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PredatoRX91

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  1. Like
    PredatoRX91 got a reaction from waynewr in BattlEye kick #49   
    Hi there, in future if you have any battleye restrictions, just use this handy tool:
    http://a3ap.com/BEFv2.php
    It`s super easy to use, and no more hassle with filters.
    Cheers!
  2. Like
    PredatoRX91 got a reaction from rvg?! in BattlEye kick #49   
    Hi there, in future if you have any battleye restrictions, just use this handy tool:
    http://a3ap.com/BEFv2.php
    It`s super easy to use, and no more hassle with filters.
    Cheers!
  3. Like
    PredatoRX91 reacted to Demellion in RHS mod adding classnames to loot-table?   
    Heres an example for you
    http://pastebin.com/NMeT8G4r
    http://pastebin.com/8GGJ6wg4
    I didnt get your question exactly, but in my example you can see that I added separate classes for RHS loot and added in on top of another in MainTable. This shortens the time spent and gives you ability to control spawn rate for all type of items, neither detailed one by one.
     
    P.S You can also go the most easiest way: instead of adding to each MainTable class, you can add to existing LootTable. aka adding RHSRifles to Rifles in LootTables - but this may cause problems in balancing loot chances overall.
  4. Like
    PredatoRX91 reacted to vbawol in RemoteExec Restriction #0   
    Ok got a confirmed fix below, maybe BE just didn't like the complexity of the filter as the regex tested to work.
    !="bis_fnc_execvm \[\[.+\],\"initPlayerServer.sqf\"]" remoteexec.txt
    https://raw.githubusercontent.com/EpochModTeam/Epoch/master/Server_Install_Pack/sc/battleye/remoteexec.txt

    Build: 417
    https://github.com/EpochModTeam/Epoch/releases
  5. Like
    PredatoRX91 reacted to vbawol in RemoteExec Restriction #0   
    Please give this a try:
    5 "" !="bis_fnc_execvm \[\[[A-Z]{1} [A-Za-z]{4,10} [0-9]{1,3}-[0-9]{1,3}:[0-9]{1,3}( \(.+\)|) REMOTE,(true|false)],\"initPlayerServer.sqf\"]" !="bis_fnc_effectkilled(airdestruction|secondaries) \[.+\]" !="epoch_server_checkplayer \[[A-Z]{1} [A-Za-z]{4,10} [0-9]{1,3}-[0-9]{1,3}:[0-9]{1,3}( \(.+\)|) REMOTE\]" !="epoch_server_(save(_vehicles|building)|(lock|pack)Storage|(upgrade|remove|paint|maint)build) \[.+\]" !="epoch_server_((load|respawn|dead|invite|revive|teleport)Player|(upgrade|updateplayer|create|delete)Group) \[.+\]" !="epoch_server_(knockDownTree|mineRocks|lootAnimal|handle_(say3d|switchmove|sapperObjs)) \[.+\]" !="epoch_server_((repair|fill|lock)Vehicle|(loot|fill)Container|(store|take)Crypto|make(NPC|)Trade) \[.+\]" !="epoch_server_(tradeRequest|equippeditem|packJack|create(object|AirDrop)|airDropCrate|destroytrash|unpackBackpack) \[.+\]" !="epoch_(localcleanup|fnc_saveplayer) \[.+\]" this should now allow true or false "(true|false)"
    Also fixed for next build here: https://github.com/EpochModTeam/Epoch/commit/b81f859adbd02c7d799008d656c70695781c5a90
  6. Like
    PredatoRX91 reacted to Phail in [Release] Wicked AI 2.2.0   
    Try this in config.sqf
    blacklist                    = [
                [[11900,16300,0],[14200,17300,0]],
                [[13100,15500,0],[14200,16400,0]],
                [[13600,14500,0],[14500,15600,0]],
                [[14000,12800,0],[15100,14600,0]],
                [[11000,12000,0],[12200,14400,0]],
                [[12100,8100,0],[14200,12100,0]],
                [[16900,8400,0],[18100,11700,0]],
                [[4400,6600,0],[6700,8100,0]],
                [[5600,6100,0],[7500,6600,0]],
                [[6400,5500,0],[7700,6200,0]],
                [[10400,1300,0],[10900,2000,0]],
                [[8500,15800.0],[9700,19000,0]],
                [[14000,13000,0],[15000,15000,0]],
                [[6400,5600,0],[7300,7200,0]],
                [[6000,6300,0],[7300,7300,0]],
                [[21000,17200,0],[25000,21000,0]]
            ];
    and this in config.sqf
            wai_avoid_missions          = 2500;                                // avoid spawning missions this close to other missions, these are defined in wai_mission_markers
            wai_avoid_traders            = 300;                                // avoid spawning missions this close to traders
     
    Then in @DayZ_Epoch_Server\addons\dayz_server\WAI\compile\find_position.sqf   change this
     
    if(use_blacklist) then {
            _safepos        = [getMarkerPos "center",0,9500,(_this select 0),0,0.5,0,blacklist];
        } else {
            _safepos        = [getMarkerPos "center",0,9500,(_this select 0),0,0.5,0];
        };
     
    to this
     
    if(use_blacklist) then {
            _safepos        = [getMarkerPos "center",0,15000,(_this select 0),0,0.5,0,blacklist];
        } else {
            _safepos        = [getMarkerPos "center",0,15000,(_this select 0),0,0.5,0];
        };
     
    It is working much better for me on Taviana this way.
     
