotloadingscreen6.jpg?dl=0 These are a few of the vehicle retextures we did. https://www.dropbox.com/s/yo9yrd5d84gdlfe/2014-05-26_00005.jpg?dl=0 https://www.dropbox.com/s/jiepzy3l4crv5iq/2014-05-26_00007.jpg?dl=0 https://www.dropbox.com/s/lfiuq9t8lpl62so/2014-05-27_00002.jpg?dl=0 https://www.dropbox.com/s/xddzrdvcthi4gb2/2014-05-28_00001.jpg?dl=0 https://www.dropbox.com/s/rqvs30hxk0on41u/2014-05-29_00002.jpg?dl=0 https://www.dropbox.com/s/djj21cjp0j5nv7m/2014-06-10_00001.jpg?dl=0 https://www.dropbox.com/s/0eog7leg214jwiw/2014-10-23_00002.jpg?dl=0 https://www.dropbox.com/s/1tzo1c4zba96exc/2014-10-23_00004.jpg?dl=0 https://www.dropbox.com/s/f51rsrctwbz8c6d/2014-10-23_00007.jpg?dl=0 I'd give you guys more, but I don't want to get anyone hyped up about something we might ultimately remove. The above is in, working, and staying.
  4. Ok, so I've been in the process of making a mod specifically for Dayz Epoch:Arma2OA for a year or so now. Something like Epoch/Origins or Overpoch except on a much larger scale. It is called the Multiverse Mod. The hope, is to create a mod that gives every server owner the functionality and depth of resources to create their own unique apocalyptic world. So, it is a compilation of mods and a companion mod for Dayz Epoch. I'm not ready to go into too much detail about it at this time, as I am still ironing out some things. However, I am finally at that point where I need a few more people to round out the team. Here is what I am looking for: A handful of beta testers. (preferably experienced) Anybody with scripting experience who is looking for a challenge or something new to work on. For those applying to beta test or script please bear in mind that you will be bored sometimes. We are still actively working on things, but Real Life gets in the way. So, you might not have anything "new" to play with as often as you like, but I will still need you to get on the server and play/test anyway. I'm looking for players willing to invest 2 to 4 hours a week messing around on my server, and in return you get to play with toys in Epoch you wouldn't normally see. :) A good internet connection is a must as there IS a lot of downloading and routine updating involved. I know it can be an annoying and frustrating process, but until the mod is actually finished, people will have to update files. Also, a mic is preferred (though not required). We use a mumble server to communicate as well as cellular communications and Steam. Being able to communicate with us effectively, will have a HUGE impact on how much difficulty you have getting everything working initially. I will contact interested replies as the time and need for new people arises. If I don't contact you back, don't be discouraged we just might be full up for the moment. As this project slowly nears completion the need for beta testers will start to grow fast. With a little luck, shortly after that, everyone will get to enjoy it! . *** I want to make two things absolutely clear... You will NOT be able to just apply and be sent info to get on the server. There is too much involved with the install process at this time. If you are unable or unwilling to communicate with me outside of this forum, don't bother applying. Secondly, by participating in this project with our team you will be in a unique position to be able to personally help effect the shape of this mod and we (our team) are all excited to see what shape you help it take. This isn't just about having some people playing on our server and making sure stuff isn't broken. We WANT ideas and input, that's what this mod is all about. Thank You, Saint Anthony
  5. Rooting through admin tools... specifically vehicle spawning. It would be possible to do what you are saying by modifying vehicle spawn menu to check for if typeof "(SUV array here)" = cursor target && distance < 2, then delete suv in range and... _spawn = "SUV_TK_EP1"; _posplr = [((getPos player) select 0) + 2, ((getPos player) select 1) + 2, 0]; _dirplr = getDir player; _spwnveh = _spawn createVehicle (_posplr); _spwntex = _spawn setVehicleInit "this setObjectTexture [0, ""custom\suvcustom.paa""]";; _spwnveh setVariable ["Sarge",1,true]; I added in the _spwntex bit. You could then add the menu option for each custom texture. The problem is for each new vehicle type you have to have additional codding to support it and each texture option adds size to your misison pbo. Image files are easily the largest we work with and add up fast. Additional code would need to be added to the end of this as well to then save it to the database so it didn't delete on server reset. You would probably want to edit _posplr to point to the original vehicle's location instead of the players too. Obviously, my code is incomplete and added as an example idea only. It would not work in it's current state.
