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QrizZ

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  1. Like
    QrizZ reacted to Brez in Exploding Choppers   
    Reminds me of my rage post when it happened to me first time.
     
     
    You should go on the BI forum and rage on them.. It's an Arma3 issue and not an Epoch one.
  2. Like
    QrizZ reacted to Richie in Epoch Chernarus enterable houses?   
    I'm saying nothing :p

  3. Like
    QrizZ reacted to Osiris72 in Marksman DLC?   
    https://youtu.be/u2UFdFeFgQ8
  4. Like
    QrizZ reacted to axeman in In Game Lighting   
    Lights for your base are planned :)
  5. Like
    QrizZ reacted to Axle in DLC Bypass   
    DLC bypass is not allowed and not condoned on this forum. Thread locked.
  6. Like
    QrizZ reacted to Shadow Moses in Is it just me?   
    Is it just me or does it drive you any of you guys and gals crazy that no one reads anymore or puts their post in the proper place? 
     
    Seems to me the General Discussion has become the new place to post feedback and bug reports. 
     
    If you guys don't file a proper bug report its most likely going to get looked over. If you put in the proper place and post it proper like it will get the attention of dev faster. Grant I know alot of you are not familiar with software development. I work in software development so it just drive me crazy to see half ass bug report and/or post in the wrong thread. 
     
    I won't even go into the didn;t read / search so I am just  gonna post this here threads. 
     
    Just my thoughts. :D
     
     
    Edit: Just to be clear I am talking about the users of the forums not the Devs or Mods. 
  7. Like
    QrizZ reacted to vbawol in 0.3.0.2 Release Changelog   
    Antagonist Updates
    Added Jammer detection - NEst will not spawn in 22m of Jammer, Sappers
    will stalk to a position around the jammer radius - Can still cross
    within jammer radius and will still loiter within radius. Charge is
    unaffected so sapper will follow player into jammer range, is more
    dangerous to do now.
    Updated Stuck Code - May see more self detonations
    Updated Stalk Position - Sapper will loop around player
    Updated Direct Detection of Player to initiate Charge mode. Distance of
    sight is lower
    Added variables in mission files to allow some editing of Sapper and UAv
    behaviour
    Sapper now is influenced by wind direction
    Extended UAV default range slightly
    Filtered units from spawning within jammer radius or static traders
  8. Like
    QrizZ reacted to striker in [Semi - Completed] Crash Loot Script - Arma 3   
    Hello Epoch Community,
     
    It's me again with another idea worked out, ishh...
     
    I have always had this idea in my head for a while, just a little promo before I explain
     
    https://www.youtube.com/watch?v=DSWkntxddhE&feature=youtu.be
     
    Well, a while back while playing dayz, I had a vehicle with items in that got destroyed. Not that anything really important was destroyed, but the idea of having the loot spawn around the destroyed vehicle like the heli crashes crossed my mind. Since then, it was always on my mind until today, when I finally decided to create it, for arma 3, or course.
     
    The Gist:
    When the vehicle is destroyed, it takes the inventory of the vehicle and scatters it on the ground
     
    Features:
    Check if locked - for obvious reasons, we don't want to incline people to destroy every vehicle
    Update every 4 seconds - from the server side, the vehicles are updated with their latest information
    Happens for every vehicle - every vehicle that is in Arma 3 can have this attached automatically
     
    This script would just reside on the server side.
     
    Once again, if any devs want it, let me know.
     
    Thanks!  :)
     
     
     
    EDIT: I have finished my crash loot script to some extent. I have not added destroyed chance for the item as I don't know how the dev's would want to handle it. I have the basic handle when killed and 10 second refresh on the gear variables. Works like a charm and I have not seen it fail yet. If the dev's would like the scripts, just message me. For some reason if(locked _unit) does not work in arma 3, I have no idea why. So you might have to handle lock in a variable. Just stick the script files in the mission folder and you are all set to go!
  9. Like
    QrizZ reacted to Axle in Question for the Devs :) .. Standalone Epoch ?   
    When I first got involved with this project I asked AWOL what his plans were. He told me this, I plan on making a mod for Arma 2 and releasing it, then Arma 3 if they make it. Then after that if we could, make our own game.
     
    I've started playing with the UE4 engine and have made some progress, but it's a far cry from where I want to be. I spend at least 8 hours a day learning what I can and continue to progress. In time I hope to be a valued asset of the team and make something everyone can enjoy for a long time.
     
    So far I've figured out how to make/setup particles for animations and control them. I can make blend spaces with animations and link them to movement keys to get a character to move. I've imported a heightmap I made and learned how to fill in the map with objects/meshes. I've learned how to create my own assets within UE4 and Blender. Currently I'm working on making my own animations and I will eventually create my own skeleton and rig.
     
