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KPABATOK

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  1. Like
    KPABATOK got a reaction from Hazmat in Can´t build jammer frequency without workbench and can´t build a workbench without a jammer, why??? in 0.3.6   
    You only can not build jammer without workbench, for workbench you do not need a jammer as long as there is only one workbench in 225-275 meter radius (not sure about correct distance but it seems around this number).
    Maybe someone already built workbench in a vicinity? Seems odd, as I always carry workbench in my backpack just in case I need to quickly store some loot when far away from base.
  2. Like
    KPABATOK got a reaction from KS__ in Base damage indicator   
    eedijs has a good argument which made me jump from a fence :) with how Arma 3 and Epoch works,  many times placed satchel may not do any damage as supposed to or do much less than supposed to. Especially if structure is placed inside ground or epoch building. Even bases from scratch sometimes won't register damage correctly so it is nice way of telling if your raiding works or not. I'd guess that was original intention of devs of the mod. So damage shown is a good indicator for non-admins to see if their satchels have any affect on specific building part.
  3. Like
    KPABATOK got a reaction from viper179 in Get rid of it   
    While it is more realistic, without working ammo-repack script it is, indeed, pretty annoying. I think in general mags should spawn full with a chance to find half-used ones. And this chance could increase for machinegun belts, as they have the most ammo in them.
    Either way, I personally like it, but that's because I use machineguns only so full 150 or 70 rounds left - little effect on me ;)
  4. Like
    KPABATOK got a reaction from Ghostrider-GRG in Suggestion: Add keypad locks as an upgrade one can purchase for vehicles   
    I would advice regular to not keep any vehicles until they built a garage or helipad for it :) Less hassle this way.
     
    On the locks, I am not sure. Having them in would be another "too forgiving" feature for Epoch. If they could only be bought from a trader for like 2000 krypto and could be installed only 2 times per player, then maybe it would work.
    Another feature someone else suggested, making vehicles "permanently" locked if they are around the frequency jammer which makes much more sense this way. If vehicle in the wild, then battery will allow to lock it for only 30 min for example. If it is in your base in jammer radius, you can lock it for 7 days or whatever. Sure, someone can blow them up or hook lift it, but it would be much more rational this way, in my opinion.
    So I would vote for jammer lock feature myself. And of course there should be a strict limit how many vehicles can be locked this way around jammer. 2 vehicles per person is more than enough. I am a hoarder myself, but realize, that I can not use them all at once so I do not need that much. :D
  5. Like
    KPABATOK got a reaction from TheStainlessSteelRat in Suggestion: Add keypad locks as an upgrade one can purchase for vehicles   
    I would advice regular to not keep any vehicles until they built a garage or helipad for it :) Less hassle this way.
     
    On the locks, I am not sure. Having them in would be another "too forgiving" feature for Epoch. If they could only be bought from a trader for like 2000 krypto and could be installed only 2 times per player, then maybe it would work.
    Another feature someone else suggested, making vehicles "permanently" locked if they are around the frequency jammer which makes much more sense this way. If vehicle in the wild, then battery will allow to lock it for only 30 min for example. If it is in your base in jammer radius, you can lock it for 7 days or whatever. Sure, someone can blow them up or hook lift it, but it would be much more rational this way, in my opinion.
    So I would vote for jammer lock feature myself. And of course there should be a strict limit how many vehicles can be locked this way around jammer. 2 vehicles per person is more than enough. I am a hoarder myself, but realize, that I can not use them all at once so I do not need that much. :D
  6. Like
    KPABATOK reacted to Kenobi in 0.3.6 Safes & Lockboxes - Cannot always open   
    It is true, but after restart they stop working
  7. Like
    KPABATOK reacted to ReDBaroN in 0.3.6 Safes & Lockboxes - Cannot always open   
    Hi, since the 0.3.6 update, accessing safes and lockboxes seems to be random. Running version 0.3.6.024
    Sometimes you can, sometimes you can't. When you can't, you only get the examine option which does nothing.
    Can't seem to work out the difference between when it works or not. have tried unlocking everything around etc. Doesn't seem to make a difference.
  8. Like
    KPABATOK reacted to vbawol in Epoch 0.3.6 Released   
    This update is more of a general maintenance update as most of my time spent on this patch has been working out issues since the Arma 1.54 update. While still not perfect nor complete I feel what has been done so far does help balance the A3 stamina systems for use with Epoch.
    Next patch in another few weeks will be adding more content, fixes and continue to refine on our features as we push towards 0.4+.
    0.3.6 Update is released.
    As always you can report any bugs or feedback you may have on the forum or on the github.
    Client Downloads:
    http://epochmod.com/download.php
    Server Downloads:
     http://epochmod.com/download_server.php
    Changes:
    https://github.com/EpochModTeam/Epoch/pull/448/files
    Changelogs:
     
