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charliekelly

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  1. Thanks
    charliekelly reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"   
    I moved crate spawning server side because of the increased security in BEserver.cfg. You add the action entry in adminToolsMain.sqf. Find this line:
    EAT_crateMenu = EAT_crateMenu + [["Backpack Tent",[],"",-5,[["expression",format[_EXECcrates,"Backpack"]]],"1","1"]]; and create your own below it calling it "starter pack". Like this:
    EAT_crateMenu = EAT_crateMenu + [["Starter Pack",[],"",-5,[["expression",format[_EXECcrates,"starter pack"]]],"1","1"]]; Then edit file EAT.crateSpawn.sqf in dayz_server\compile and find this line:
    https://github.com/worldwidesorrow/Epoch-Admin-Tools/blob/TestBranch/dayz_server/compile/EAT_crateSpawn.sqf#L24
    Make your own array below it with the items you want in the crate. You can call it EAT_starterpack. You also have to be aware that toolbelt items and weapons have to go into a separate array as items that go in magazine slots in your player inventory. So you can use this built in array:
    https://github.com/worldwidesorrow/Epoch-Admin-Tools/blob/TestBranch/dayz_server/compile/EAT_crateSpawn.sqf#L15
    or make your own.
    In the call section, you make your own entry like this:
    if (_crate == "starter pack") exitWith { _classname = "USOrdnanceBox"; EAT_CrateSetup; // Add gear {_spawnCrate addWeaponCargoGlobal _x;}forEach YOURARRAYNAME; {_spawnCrate addMagazineCargoGlobal _x;}forEach YOURARRAYNAME; _spawnCrate addBackpackCargoGlobal ["DZ_LargeGunBag_EP1", 1]; // whatever backpack classname you want. };  
  2. Thanks
    charliekelly reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"   
    Nox probably added the inZone variable check because he assumed people would be using his safezone script. That's where that variable originates. If you are not using his safezone script, then open GodModePlayer.sqf in the AdminMode folder and change this line:
    if(!inZone) then { to this:
    if(!isInTraderCity) then { The old version of GodModePlayer.sqf does not have that check. I'm not sure it's even necessary. Probably not. I'm not sure if Nox fully tested prior versions.
  3. Like
    charliekelly got a reaction from Karmaa in Custom loot table help   
    I use Vilayer so may be able to help. It needs to be in your mission file - which is vilayercodecustom -> missions -> epoch.chernarus (or whatever map youre using) -> custom
     
    I've been modifying my loot tables incredibly heavily and they all work fine. If this is definitely where you've got your files reply back and I'll have another think/ look
  4. Like
    charliekelly reacted to Bob_the_K in Epoch 1.0.6   
    I think most bugs have been shaken out by now.  Most "bugs" seem to be just limits with the game architecture/design.   I, too, favor lower loot spawns with lower militarization.  Other bugs seem to be problems when adding scripts - most notably when following the instructions - but then those aren't bugs..  Some are easy to miss a step, especially if you already have a heavily modded server.  I'm guilty of this, too, but with help from this forum, I've figured out pretty much all of them.  My server runs nearly 100% error free (there is an occasional error that I haven't been able to pin down) and framerate is OK.  That is why I was suggesting the changes I did.  Several people had ideas to improve performance or file structure.  
     
    I agree that a lot has been done with the base A2 and adding in Epoch, and perhaps also Overwatch, and even elements of Origins (and others).  The architecture is rather dated and I'm sure that if they were to start all over today to re-develop the same A2 andEpoch with extensibility, they'd architect it quite differently.  I guess A3/Epoch was an attempt but so far in my opinion, they haven't captured the survival aspect.  
  5. Like
    charliekelly got a reaction from LunatikCH in Epoch 1.0.6   
    All these suggestions seem like a waste to me. People are suggesting that things that can be added to a missionfile be added into default Epoch - this makes no sense to me, if you want these things you can add them to your server without anyone having to download anything new.
     
    A new epoch patch should have changes in parts we can't edit serverside - new items/ new crafting recipes (actually maybe just look at A3 epoch's customisable crafting) etc
     
    I for one really hope Epoch 1.0.6 doesn't turn out to be an every-server-multipack of mods kind of thing
  6. Like
    charliekelly reacted to NoxSicarius in [Release] Epoch Admin Tools V1.10.0   
    Could be three things. The first is simply that the randomizer isn't in the script that you call, but in another file that is called from within the script you are using. This could mean the randomizer is never actually triggered so it uses the same thing. Could also mean it is defaulting due to no proper coordinates given. The last would be the randomizer is created through a loop system, which basically means if that loop isn't constantly ran, the number won't really randomize. I don't have the code so I can't tell you which it is.
     
    Random numbers aren't actually random either. They are based on something. For example, basing it on the script time would cause it to always be the same when run once at a time, but when looped, the number would be different. There are ways to change that or use a built in randomizer function like this language has though. I would guess it is simply that the script isn't getting the right coordinates or being passed the right values due to the way it is being called. It wasn't made to be called that way, so you would have to make some changes.
  7. Like
    charliekelly reacted to Zupa in Epoch 1.0.6   
    Adding the maps in as default would make the epoch download size too big.
  8. Like
    charliekelly got a reaction from NoxSicarius in [Release] Epoch Admin Tools V1.10.0   
    Never had any problems with this Admin Tools release, truly brilliant - very easy to modify as well I've found, so many thanks for not making the code any more complex than it needed to be!
     
    One small question you may have some insight into - I added an option to the Admin Tools to manually spawn an animated heli crash (debug purposes mostly) but they always crash in the same place, is this something to do with how the script is called from the Admin Tools? Maybe always calling it from the Admin Tools means the same randomPos is always generated?
     
    I'm not asking for a fix, obviously you have no idea what my code is, but I was hoping you might know if this is likely to be an issue within crash_spawner or a global issue relating to calling the script from the Admin Tools.
     
    Thanks again man, wonderful release. Never used any other tools actually, never need to
     
    edit: The place they always crash is Novy Sobor btw, so kind of middle of the map, seems to me there could be a 'i dont know where to crash it so into the middle it goes' going on?
  9. Like
    charliekelly reacted to cen in How about an official statement?   
    Do NOT add coins to official epoch.
  10. Like
    charliekelly reacted to ahughes3 in Custom traders not showing up in game   
    Ok so I finally worked it out and as per usual it was sooooooo obviously frustrating. So I pasted my new traders, right underneath the last existing unit in the mission.sqf and compared the entries. The only differences I could see were that most unit's worldspace coords look like [4325.3, 2345.9] whereas mine looked like [8493.5,1243.4,0.2345]. So I thought I would make them match the same format (not sure if that actually fixed it as I did two things). So that was the first amendment I made.
     
    The second was simply to change the unit numbers to follow in sequence. I think the last one was 136 and I had started mine at 200 (which I'd seen done in a video and was working perfectly on my old server). So I changed my traders to go from 137 onwards and when I reloaded the file into the server it worked. Now they show up just fine.
    So if you're stuck, this might help a little  :D
     
    Thanks Charlie & Rossco for the support.
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