    I must say UE4 is super intuitive once you get the hang of it and the tutorials only leave you wanting to do more with the knowledge to do it.
  10. Like
    QrizZ reacted to Axle in Question for the Devs :) .. Standalone Epoch ?   
    Running dusty footprint simulator 2015. Cost $89.95 on steam for Early access.
     

  11. Like
    QrizZ reacted to axeman in Sappers Nest Spawning on Players   
    Looking at base protection, spawning within jammer range has been removed, currently refining the sappers player tracking and am testing how they roam within the jammer range. Is a tricky balance. Am thinking that players within 50m of a jammer will be safe, as soon as you roam from that area one could pick up on you. This ends up with spawned sappers loitering around the jammer radius waiting for a target. This could be a base / group member moving out to loot or another player luring one into range.
  12. Like
    QrizZ reacted to Stranger in Epochalypse - The Web Series - Trailer   
  13. Like
    QrizZ reacted to Zupa in Live Arma 3 (Epoch) coding session for question answers and coding help.   
    I'll keep it in twitch, i'll try to edit it perhaps since there probably will be alot of crap between it.
     
    Might make like a table of contents with timings between it 
  14. Like
    QrizZ reacted to KiloSwiss in Explode Vehicles   
    As long as the vehicle is not "revealed" to the client the "cursorTarget" returns nothing, just as the vehicle would not exist.
    Even if you enable simulation on that vehicle (simulation is disabled for performance and bandwidth reasons), the actual state of the vehicle is broadcasted to the client with a delay, or immediately when he enters that vehicle and becomes the owner of it.
    so the client does not know that this vehicle, he is standing in front of is so badly damaged, that it should have been blown up already, because simulation was previously disabled and he did not receive the damage value of that vehicle yet, but he will at least in the moment he gets in that vehicle and "boom" (see Fog Horns video).
     
    This is why my script reveals all vehicles in a radius of 100m to the player after it enables simulation on them, that way the actual state (position, direction, damage, etc.) gets immediately transferred to the client and the vehicle (if damaged/destroyed) blows up in a safe distance to the player.
    At least this is how it should work if I get my facts right and there is no Epoch code reverting the actions of this script.
  15. Like
    QrizZ reacted to psychosis in Helicopter transforms into space shuttle   
  16. Like
    QrizZ reacted to axeman in ANNOUNCEMENT: Roadmap for 0.4   
    Ok, so we are going to stop worrying about all the boring stuff like antagonists, trading and building etc. and put all of our efforts into the next big thing for Arma 3..   Hot Air Balloon Racing, here's what we have so far:     Am sure you will all agree this will add a much needed means of traversing the islands at a leisurely pace, taking in all of the scenery.
  17. Like
    QrizZ reacted to Suppe in [HowTo] Add Buildings or other Objects   
    In your: \Arma 3\@epochhive\addons\a3_epoch_server_settings.pbo are the different maps...
    unpack the pbo and open \configs\maps MAPUWANTTOEDIT.H  [ It is divided into the different maps. (Stratis, Altis, Cherno, add more if u need ...) ]
     
    Example:Altis.H start with:



    propsPos[] = {                                    //in the propsPos you can add houses, atm, waterbarrels or everything you want. just....
    propsPos[] = {
                    //trader city #1
                    {"Land_MarketShelter_F", { 13315.3, 14512.4, 0.0361125 }, 119.966},
                    { "Land_ScrapHeap_2_F", { 13315.9, 14499, 0.00584948 }, 255.706 },
                    { "classnameyouneed" ,    { X ,              Z ,       offsetY    }, azimut }           //  add more if u wish, but the last one without comma
     
    Important is only the last batch may not a "comma"  so, look at the "," at the end from the line.
     
    Build what you want with the A3 Editor, save coordinates for your cpp (press "copy Epoch CFG to Clipbord"), then past this in a empty txt file, or directly into the cpp.
    *with the custom pbo you can specify more features, such as set vector and so
     
    Repack the .pbo and ready 
     
    *If you want to build with the MCC Sandbox Tool or Zeus, save with MCC Sandbox (press "save all sqm"), then convert the coordinates and add this into the cpp. (Use the Mission converter)*
     
    The coordinates:



     
    useful tools and links:



  18. Like
    QrizZ reacted to Dwarfer in DMRMS – Another A3 Mission System   
    ** Please move to Mission Forum if more applicable.
     
    Hi Guys,
     
    Our Community Dead Men Rising have been working on our own Mission system built from the ground up using inspiration from the old A2 DZMS/EMS and the version we heavily modified for our own A2 server.  So far we have the core 70% built with a handful of mission.  Most of the work has been done by our member Weird with myself tweaking and doing mission work.
     
