Jump to content

He-Man

Developer
  • Content Count

    807
  • Joined

  • Last visited

  • Days Won

    62

Everything posted by He-Man

  1. @Donnovan in general it returns an array with sub-arrays. Example: [["IRSensorComponent","IRSensorComponent"],["VisualSensorComponent","VisualSensorComponent"],["PassiveRadarSensorComponent","PassiveRadarSensorComponent"],["ActiveRadarSensorComponent","ActiveRadarSensorComponent"],["AntiRadiationSensorComponent","PassiveRadarSensorComponent"],["LaserSensorComponent","LaserSensorComponent"],["NVSensorComponent","NVSensorComponent"]] But the wiki says it should be an array with strings... Return Value: Array of Strings So I have added a check, if it is an array or not... Not sure what the anti rad sensor do. Yes, we are running this script on our Server within the GetInMan EH
  2. By default 1-2 of the random Traders should be blackmarket traders by default. They also should be labeled on the map as "BlackMarket". The config for the BlackMarket traders can be found here: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgBlackMarket.hpp
  3. Arma 3 Epoch 1.3.3.1 has been released! This is a Server-Side update only - The Client files are still the same! Server Files: https://github.com/EpochModTeam/Epoch Gamemode File Changes: https://github.com/EpochModTeam/Epoch/pull/1017/files Full Changelog: https://github.com/EpochModTeam/Epoch/blob/release/changelog.md Client Files (not changed): 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 Clear message that the server is not fully loaded when Players login to early Optional Black Market Traders Build in RyanZ Zombiespawner (when RyanZ is enabled on the Server) Trader Filter for useable items on currently equipped weapons Fixed On farming wracks / cinder, sometimes the more far away object was looted instead of the nearest Purchased Boats from Traders sometimes spawned damaged In some cases, purchased Vehicles spawned on top of already existing vehicles -> crashed Changed Server Owners Added missing predefined variable "Epoch_BaseSpawnSkips" (no issues, just a rpt error) Krypto Limit from 250000 to 1000000 to prevent unwanted bans Some loot positions were not in correct syntax Black Market Traders can be configured within CfgBlackMarket.hpp (within the mission file) RyanZ Zombiespawner can be configured within epoch_server_RyanZ_Spawner.pbo (server side) To disable this spawner, you can remove this pbo from your Server
  4. 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!
  5. 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
  6. Could it be that you have forgotten the minus in -Servermod?
  7. 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
  8. 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!
  9. 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.
  10. 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!!
  11. Must be from very old days... :) But thx for the feedback!
  12. Oh then I have misunderstood you. I thought items are not stored within the db and you wanted to put them on the ground...
  13. @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;
  14. 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" !!!
  15. @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
  16. @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.
  17. @ReDBaroN you could do others a favor and create a pull request on @Sp4rkY github?! So he could merge it into his files
  18. 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};
  19. Try this: Replace the first line in https://github.com/SPKcoding/A3_Epoch_ESVP/blob/master/%40epochhive/addons/epoch_SPK_ESVP/fn_initESVP_server.sqf with: waitUntil{missionNamespace getVariable ['EPOCH_SERVER_READY',false]};
  20. Arma 3 Epoch 1.3.2 has been released! Server Files: https://github.com/EpochModTeam/Epoch Gamemode File Changes: https://github.com/EpochModTeam/Epoch/pull/1008/files Release Notes: https://epochmod.com/forum/topic/46253-a3-epoch-v132-update/ 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 Non Lethal Weapons Make opponents unconscious with special weapons Unconscious players can be woken up by a MultiGun with Heal Player attachment after a random timer (60-180 seconds) Paint Garages (with optional map markers) around the map for painting Vehicles Park your Vehicle in / on the Garage and hold Space (DynaMenu) on the Terminal Costs: 500 Krypto (Configurable by Admins) https://plays.tv/video/5d5d721191c8f06d14 Player / Server Statistics (within the E-Pad) Times connected / Playtime (hours) / Max Alivetime (hours) / Distance Walked (Km) Objects Looted / Trades at Trader / Placed Buildings / Crafted Items Karma / Player Revived / Tradermissions Player Kills / AI Kills / Antagonist Kills / Zombie Kills Deaths by Player / Deaths by AI / Suicides K/D PvP / K/D PvE https://plays.tv/video/5d5d716b0b171855fe Hint in Inventory for Heal / Revive / Repair to be used as MultiGun Attachment Item description to Trader items https://cdn.discordapp.com/attachments/474595539107971072/622554669830373399/unknown.png UAV Backpacks - Assemble and then use via DynaMenu (SpaceMenu) Animated Heli Crash (with scattered loot) https://plays.tv/video/5d8a717407926fbfc2 Some Chinese translations (thx to @CHL198011) Fixed Players could instant get killed on contact with new placed BaseBuilding Parts Players Glasses (Goggles) were not