  6. So I've been working on a script using the extra_rc.hpp script to make a new tool function. A headlamp or lantern if you prefer. (In effect it is really more like the latter.) The lamp part works perfectly, but I am unable to shut it off afterwards. Here is what I have so far: if (isNil "headlamp") then { headlamp = 0; }; if (headlamp == 0) then { _hlight = "#lightpoint" createVehicle (getpos player); _hlight setLightAmbient [.15, .15, .15]; _hlight setLightColor [.15, .12, .10]; _hlight setLightBrightness .25; setaperture -1; _hlight setDir (getDir player); _hlight attachTo [(vehicle player), [0,0,1.5]]; Sleep 0.1; headlamp = 1; hint "Headlamp ON"; } else { Sleep 0.1; detach _hlight; _hlight setPosATL [-10000,-10000,100000]; Sleep 0.1; deleteVehicle _hlight; Sleep 0.1; headlamp = 0; hint "Headlamp OFF"; }; It never makes it to "Headlamp OFF". It is having trouble detaching the light from the player and it can't delete it while it is attached. Any ideas? Am I just using the command wrong?
  7. Tried this: _countHemp = count nearestObjects [player, ["fiberplant"], 5]; _Hemp = nearestObjects [player, ["fiberplant"], 5]; if (_countHemp > 0) then { cutText [format["Start harvesting....."], "PLAIN DOWN"]; player removeWeapon "ItemMachete"; player playActionNow "Medic"; sleep 5; player addMagazine "ItemKiloHemp"; player addWeapon "ItemMachete"; cutText [format["Finished harvesting! A kilo of hemp has been added to your inventory!"], "PLAIN DOWN"]; sleep 1; _Hemp setDamage 1; }; } else { cutText [format["You are not close enough to a hemp plant!"], "PLAIN DOWN"]; }; Harvest works fine, but again no damage. So, out of curiosity I dropped a bunch of explosives. Everything except the fiberplants was destroyed. So, somehow the fiberplants are being spawned in an indestructible state. Any way to override that?
  8. How can this script be edited so that the hemp plant is destroyed like with standard epoch harvested plants, once harvested? tried adding the bit of code from player_harvest plant sqf that does it but it didn't work.
  9. I haven't had a lot of luck with the "ad" billboards, but as I said earlier 99% of the time it is a issue with the "expected" size and the actual "size". When you change the size to a square, don't change the image size. Change the canvas size and fill the empty area black or white.
  10. Um... No. I'm sorry, you are wrong. I've definitely gotten this to work for flags and the Wooden signs. In your init.sqf place this line at the bottom. [] execVM "custom\yourscriptname.sqf"; In the folder "custom" place your "yourscriptname.sqf". Now in that sqf, put this: if (isServer) then { _vehicle_0 = objNull; if (true) then { _this = createVehicle ["WarfareBunkerSign", [10012.61, 17963.418, 0.00016212463], [], 0, "CAN_COLLIDE"]; _vehicle_137 = _this; _this setVehicleInit "this setObjectTexture [0, ""custom\yoursignhere.jpg""]"; _this setDir 90.629662; _this setPos [10012.61, 17963.418, 0.00016212463]; }; _vehicle_1 = objNull; if (true) then { _this = createVehicle ["FlagCarrierTFKnight_EP1", [952.39612, 9223.5273, 1.2874603e-005], [], 0, "CAN_COLLIDE"]; _vehicle_476 = _this; _this setVehicleInit "this SetFlagTexture ""custom\yourflaghere.jpg"""; _this setPos [952.39612, 9223.5273, 1.2874603e-005]; }; }; I've used one sign and one flag as examples above. As far as the textures go, you will want to refer to one of the BI tutorials for the proper sizes as this will cause it to fail 99% of the time. Example sizes: Sign - 1024 X 1024 || Flag - 256 X 256. That's in pixels, btw. Place the two images in "custom" folder indicated above and you are done. Textures will appear black until a player gets close enough to the object for the server to tell the client to display it. That's it though, you are done.
  11. It is definitely for those looking for more survival/realism in their servers. Not for everyone. I'm going to be running 3 servers in the future, and I only plan on using this on one of them. For the very reasons you have stated. If it helps though, it doesn't constantly ping pong you back and forth between 1st and 3rd person. If you are in third person when your combat timer goes off, you are forced into first person until the combat timer stops. However, once it does it doesn't go back to 3rd person on it's own. You have to manually go back to third person once the danger has passed. I suppose you could modify the script so that once the combat timer stops it automatically puts you in third person again, but this would force everyone into 3rd person whenever their combat timer is not going off.
  12. I separated the two so that when your combat timer goes off in a vehicle it won't put you in first person. It can be extremely difficult to spot a shooter when you are in a vehicle in first person. This allows you to slow down and switch to 3rd person if you need too. It also means if you wreck or hit something with your vehicle you won't be forced into 3rd person unless you exit the vehicle. Makes it easier to tell if you are stuck on a rock/fence/etc... You are probably right about the redundant sleep command though. **Edit** I've been testing this with a friend for hours now... I haven't found anything to indicate that it is unstable in any way. It seems to work exactly as intended every time. If I notice any problems though, I'll let you guys know.
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