  7. Like
    PredatoRX91 reacted to Antichrist in Ambient music at traders   
    Look at mission.sqm, more specificaly look at class Sensors
     
    Edit:
    class Effects { soundDet="arabian_market_1"; };
  8. Like
    PredatoRX91 reacted to Hux in [Release] Wicked AI 2.2.0   
    If you have Infistar just go to the menu & choose "Copy worldspace(coords)to RPT & chat"
     
    Simply copy and paste to your mission file.
     
     
    If you don't have infistar, you can use your database to get worldspace.
     
    Get your character UID & look in your character data to find your worldspace.
     
    Make sure to refresh your database when you go to a new location to get new worldspace.
  9. Like
    PredatoRX91 reacted to Rotzloch in [Release] Wicked AI 2.2.0   
    I have make it another way then Hux.
     
    I have changed my "compile/find_position.sqf"
     
    Search:
    markerready = false; Add below:
    if(wai_static_mission_locs) exitWith {   _position = wai_mission_locations call BIS_fnc_selectRandom;   _position set [2, 0];   _position }; And open "config.sqf"
    Search for:
    /* STATIC MISSIONS CONFIG */ Add before:
    wai_static_mission_locs  = true; wai_mission_locations  = [   [856.919,9370.11,0.001],[3468.97,9430.79,0.001],[4721.69,1951.64,0.001], [8586.69,7174.76,0.001],[869.732,5158.03,0.001] ]; in the wai_mission_locations array you can add as many locations you want.
     
    Greets
    Rotzloch
  10. Like
    PredatoRX91 got a reaction from raymix in Bottom picture watermark   
    Thanks, the first command you suggested worked, but in the meantime i found out that this
    waitUntil {(!isNull Player) and (alive Player) and (player == player)}; line works too, so now it loads everyime :)
     
    So as i see it doesn`t matter which one is used, as long as it loads correctly. 
     
    Thanks for your help, much appreciated.
  11. Like
    PredatoRX91 reacted to raymix in Bottom picture watermark   
    Judging by your init.sqf it doesn't matter. It's just a simple resource you are trying to create on your display that's all.
    It is truly weird it didn't work, must be something to do with the way MP setup is being loaded. 
     
    Did some digging around, looks like my suspicion was right. Might be due to how debug zone is handled when client is waiting for PV from server to confirm successful login.
     
    Try this instead:
    waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; It seems like there's more to this, an array named PVCDZ_plr_Login2 (or dayzPlayerLogin2) with second element set as a boolean. I assume this is a state used to determine if player has been created and placed in the world.
    So if above does not work out, you have 2 choices.. add sleep to above command (give it like 5 seconds or so) or wrap your code around if statement like so:
    waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; if (dayzPlayerLogin2 select 1) then //try select 2, too { _pic = "predator.paa"; [ '<img align=''left'' size=''1.0'' shadow=''0.2'' image='+(str(_pic))+' />', safeZoneX+0.027, safeZoneY+safeZoneH - 0.18, 99999, 0, 0, 3090 ] spawn bis_fnc_dynamicText; }; For whatever reason, most people are checking third element in the array of 2 elements and then suggesting creating this extra element. Makes no sense to me at this point, but I am not really eager to check out what's going on there either
    edit: just in case you misread - there are 3 possible solutions in this post, try them all.
  12. Like
    PredatoRX91 got a reaction from Slimdickens in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Hey, i had downloaded your files a while ago, and i still have it, so here it is! Sorry that you lost the files, but atleast you have this back :)
    I haven`t changed anything, cheers!
    https://www.dropbox.com/s/5vu0iyycmie9l0l/GOC.rar?dl=0
  13. Like
    PredatoRX91 reacted to Charlatan in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  14. Like
    PredatoRX91 reacted to C.Peck in [Release] Epoch Admin Tools V1.10.0   
    Search for gmadmin in the safe zone script and replace every instance of it with playerGod2
  15. Like
    PredatoRX91 got a reaction from C.Peck in [Release] Epoch Admin Tools V1.10.0   
    Hi all,
     
    could somebody help me, i use these admin tools. Today I got in my server Infistars safezone(http://pastebin.com/ht7djVGH#), and have a problem, the admin godmode doesn`t work at all after the safezone was installed.
     
    How could i fix this, to use this admintool with the above mentioned safezone?
     
    thank you!
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