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He-Man last won the day on June 3

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About He-Man

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  • Birthday 01/17/1980

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  1. Hotfix for Arma 3 Epoch 1.3.3 We have pushed a small Hotfix for Arma 3 Epoch 1.3.3 This only apply to the @epoch client files! But Server Admins have to make sure that they also update these files on their Server!
  2. Arma 3 Epoch 1.3.3 has been released! Server Files: https://github.com/EpochModTeam/Epoch Gamemode File Changes: https://github.com/EpochModTeam/Epoch/pull/1011/files Full Changelog: https://github.com/EpochModTeam/Epoch/blob/release/changelog.md Client Files: http://steamcommunity.com/sharedfiles/filedetails/?id=421839251 http://www.moddb.com/mods/epoch/downloads/epoch http://www.armaholic.com/page.php?id=27245 (Optional) Server Files are available here: https://steamcommunity.com/sharedfiles/filedetails/?id=1642000412 Note: this is meant for updates only as there is no DB folder and all configs appended with "-example". The first-time install would need this -example part removed from the file name and the DB folder from Server Files on GitHub. Other than that it should just override and update the server pbo's and mission files and dll's . Added Some Dupe fixes Fixed In some Cases, Players were not able to use Binocular in cargo of Vehicles by using R3F or AdvSlingLoad Player Krypto was not updated in Debug Monitor Ground Loot now shows as "ground" instead of "crate" in inventory Snappoint for half cinder walls on top was not 100% correct Changed Some cleanups for no longer needed scripts Reduced Server calls for Loot Spawn (but not reduced Loot in general!) Replaced Karma by AntagonistKills in Topstats (because Karma is currently broken a bit) Better randomize left Vehicles in Traders (Do not only store Vehicles in Trader Slots order) Removed Thermal from assembled UAVs (by default) Server Owners Reworked CfgServicePoint a bit (added Vehicles + smaller tweaks) Cleaned up some scripts - more usage of already existing sub functions (EPOCH_server_CargoSave / EPOCH_server_CargoLoad) Option in cfgepochclient "SupressBaseSpawnOnHomekillTime" to prevent Base spawn for xxx seconds after BaseKill Karma variable is currently broken and caused community stats to not save correctly. Community save should be fixed now. Karma is still WIP Added a Config "BaseCamOnlyHome" in cfgepochclient to allow Players to use Basecamterminal (from Inventory) outside their Base Picture get more and more noisy by distance Fixed an issue, that new expansion Backpacks could get doubled on restarts Added some more IDAP-Uniforms that don't require the Orange-DLC: U_C_IDAP_Man_cargo_F U_C_IDAP_Man_jeans_F U_C_IDAP_Man_TeeShorts_F U_C_IDAP_Man_Tee_F U_C_IDAP_Man_casual_F U_C_IDAP_Man_shorts_F
  3. Could it be that you have forgotten the minus in -Servermod?
  4. Ich kenne mich mit Nitrado nicht so aus. Aber wir sollten hier auch keine Konversation auf Deutsch starten. Wenn Du noch immer nicht weiter bist, komm mal in den Epoch Discord und schreib mich da einfach mal an. Dann sollten wir das hoffentlich hin bekommen. https://discord.gg/0k4ynDDCsnMzkxk7
  5. This is an older issue and should be fixed with the latest Server updates! Maybe the Server owner has not updated all relevant files, or the server is running a not official supported map and the settings are not correct. You could try to get the Server Admin in contact with us (Developers) on Discord and we can try to figure it out. But it is 100% no issue on your (Client) side!
  6. Why you upload zip to the server and not the original files? Sure, would be more traffic, but I am sure you know someone with a good internet connection.
  7. Why not? It is the best way to get feedback from others! In case bugs came up, we can try to fix them together! Unfortunately I had not the time for now to test it, but I will do as soon as possible! Nice to see new guys publishing their work!!
  8. Must be from very old days... :) But thx for the feedback!
