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He-Man

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Everything posted by He-Man

  1. Could it be that you have forgotten the minus in -Servermod?
  2. 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
  3. 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!
  4. 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.
  5. 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!!
  6. Must be from very old days... :) But thx for the feedback!
  7. Oh then I have misunderstood you. I thought items are not stored within the db and you wanted to put them on the ground...
  8. @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;
  9. 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" !!!
  10. @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
  11. @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.
  12. @ReDBaroN you could do others a favor and create a pull request on @Sp4rkY github?! So he could merge it into his files
  13. 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};
  14. 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]};
  15. 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',{}];};"
  16. 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
  17. 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
  18. Try the mission.sqm from the experimental files. This should fix the issue https://github.com/EpochModTeam/Epoch/tree/experimental/Sources/mpmissions/epoch.Tanoa
  19. @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.
  20. On each restart or only after maintain?
  21. I have not noticed this by myself for now, but by chance I found something. In general the items should not move, but at least on maintain they could. Is it only after maintaining something? If so, you could try: Find this line: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_bases/EPOCH_saveBuilding.sqf#L25 and change it like this: _worldspace = [(getposATL _this call EPOCH_precisionPos), vectordir _this, vectorup _this]; change to: _worldspace = [(getposATL _this), vectordir _this, vectorup _this]; I am not sure if this works, but it could be the issue you have explained. So please make a backup of your database first! And please give some feedback!
  22. @Sneer I have changed the script, so it can also be used in Editor. - Run you Epoch Mission file in Editor - Place all Vehicles you want to configure for the ServicePoint - Run this Script in console - Read out the Variable "NewVehiclesAndAmmo" - Paste the array you get from the variable into an empty file - Replace all [ by { - Replace all ] by } - Replace all 999999 by the price you want for the Ammo - Add it to cfgservicepoint Sure, you have to add some line breaks, to make it a bit easier to get an overview. But in general, you get a final config (with the above changes)
  23. @Grahame You can use this script to find all Vehicles on the map with weapons, but not currently in the default Epoch ServicePoint. This Script will give you the needed config entries for cfgServicePoint.cfg but you have to sort it a bit and change the price from 999999 to what you want. _allveh = allmissionobjects "landvehicle" + allmissionobjects "ship" + allmissionobjects "Air"; NewVehiclesAndAmmo = []; _AlreadyFound = []; _AmmoConfig = (missionconfigfile >> "CfgServicePoint" >> "VehiclesAndAmmo"); _VehiclesWithAmmo = ("true" configClasses _AmmoConfig) apply {configname _x}; _VehiclesWithAmmo = _VehiclesWithAmmo + ((getarray (missionconfigfile >> "CfgServicePoint" >> "VehiclesAndAmmo")) apply {_x select 0}); { _type = typeof _x; { if ((tolower _type) == (tolower _x)) exitwith { _AlreadyFound pushback _type; }; } foreach _VehiclesWithAmmo; if !(_type in _AlreadyFound) then { _AlreadyFound pushback _type; _magsturrets = (magazinesAllTurrets _x); if !(_magsturrets isequalto []) then { _entry = [_type,[]]; _tmp = []; _cnts = []; { _find = -1; _curmagturret = _x; { if (str _curmagturret isEqualTo str _x) exitwith { _find = _foreachindex; }; } foreach _tmp; if (_find == -1) then { _tmp pushback _x; _cnts pushback 1; } else { _cnts set [_find, (_cnts select _find) + 1]; }; } foreach _magsturrets; { (_entry select 1) pushback []; (_entry select 1 select _foreachindex) pushback (_x select 0); (_entry select 1 select _foreachindex) pushback (_x select 1); (_entry select 1 select _foreachindex) pushback (_cnts select _foreachindex); (_entry select 1 select _foreachindex) pushback 999999; (_entry select 1 select _foreachindex) pushback (_x select 2); } foreach _tmp; NewVehiclesAndAmmo pushback _entry; }; }; } foreach _allveh; Edit: I have changed the Script, so it is compatible to Epoch 1.3.1 and also the upcoming Epoch 1.3.2. The Output is an Array like this: [["B_G_Offroad_01_armed_EPOCH",[["100Rnd_127x99_mag_Tracer_Yellow",[0],4,999999,100]]],["B_HMG_01_high_F",[["FakeWeapon",[-1],1,999999,1],["100Rnd_127x99_mag_Tracer_Red",[0],4,999999,100]]],["O_UAV_01_F",[["Laserbatteries",[0],1,999999,1]]]] Add some linebreaks and tabs for a better overview like this: [ [ "B_G_Offroad_01_armed_EPOCH", [ ["100Rnd_127x99_mag_Tracer_Yellow",[0],4,999999,100] ] ], [ "B_HMG_01_high_F", [ ["FakeWeapon",[-1],1,999999,1], ["100Rnd_127x99_mag_Tracer_Red",[0],4,999999,100] ] ], [ "O_UAV_01_F", [ ["Laserbatteries",[0],1,999999,1] ] ] ] Replace the 999999 by the price for this kind of magazine, like you want. Then you should be able to add the Vehicles to the cfgServicePoint. Do not copy / paste it, but add new entries with the same syntax like others already in the cfg
  24. @Sneer Why do you not use the build in Service Points from EpochMod for it? You can add configs for all Vehicles within CfgServicePoint.
  25. _jammers = nearestObjects[_CheckLocation, ["PlotPole_EPOCH","SleepingBagGreen_EPOCH","SleepingBagBlue_EPOCH","SleepingBagBrown_EPOCH"], 6]; This should still work. "call EPOCH_JammerClasses" is only needed, when you have defined other types than the default Jammers as PlotPoles. But you can also use: _jammers = nearestObjects[_CheckLocation, call EPOCH_JammerClasses + ["SleepingBagGreen_EPOCH","SleepingBagBlue_EPOCH","SleepingBagBrown_EPOCH"], 6]; @Tarabas
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