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He-Man

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  1. Like
    He-Man got a reaction from mgm in A3 Epoch v1.3.3.1 Update   
    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
  2. Like
    He-Man got a reaction from Donnovan in Disable Radar (Sonsors of Vehicles)   
    If somebody is also looking for a script function to disable the Radar of Vehicles:
     
    { _sensor = _x; if (_sensor isequaltype []) then { if (count _sensor > 0) then { _sensor = _x select 0; }; }; _vehicle enableVehicleSensor [_sensor,false]; } foreach (listVehicleSensors _vehicle);  
  3. Like
  4. Like
    He-Man got a reaction from Axle in A3 Epoch v1.3.3.1 Update   
    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
  5. Like
    He-Man got a reaction from vbawol in A3 Epoch v1.3.3.1 Update   
    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
  6. Like
    He-Man got a reaction from RC_Robio in A3 Epoch v1.3.3.1 Update   
    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
  7. Like
    He-Man reacted to TheVampire in Vehicle keys   
    I actually worked on putting vehicle keys back awhile ago and sent a merge request with only a few issues to work out, but it was put off due to feature creep. I need to update it and try to push it again.
     
    Here's an example video.
    https://www.youtube.com/watch?v=L7yC_zNwbZY
  8. Like
    He-Man reacted to beanya in How to base build the correct way - ARMA 3 Epoch   
    https://www.youtube.com/watch?v=ML-oeN8z364&t=950s
  9. Like
    He-Man got a reaction from Tarabas in A3 Epoch v1.3.3 Update   
    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
  10. Like
    He-Man reacted to Tarabas in BRANDNEW !!! [Eng/Ger] Tanoa Zombieland-Epoch| zombielandepoch.clan.su   WE WANT YOU !!!I   
    Tanoa Server is up to date
    Arma 3: 1.98
    Epoch: 1.3.3
    IP:  arma.no-ip.info
    Port: 2302
     
    Discord Zombielandepoch
  11. Like
    He-Man got a reaction from Helion4 in Can't get my server to run, please help   
    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
  12. Like
    He-Man reacted to Zepheris in Unlimited Revive   
    I have a private Epoch server that my friends and I play on. We're not PVP and have issues with trying to stay alive. With that, I was looking for a way to setup unlimited revives as well as bypass needing a Defibrillator. I'm going to show you how to setup unlimited revives and then show you the code I used to bypass the Defibrillator.
    Before I start, I wanted to give a huge thank you to (in no special order) AWOL, Vampire, Ghostrider, He-Man, and Grahame for giving their time to help me on Discord!
    Ok, here's what we need to do.
    Extract your mission pbo file (mine is bornholm.pbo) and go into epoch_code\compile\setup\EPOCH_clientRevive.sqf
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/compile/setup/EPOCH_clientRevive.sqf#L59
    Find line 59 and change it to true
    58 // set token and can revive to false 59 Epoch_canBeRevived = true; 60 Epoch_personalToken = _personalToken;  
    Next step, extract your epoch_server.pbo file in @epochhive\addons
    Find EPOCH_server_revivePlayer.sqf in @epochhive\addons\epoch_server\compile\epoch_player
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_player/EPOCH_server_revivePlayer.sqf#L119
    Find line 119 and comment out the code
    116 _newPlyr setVariable ["SETUP", true]; 117 _newPlyr setVariable ["PUID", _playerUID]; 118 _newPlyr setVariable ["GROUP", _playerGroup]; 119 //_newPlyr setVariable ["REVIVE", false]; 120 _newPlyr setVariable ["SERVER_VARS",_player getVariable ["SERVER_VARS",[]]]; 121 _newPlyr setVariable ["EPOCH_playerPlayTime",_player getvariable ["EPOCH_playerPlayTime",0],true];  
    Ok, thats it. You now have unlimited revives.
     