  9. Oh then I have misunderstood you. I thought items are not stored within the db and you wanted to put them on the ground...
  10. @Schalldampfer I do not really know the VG script. But from your code above, I would directly add it into the VG code: [_vehObj, format["VGSMoveIn_%1",_playerUID]] call EPOCH_server_save_killedVehicle; // put Items on the ground _pos = getPos _vehObj; ["groundWeaponHolder" createVehicle [_pos select 0, _pos select 1, 0], _vehObj call EPOCH_server_CargoSave] call EPOCH_server_CargoFill; deleteVehicle _vehObj;
  11. My Brother made some awesome bridges for the Tanoa Map for our Server a while ago. But we no longer run a Tanoa Map. So I have decided to not trash these nice Bridges.. I have packet it in a single Server Side addon. So you can simply add this pbo into your @epochhive\addons folder (when using Tanoa, of course!!!) Download: https://github.com/Ignatz-HeMan/Ignatz_Tanoa_Bridges Preview: https://plays.tv/video/5d360a4d352caab41e/tanoa-bridges Special thanks for this work goes to my Brother "Forelle Vierkant" !!!
  12. @Schalldampfer I found out, that Epoch_server_cargosave will not 100% work on killed Vehicles. It will not pushback backpacks and items, but weapons, magazines and subcontainers. Maybe an issue in Arma, not sure. But I have added a workaround to the experimental files, that Backpacks (and items within Backpacks) will also work now. But Items are still an issue (this means ItemGPS, ItemCompass, ItemWatch, weapon attachments ..., but no Epoch Items like mortar, metal....) So here is the needed change in the Epoch Files: https://github.com/EpochModTeam/Epoch/commit/297b2c04734b872b8769c3f972cf29c4b80c000e And I have another (in the case better code) you can simply run in your Init (without any other changes in any other files): if (isserver) then { addMissionEventHandler ["EntityKilled",{ params ["_killed", "_killer", "_instigator"]; if (_killed isKindOf "Landvehicle" || _killed isKindOf "SHIP" || _killed isKindOf "AIR") then { if (!istouchingGround _killed) exitwith { _killed spawn { _start = diag_ticktime; waituntil {uisleep 2; (isTouchingGround _this && speed _this < 1) || diag_ticktime - _start > 10}; if (!isnull _this && !(surfaceiswater (getpos _this))) then { _pos = getPos _this; ["groundWeaponHolder" createVehicle [_pos select 0, _pos select 1, 0], _this call EPOCH_server_CargoSave] call EPOCH_server_CargoFill; }; }; }; _pos = getPos _killed; ["groundWeaponHolder" createVehicle [_pos select 0, _pos select 1, 0], _killed call EPOCH_server_CargoSave] call EPOCH_server_CargoFill; }; }]; }; You can call in any script, the Server is running on startup. Oh and thx to @Tarabas for his hint about the Eventhandler "EntityKilled". I was not aware about it before
  13. @Schalldampfer I think only this one addition should do the whole job (not tested): Add to the end of this file: epoch_server\compile\epoch_vehicle\EPOCH_server_save_killedVehicle.sqf: //crashLoot if (!isnull _vehicle) then { _pos = getPos _vehicle; ["groundWeaponHolder" createVehicle [_pos select 0, _pos select 1, 0], [_vehicle] call EPOCH_server_CargoSave] call EPOCH_server_CargoFill; }; You can read out the Inventory from already destroyed Vehicles. I also do it for some log.
  14. @ReDBaroN you could do others a favor and create a pull request on @Sp4rkY github?! So he could merge it into his files
  15. I think BI have changed the behavior for waituntil loops with the latest update. I do not know this scripts, but you could try the following: Replace this line: waitUntil{if({if(cursorTarget isKindOf _x)exitWith{1}}count['Car','Air','Motorcycle','Tank','Ship'] == 0)then{uiSleep .2;false};if(({if(cursorTarget isKindOf _x)exitWith{1}}count['Car','Air','Motorcycle','Tank','Ship'] == 1) || !isESVP)then{true}}; with: waituntil {{cursorTarget isKindOf _x} count ['Car','Air','Motorcycle','Tank','Ship'] > 0 || !isESVP}; And replace this line: waitUntil{if(locked cursorTarget isEqualTo 0)then[{uiSleep .2;false},{if((locked cursorTarget isEqualTo 1) || !isESVP)then{true}}]}; with: waitUntil {(locked cursorTarget isEqualTo 1) || !isESVP};
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