  9. Like
    KPABATOK reacted to TheStainlessSteelRat in Suggestion for selling used mags to traders   
    Mag repack should be a feature of the mod, and not something to work around. Gladly support the non sale of used mags, if mag repack was part of mod.
  10. Like
    KPABATOK reacted to He-Man in Loot locked safe and lockbox   
    Upgrate your Server to the last built!
    Safes have enablesimulationglobal false (for Lockboxes I'm not sure), when locked.
    Then it should not be possible to take something out!
    There is already another fix to prevent completely looking in locked Safes / Lockboxes by blocking the inventory 5m around them, when locked.
    Search the forum for this.
  11. Like
    KPABATOK reacted to He-Man in Advanced Basebuilding settings   
    I changed some codes for Basebuilding, because the following Problems:
    - A Group can build as much Shelfes, Lockboxes, Safes... as they want. I wanted a config for this
    - I wanted a more detailed config for building elements.
    - When building the last building element (300/300 for example), the element stucks, jammer overloaded comes up an the building element can't be remooved until restart
    - When building a 2nd lockbox outside the jammer range, same as above. The second lockbox stucks instant after creating.
     
    Now I made these changes:
    - override the first "if !(_objType call EPOCH_isBuildAllowed) exitWith{};" in EPOCH_simulSwap and EPOCH_staticMove. This is necessary, because the Check comes up, before the Element has changed from finished element to simulated element. So it will be count as a finished Element at this point.
    - added "if !(_objType call EPOCH_isBuildAllowed) exitWith{true};" in EPOCH_fnc_SelectTargetBuild (because I override it in EPOCH_simulSwap.
    - added a config ARRAY!!! for buildingCountArray and storagecountArray in CfgEpochClient
    - buildingCountArray[] = {x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x}; buildingcountlimit: - 1st number: group consists 1 player / 2nd number group consists 2 player...
    - storagecountArray[] = {x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x}; same as above, but for storages
    - inserted a building limit for storages (Tipi, Shelfes, Lockboxes, Safes, Workbenches)
    - inserted foundations in _objectCount
    - added building limit to Frequency overloaded message
    known issues:
    - When creating second lockbox outside jammer od 300/300 element inside jammer, after a few seconds (10s counter!) the element falls down. But it is useable / removeable now.
     
    my cfgepochclient.hpp entry as an example:
    buildingCountArray[] = {80,80,140,140,140,200,200,200,200,300,300,300,300,300,300,300};
    storagecountArray[] = {10,20,30,40,50,60,70,80,90,100,110,120,130,140,150,160};
     
    Is it possible to include this in the next  build?
    In standard settings, you can set the variables to a high level, so without changing them, they have no effect. 
    Here you can find the files:
    EPOCH_isBuildAllowed.sqf: http://pastebin.com/sQdVUKyx
    EPOCH_fnc_SelectTargetBuild.sqf: http://pastebin.com/VZbF3L24
    EPOCH_simulSwap.sqf: http://pastebin.com/KUkMGvS1
    EPOCH_staticMove.sqf: http://pastebin.com/4M71u0B6
  12. Like
    KPABATOK reacted to vbawol in Selling of big weapons / Backpacks   
    Thanks for the contribution, This will be added for the next update.
  13. Like
    KPABATOK got a reaction from umfufu in Epoch 3.5.0 with A3 1.52 and 1.54   
  14. Like
    KPABATOK reacted to vbawol in Cannot access vehilcles parked in tall grass   
    Thanks for the report, this is likely due to a new function we are using to get cursorTarget underwater, I will look into improving this soon.
  15. Like
    KPABATOK reacted to FiddyB in Building a base   
    if you want physics, place the wall, floor etc in the air, about 1 metre, it will drop as a physical object that you can then "move" while the timer is still on.
     
