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He-Man

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Posts 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. 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
  3. 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
  4. 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!

  5. Quote

    though may not be the best way to do this, as it's my first time really making anything for arma or epoch

    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. @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;

     

  7. 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" !!!

  8. @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

  9. @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.

  10. 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};

     

  11. 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
    • 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
    • UAV Backpacks - Assemble and then use via DynaMenu (SpaceMenu)
    • Animated Heli Crash (with scattered loot)
    • 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
    • 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
    • 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',{}];};"

     

  12. 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

  13. @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.

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