    If there is interest from the community we may open this up to everyone however we want to look at how we protect our code from people selling it on to make money (not even for installing it).  We have zero interest in releasing it so other people can profit from it.  If anyone has good advice here would be great to hear it.
    So far the base has the items listed below. 
     
    If you want to see what some of the mission are like check out the Videos bellow or come over and have a go on our servers.
     
    https://www.youtube.com/playlist?list=PLAwIoZM4asdvgdEaboAF1e_qC4FfeklAw
    https://www.youtube.com/playlist?list=PLAwIoZM4asdsk525p1NsJos9xANUsfyQM
     
    Features
    Auto Loading PBO
    Small client mission footprint
    8 Independent missions threads running at one (more can be added) with unique timers
    Mission Queues per thread
    Multi Map Support (Altis, Bornholm and Chernarus)
    Global Messages, Local Messages, Vehicle Messages
    Mission Timeout
    Mission Failure
    AI Fast Roping
    AI Helicopters
    AI Helicopter Pickups (for remote mission)
    AI ParaDrop
    AI Friends/Helpers
    Queue Mission'ss from Client (admin)
    Mission Loot. This is generated from complete Crypto reward per mission/difficulty
     
    Mission
    Transport from Location X to Location Y (random) – Reward is Crypto
    Box/Container Transport  from Location X to Location Y (random) – Reward is Crypto
    Fetch Box Mission. Yellow, Blue, Green and Red (difficulties) – Reward Crate
    Save our Base. Helicopter pickup/drop off, AI Fast Rope – Reward Crate
    Save our Town. Helicopter pickup/drop off, AI Fast Rope – Reward Crate
    Bomb Town. Re take town before BOOM… – Reward Crate
    Supply Convoy – WIP
     
    ToDo
    Headless Support
    Code Comment/Tidy
    More Map Support
    Vehicle Messages - FIX
    Better Client Messages/Radio
     
    Heli Pickup Mission

     
    Simple Box Mission

  19. Like
    QrizZ reacted to KiloSwiss in Explode Vehicles   
    This is something untestet on a live server(!), but it may help to temporary fix the problem.


    Place this file into Your epoch.<island>.pbo and exec it from the init.sqf
    vehExploFix.zip

    Report back if it works (or even makes things worse).

    /edit

    Here is a video showing You what happens if You approach heavily damaged vehicles with the distance lowered to 10m.
    Default is 100m in the script you can download, so should be safe for players to use.
     
    Greez KiloSwiss
  20. Like
    QrizZ reacted to Triage in Drones and Other stuff   
    Lol
  21. Like
    QrizZ reacted to axeman in Sappers Nest Spawning on Players   
    That was good, is as intended, am looking at removing the spawn ability within a jammer radius, to be discussed, but leaving the ability to lure a sapper to anothers base. Someone in your team triggered a sapper to spawn and there is a very slim chance that will spawn a hive, then a random building is chosen so that was the perfect sapper wave :)
  22. Like
    QrizZ reacted to axeman in Number of UAV's   
    Will be looking at this for next hotfix. 
  23. Like
    QrizZ reacted to larsmos2011 in [HELP] Redis - Delete all m107, GM6, M320 LRR's   
    Got it to work. used a modified file from 
     
    this solution will replace all the weapons with the Item here: 
    valueitem = string.gsub(valueitem, SRIFLE_ARRAY[v], "sr25_epoch")  clean_onehitsnipers.lua
    local SRIFLE_ARRAY = {"m107Tan_EPOCH","m107_EPOCH","srifle_GM6_F","srifle_LRR_F"} local count = 0 local valuelist = redis.call('keys', 'Storage:1:*') local valueitem if valuelist then for i = 1, #valuelist do --Clean Vehicles which have been sold valueitem = redis.call('get',valuelist[i]) for v = 1, #SRIFLE_ARRAY do valueitem = string.gsub(valueitem, SRIFLE_ARRAY[v], "sr25_epoch") end redis.call('set', valuelist[i], valueitem) count = count + 1 end end return count
  24. Like
    QrizZ reacted to cring0 in Ilanavis [WIP]   
    Oh, well I had tracks in place but they lead to dead end arma tunnels lol.  The terrain is just a little too crazy and not a lot of room.  If I ever get done with this one though and I'm not 90, I'ma do a big map, and maybe my great grandchildren can put in a train system.
  25. Like
    QrizZ reacted to VAKE in Drones   
    We have AI missions on our server, and these drones are spawning in on us while we are in a firefight. Multiple at a time if you are in a group.
     
    Would be nice if there was a way to disable this feature.
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