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Posts posted by Brian Soanes
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How about NIArms weapons? https://steamcommunity.com/sharedfiles/filedetails/?id=1208517358
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MusTanG08/20/2019
Postponed til 2020. IRL has caused a few of us major time delays over the course of 2019. My IRL delays were work travel during end of Q1 into end of Q2. I wont disclose anyone else's reasons or situations since those are personal matters they can share if they would like. I am working hard since my return and am getting us access to every constant in game right now, and some nice touches we added along the way for various on/off toggles. -
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From what i've read, if you don't buy the DLC ($22) your game doesn't download it (like Tanoa on Apex DLC), so I assume the player doesn't get the assets?
If a server then adds those vehicle assets to game, do the players without the DLC see players floating where the vehicle should be?
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It needs to be simulated
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Paste your server rpt into Pastebin and link it here
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1 hour ago, Mat43 said:
U get xp for completing a mission, killing AI that kind of thing.
For example u could then use that XP to purchase a loadout, Craft a structure maybe even spend it at trader.
Why not award respect for AI kills, completing missions etc and when buying a loadout/crafting a structure/spending it, take respect away?
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To unlock vehicles left in your traders over a server restart, open your epoch_server.pbo
In epoch_server\compile\epoch_vehicle\EPOCH_load_vehicles.sqf
Findif (_allowDamage) then {
Just above that, add this
A3E_SafeZonePosArray = [ [[18451.9,14278.1,0]], //Altis East trader [[13333.5,14494.3,0]], //Altis Central trader [[6192.46,16834,0]] //Altis West trader ]; { if (_vehicle distance (_x select 0) < 200) then { _vehicle lock false; diag_log format["Vehicle %1 left in trader unlocked @ %2", _class, mapGridPosition _vehicle]; }; } forEach A3E_SafeZonePosArray;
Pack pbo and you're good to go
- Ghostrider-GRG, Grahame, Helion4 and 1 other
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I run this basic.cfg on KoTH with 80 players, Exile with 60 players and Epoch with 60 players
language="English"; adapter=-1; 3D_Performance=1.000000; Resolution_W=800; Resolution_H=600; Resolution_Bpp=32; MinBandwidth=15728640; MaxBandwidth=1073741824; MaxMsgSend=256; MaxSizeGuaranteed=512; MaxSizeNonguaranteed=256; MinErrorToSend=0.005; MinErrorToSendNear=0.04; MaxCustomFileSize=0;
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Just pushed something to GitHub, there was an extra semi-colon in GMS_fnc_mainThread.sqf
Just below [] call blck_fnc_spawnPendingMissions; -
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Had a little play around with the code, will stop autorunning if the player enters water and changed hints to the new Epoch messages
autoRun.sqfif (!DBD_AutorunOn) then { _canRun = call DBD_canRun; if (_canRun) then { DBD_AutorunOn = true; ["Autorun Activated", 3] call Epoch_message; }; } else { call DBD_stopAutoRun; player switchMove ""; };
canRun.sqf
private["_legsHit","_canRun","_allHitPointsDamage","_index"]; _legsHit = (vehicle player) getHitPointDamage "HitLegs"; _abdHit = (vehicle player) getHitPointDamage "HitAbdomen"; _diaphragmHit = (vehicle player) getHitPointDamage "HitDiaphragm"; _injured = if (_legsHit > 0.25 || _abdHit > 0.25 || _diaphragmHit > 0.25) then {true} else {false}; _overWater = !(position player isFlatEmpty [-1, -1, -1, -1, 2, false] isEqualTo []); _canRun = (vehicle player == player && !(_overWater) && !((damage player) >= 0.5) && !(_injured)); _canRun
stopAutoRun.sqf
if (DBD_AutorunOn) then { DBD_AutorunOn = false; if ((vehicle player) isEqualTo player) then { if (alive player) then { ["Autorun deactivated", 3] call Epoch_message; player switchMove ""; }; }; }; true
EPOCH_custom_OnEachFrame.sqf
if (DBD_AutorunOn) then { private _OK_toRun = call DBD_canRun; if (_OK_toRun) then { player playAction "FastF"; } else { DBD_AutorunOn = false; player switchMove ""; }; };
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[parseText format["<img size='2' image='yourimage.paa'/><br/><t size='0.7' color='#ff0000' font='PuristaLight'>Your Text Here</t>"],0,0,10,1] spawn bis_fnc_dynamictext;
This will display an image and a message in red for 10 seconds in the center of the screen with a fadeout
Fonts in Arma 3 are
PuristaLight PuristaMedium PuristaSemiBold PuristaBold LucidaConsoleB EtelkaMonospacePro EtelkaMonospaceProBold EtelkaNarrowMediumPro TahomaB
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Group system is standard in 1.0.6.1, but disabled by default
To enable it, in your mission file init, after
#include "\z\addons\dayz_code\configVariables.sqf"Add and configure the following
dayz_groupSystem = false; // Enable group system dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only dayz_markSelf = 0; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only dayz_markBody = 0; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.
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Like this?
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Just a heads up, on a full server 60/60 there were 95 server threads, 90 of which were from blckeagles
i'm going to see if I can fix it -
What server?
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On 12/25/2016 at 4:54 AM, Ghostrider-DbD- said:
I will take a look when I return. Expect an update the first weekend in Jan if I have a chance. Thanks for posting about the error.
No need, i'd left a custom public variable i'd had in there from the previous version, all working ok now
MGT Epoch Altis
in Public Servers
Posted
Have added dancing using !dance and !dancing, type !stop to stop dancing as it loops forever, perfect for a dance competition, which we have going on on our Discord https://discord.gg/6s55Qk7