  16. Like
    KPABATOK reacted to Chainsaw Squirrel in Arma 3 End Game Tournament   
    Loved the Tournament .. hope they do more .. much more fun to watch than football etc lol
  17. Like
    KPABATOK got a reaction from TheStainlessSteelRat in Building a base   
    "but after I press 1 and timer starts to tick, I cannot move the object."
    that's correct, it is because the building part is transparent (aka ghost mode). And no, there is no way you can move it before timer ends.
    That's the only possible option for building now and there is no choice. Before, all building was physical (and it was huge pain in the ass) and patch 0.3.0.1 introduced ghost building and made snapping building parts much more accurate and in addition prevented players from killing themselves when they snapped parts incorrectly or when Arma 3 gods decided this stuff gonna jump in the air and land on your head. It still happens sometimes, but it's very very rare now. So we have to live not being able to move base parts and like the old saying "measure twice, cut only once". But in my native language this saying is even more extreme, measure 9 times, cut on the 10th ;) That's what I try to do when building a base.
    "Also, if I am to place, let's say, wooden stairs, I open my inventory and choose the stairs then press build, the ghost stairs appear. If I want to place something else instead, can I undo the wooden stair at this point or do I have to place the the stairs down before I can do anything else? "
    You can move around with that building part as long as you have energy. And only when you press "1" again on your keyboard, the building part will be placed wherever it stopped. So if you are on the ground, opened inventory, chose stairs and pressed "build" and then decided you want to place these stairs on second floor instead, just go up to second floor and place there. As long as building part is in ghost mode, it is attached to your character and you can move around in 75 meter radius (frequency jammer limit by default).
    Earlier it was possible to cancel building when you pressed ESC key or pressed "open inventory" again. It is now bugged a little and does not work. It says building canceled but the building part is still attached to you. The only way to sort of "detach" it from your character is to re-log. You should see that canceled building material back in your inventory.
    On top of that, as long as you have not upgraded the stairs (takes additional 4 lumber packs), after removal you get all 4 lumber packs back, so you can build the stairs again and remove and build again and remove and you will always get 4 lumber packs back. Same with workbench itself too.
    P.S. The best advice I can give you is to not upgrade anything until you are happy with design. Especially not upgrade with cinder wall/gates, as removing cinder wall costs you losing 3 buckets of mortar that was required you to build it. So build using wood, it is cheap, just takes some time to cut trees but much easier than looting trashpiles and containers looking for cinder and mortar. But eventually you would want to upgrade your walls to cinder, since it is strongest. Wood is pretty easy to destroy with couple of satchels.
  18. Like
    KPABATOK got a reaction from TheStainlessSteelRat in Building a base   
    Currently, in general, physics work only for storage devices, traps and frequency jammers, as you can build them and while timer is ticking, move away and place somewhere else. With base building parts physics only appear under certain conditions, for instance, you try to place a floor in the air without support - it will drop down but you will be able to move it as the timer is ticking and pick it up. Other example is more random from my experience, physics will appear even if building part has the necessary support underneath, but again, not always. But from my perspective it is always good thing to build everything in ghost mode, as physics tend to make objects snap unevenly or sometimes even jump in the air and kill you.
    Build modes, from my tests, does not work as intended. There are only 2, not 4 options. 0-1 and 2-3. I tested them with wooden stair snaping and got only two ways to snap - original and move them 90 degrees in one direction. But it is never all 4 ways (4x90 degrees equals 360). So ignore these options for now until they are fixed or removed. They have been there for a long time.
    And yes, if you place a building part using ghost method, you won't be able to move them. Only remove later after they snap and timer is off. This is sort of to prevent people from killing themselves with building parts due to arma 3 physics.
    That being said, everything is work in progress. What ghost mode allows you is to see how the building part will look like before you press number 1 again and it also allows you to move it and place somewhere else without snapping in free mode (number 2 on keyboard). So you have plenty of time to decide you like what you gonna be building or not so that you won't need to move items later in physics mode and possibly kill yourself this way. Do not forget to use HOME/END buttons to move items away and towards you to get better view on where they will be placed/snapped.
  19. Like
    KPABATOK reacted to vbawol in An issue with rotating ghost building part (it reverts back)   
    I will be working to further refine the base building systems in each patch and will look into this hopefully for the next update. 
  20. Like
    KPABATOK reacted to Sp4rkY in New helicopter spawns   
    But your solution with the blowed up dome, i like !!! :) hahaha, this would specially be a way to get the heli into it. :) Just to be able to kidding some guys :D lol.
     
  21. Like
    KPABATOK reacted to SWAT_BigBear in New helicopter spawns   
    Dslyecxi parked it there :)
  22. Like
    KPABATOK got a reaction from SWAT_BigBear in New helicopter spawns   
  23. Like
    KPABATOK got a reaction from TheStainlessSteelRat in New helicopter spawns   
  24. Like
    KPABATOK reacted to Brez in Arma3 1.54 update   
    Well I guess for you server owners who need players.. Turn off the fatigue system and extreme gun "I'm drunk as f**k" sway system.. put it in your server title and you'll have more players than ever before.
     
    I wonder how a 2km run goes with 2 cinders and 2 mortars in your backpack.. probably not so good.
    And to say players shouldn't do that just limits game play extremely.  Base building alone is seriously affected by these new undesirable mechanics.
     
  25. Like
    KPABATOK reacted to raymix in Epoch 0.3.5.053 and Armaupdate 1.54   
    Hi, guys
    Yes, that error was fixed, in fact, it wasn't causing any issues, just showing an error, but it's gone now.
    This is an odd one, because my message disappears instantly as soon as gender is selected. Could be something to do with binarization (i develop using packed data).
    By default script does not have stopping mechanism apart from timer given at start, but it can be forced to stop externally since it uses global vars or by setting smaller timer.
    To be honest, think i'll just remove it, shouldn't be too hard for people to figure out what that screen is.
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