correctly added on login / revive Some Building Parts where falling down on build (also when snapped correctly) Texture for Solar Generator / Charger was broken Changed Weapon attachments are no longer dismounted within containers on restarts Clothings (BackPacks / Vests / Uniforms) in storages will no longer get unpacked on restarts Vehicle / Storage Lock Colorized Vehicle / Storage Lock messages Hint how long your Vehicle will stay locked on lock Vehicles locked inside your own PlotPole-Range have now a longer Locktime Inside your PlotPole-Range: 3 days Outside your PlotPole-Range: 30 minutes https://plays.tv/video/5d5d71d2137413ba08 Increased UAV sounds Changed Taru / Huron / Mohawk Door Sounds (more decent sound) changed unarmed jump animation UAV-Support (AI's) will now spawn a bit more away from your Position Changed / Fixed some Epoch asset models Reduced Rain by default Hunger / Thirst / Alcohol loss no longer depends on time multiplier by default Reworked Looting function (Epoch furnitures + additional ground Loot) Server Owners Added an option to force the Gender for Players on Spawn / Respawn with "ForceGender" in cfgEpochClient.hpp Added the FastNights Epoch Event by default to epochconfig.hpp Added Compatibility to Lythium and Livonia Map Added a MultiMap compatibility Make it possible to run also not official supported maps Use the mission.sqm within the epoch._ChangeMe folder Spawn (Debug-Box) is set to [0,0] and spawn positions are random created on restarts Custom Textures (e.g. from Paintshop) can now be saved to the Database set "UseCustomTextures" in epochconfig.hpp to "true" force saving Vehicles after painting by: Client side Scripts: _vehicle call EPOCH_interact; Server side Scripts: _vehicle call EPOCH_server_save_vehicle; To adjust the new BaseLock-Time, use "vehicleLockTimeHome" in epochconfig.hpp Configs for the Painting Garage (available colors / Costs) can be found in CfgPainting.hpp SetUnitLoadout has been replaced by an Epoch function. To simply strip and reload Inventory, use "call EPOCH_ReloadLoadout"; Player Login Mass-Check Another fix to prevent login issues If you still have issues, make sure these positions are very close in your mission.sqm: respawn_east respawn_west all VirtualMan_EPOCH Entities Players playtimes are now shown in the Playerlist in Adminmenu https://cdn.discordapp.com/attachments/474595539107971072/613059969943601208/unknown.png Added a function to jump up for Admins in Adminmenu Admin Teleport on mapclick now use ALT instead of CTRL (prevent creating Linemarkers) Added an option "EnablePhysicsOnBuild" to cfgEpochClient.hpp to disable physics while Building Changed syntax in cfgServicePoints to allow inherits from other Vehicle Classes Some more infos can be found here: https://epochmod.com/forum/topic/34454-repair-rearming-script/?do=findComment&comment=307310 Added a config for the already available FastNight Event to epochconfig.hpp New Weapons + Mags: pvcrifle_01_F NL_pvc_bb_mag -> Knockout nl_Shotgun NL_shot_bb_mag -> Knockout nl_auto_xbow xbow_mag_bolt -> Kill xbow_mag_tranq -> Knockout xbow_mag_exp -> small explosion -> Kill hgun_Pistol_tranq_01 tranq_dart_mag -> Knockout If you run Infistar lower then v260 (not published for now), you have to change this inside your Infistar files! A3AH: 1 Search for: "_addCaseHDMG = 0;" add a new line behind it with: "_addCaseHDMG = player addEventHandler ['HandleDamage',(['CfgEpochClient', 'HandleDamage', ''] call EPOCH_fnc_returnConfigEntryV2)];" 2 Search for: "if(_addCaseHDMG == _roundRandomNumberHDMG)then" change it to: "if(_addCaseHDMG == (_roundRandomNumberHDMG+1))then" 3 Search for: "player addEventHandler ['HandleDamage',''];" change it to: "player addEventHandler ['HandleDamage',(['CfgEpochClient', 'HandleDamage', ''] call EPOCH_fnc_returnConfigEntryV2)];" A3AT: 1 Search for: "player addEventHandler ['HandleDamage',{}];" replace it with: "if (infiSTAR_MOD == 'Epoch') then {player addEventHandler ['HandleDamage',(['CfgEpochClient', 'HandleDamage', ''] call EPOCH_fnc_returnConfigEntryV2)];}else {player addEventHandler ['HandleDamage',{}];};"
  21. In general you should find your answer for the custom spawn here in the forum. But most activity went into the Epoch Discord. For quick Q/A I would try it there... https://discord.gg/0k4ynDDCsnMzkxk7
  22. Hey, we have completely changed the repair system a while ago. The Vehicle Repair Kit (that repair everything) is completely removed from the loot and have no use anymore. Everything else for repairing is moved into the DynaMenu (look on the Vehicle and hold Space). But you can disable the new "Advanced Vehicle repair" here: https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_config/Configs/CfgEpochClient.hpp#L334
  23. Try the mission.sqm from the experimental files. This should fix the issue https://github.com/EpochModTeam/Epoch/tree/experimental/Sources/mpmissions/epoch.Tanoa
  24. @Sneer I had to rework the script again and added some more infos. The "old" variant has added turrets with more than 1 count of mags multiple. So I have added a merge for it. Now it also works with the stable and experimental branch (I had to change the config for cfgServicePoint). If there are questions, we can also discuss it in Discord. Would be a bit easier and faster than in a forum.
  25. On each restart or only after maintain?
×
×
  • Create New...