    Last part. If you don't want to use the Defibrillator, you can copy the following code. This will require the player to have at least 100 energy in order to revive a dead player. Makes it a lot easier, but also prevents players from dying and then running back to revive everyone else.
    Lets go back to your mission pbo and find this file epoch_code\compile\EPOCH_DefibrillatorUse.sqf
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/compile/EPOCH_DefibrillatorUse.sqf#L20-L57
    Replace lines 20-57 with the following code:
    if (isplayer _unit) then { _energyneeded = 100; if (EPOCH_playerEnergy - _energyneeded > 0) then { _output = ["Energy", -_energyneeded] call EPOCH_giveAttributes; _unit spawn { player playMove 'AinvPknlMstpSnonWrflDnon_medic0'; player playMove 'AinvPknlMstpSnonWrflDnon_medicEnd'; uisleep 8; if (alive player && isplayer _this) then { [_this,player,Epoch_personalToken] remoteExec ['EPOCH_server_revivePlayer',2]; }; }; } else { ['Not enough energy to revive',5] call Epoch_Message; }; } else { ['This Player can not be revived',5] call Epoch_Message; };  
    That should be it. Assuming you made all of the changes that I did, you can revive as many times as you want and a defib not necessary.
  13. Like
    He-Man reacted to Alsekwolf in Virtual Arsenal Shop System working with epoch   
    I spent some time getting Virtual Arsenal Shop System (VASS) working in epoch recently and figured I'd share that (though may not be the best way to do this, as it's my first time really making anything for arma or epoch).
    Full credit to:
    https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System
    EDIT:  I created a fork on github with basically all of the below changes, so you only need to merge description.ext, init.sqf and CfgFunctions.hpp. (Instructions for doing so are at the top of the readme in the repo.)
    https://github.com/Alsekwolf/VASS-Virtual-Arsenal-Shop-System

    Step 0:
    get the "VASS" folder from that Github and place it at the root of your mission file.
    Step 1:
    Add to description.ext
    #include "VASS\gui\cfgGUI.hpp" Step 2:
    Add to CfgFunctions (Default for epoch would be in mission file \epoch_config\Configs\CfgFunctions.hpp)
     
    class TER { class VASS { file = "VASS\fnc"; class shop { preInit = 1; }; class getItemValues {}; class VASShandler {}; class addShopCargo {}; class addShop {}; class resetTimer {}; }; }; Step 3:
    Now you are going to need an object in SQF code at wherever you want the shop to be accessed, something like
     
    private _objects = []; private _objectIDs = []; private _item1 = objNull; _item1 = createVehicle ["Land_CashDesk_F",[11843.6,13031.7,0.0419998],[],0,"CAN_COLLIDE"]; _this = _item1; _objects pushback _this; _objectIDs pushback 1; _this setPosWorld [11843.6,13031.7,6.992]; _this setVectorDirAndUp [[-0.956641,0.29127,0.00066811],[0.000698392,0,1]]; trader123 = _this; _this setVehicleVarName "trader123"; publicVariable "trader123"; but you won't want to use that, it does need a name Variable though, like "trader123" shown there (the rest of the code will assume you use trader123, or change it in any occurrences).
     
    Step 4:
    Create a SQF somewhere in the mission file, mine will be TraderCFG\Trader.sqf and add this code to it
     
    // Client Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (hasInterface) then { _shop = [trader123,"Shop test"] call TER_fnc_addShop; }; // Client Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Shop Inventory ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _cargoArray = [ // array in format: "class", price, amount "arifle_MSBS65_F",100,true, "arifle_AK12_F",100,5, "arifle_AKM_F",50,5, "arifle_MX_F",75,5, "hgun_P07_F",20,5, "optic_DMS",10,5, "optic_ACO_grn",5,5, "B_AssaultPack_mcamo",25,5, "U_B_Wetsuit",25,true, "U_B_HeliPilotCoveralls",10,true, "U_B_CombatUniform_mcam",15,5, "30Rnd_762x39_Mag_F",5,true, "30Rnd_65x39_caseless_mag",13,true ]; // Shop Inventory //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Server Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if(isServer) then { // Objects ///////////////////////////////////////////////////////////// private _objects = []; private _objectIDs = []; private _item1 = objNull; _item1 = createVehicle ["Land_CashDesk_F",[11843.6,13031.7,0.0419998],[],0,"CAN_COLLIDE"]; _this = _item1; _objects pushback _this; _objectIDs pushback 1; _this setPosWorld [11843.6,13031.7,6.992]; _this setVectorDirAndUp [[-0.956641,0.29127,0.00066811],[0.000698392,0,1]]; trader123 = _this; _this setVehicleVarName "trader123"; publicVariable "trader123"; // Objects ///////////////////////////////////////////////////////////// // Add Shop Inventory ///////////////////////////////////////////////// [trader123, _cargoArray, 2] call TER_fnc_addShopCargo; // Add Shop Inventory ///////////////////////////////////////////////// }; // Server Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Replace all the code inside "// Objects //" with the object code you got in step 3, and make the any occurrences of "trader123" match what you name yours.
    Step 5:
    you'll need to add that file to run in your init.sqf, something like
    call compile preprocessFileLineNumbers "TraderCFG\Trader.sqf"; Step 6:
    navigate to "VASS/fnc/fn_VASShandler.sqf" and in change "getMoney" to be like
    case "getMoney":{ /* Description: VASS wants to know how much money the unit has Parameter(s): 0: OBJECT - Unit whose money is requested Has to return: NUMBER - Unit's money */ params ["_unit"]; _Crypto = EPOCH_playerCrypto; _Crypto; }; Step 7:
    you'll need 2 files, name doesn't really matter but mine are "TraderSetMoney_init.sqf" and "TraderSetMoney.sqf"
    in TraderSetMoney_init or whatever you name it, put
    if(isServer)then{ Alsekwolf_server_TraderSetMoney = compileFinal preprocessFileLineNumbers "TraderSetMoney.sqf"; "Alsekwolf_TakeGive" addPublicVariableEventHandler {(_this select 1) call Alsekwolf_server_TraderSetMoney}; }; (Change the TraderSetMoney.sqf name to whatever you make that file, or add if its in a folder and not root mission file)

    Step 8:
    put the following code in "TraderSetMoney.sqf" or whatever you name it
     
    _this call EPOCH_server_effectCrypto; Step 9:
    put the following code in your init.sqf and make it match your naming
    [] ExecVM "TraderSetMoney_init.sqf"; Step 10:
    in "VASS/fnc/fn_VASShandler.sqf" change "setMoney" to match
     
    case "setMoney":{ /* Description: VASS changes the amount of money the player has Parameter(s): 1: OBJECT - Unit whose money will be changed 0: NUMBER - Amount of money changed (can be positive or negative) Has to return: Nothing */ params ["_unit", "_change"]; Alsekwolf_TakeGive = [player,_change]; publicVariableServer "Alsekwolf_TakeGive"; };  
    That should be everything, I'm really sorry if I missed anything, it's been about 2 weeks of trying different things to get this working.
    Also sorry for the bad writing of instructions, not great at that.
  14. Like
    He-Man reacted to umfufu in 1.31 DB results in a black screen with 1.32   
    Yeah had to remove it due to overaged cans of scam beans and soda's that lost the bubbles 
  15. Like
    He-Man reacted to umfufu in 1.31 DB results in a black screen with 1.32   
    4:35:12 "Epoch: Loading storage"
     4:35:12 Error in expression <ld",false]];
    _vectordirup = [_vectordir,_vectorup];

    if (count _pos == 2) then{>
     4:35:12   Error position: <_vectorup];

    if (count _pos == 2) then{>
     4:35:12   Error count: Undefined variable in expression: _vectorup
     4:35:12 File epoch_server\compile\epoch_vehicle\EPOCH_load_storage.sqf..., line 53
     
    After removing all storage (tipi shelfs gunsafe etc) , simple login at 1.32
    with all (whole DB intact) on 1.31 no problem ???  , yet on 1.32 its ...black screen
     
    Finaly found it one item from the early days
    ["StorageShelf_EPOCH",[270.397,[12460.1,15208.1,0.000717163]],0,[[]  sort of way back 'pointing where'
    Error gone all is fine
     
     
     
  16. Thanks
    He-Man got a reaction from Tarabas in Extended Bridges for Tanoa Map   
    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" !!!
  17. Like
    He-Man got a reaction from Schalldampfer in [Semi - Completed] Crash Loot Script - Arma 3   
    @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
  18. Like
    He-Man got a reaction from Tarabas in [Semi - Completed] Crash Loot Script - Arma 3   
    @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
  19. Like
    He-Man got a reaction from RC_Robio in A3 Epoch v1.3.2 Update   
    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',{}];};"  
  20. Like
    He-Man got a reaction from TheStainlessSteelRat in A3 Epoch v1.3.2 Update   
    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. Like
    He-Man got a reaction from Helion4 in A3 Epoch v1.3.2 Update   
    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',{}];};"  
  22. Thanks
    He-Man got a reaction from ReDBaroN in A3 Epoch v1.3.2 Update   
    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',{}];};"  
  23. Thanks
    He-Man got a reaction from Schalldampfer in A3 Epoch v1.3.2 Update   
    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',{}];};"  
  24. Like
    He-Man reacted to ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    @He-Man Perfect again, thank you. All working and clean reports both on client and server.
  25. Like
    He-Man reacted to ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    Thanks @He-Man will try as soon as I get home this evening
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