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He-Man

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  1. Thanks
    He-Man got a reaction from C4-timah in EpochZ Server - Turn Off Vehicle Spawns   
    epoch_server_settings/config.cpp says how much Vehicles from any type will be handled by epoch.
    Reserved Slots say, how much additional (non Epoch) Vehicles can be on the map.
    So set reserved slots to 200 for example and everything should be okay
  2. Thanks
    He-Man got a reaction from C4-timah in EpochZ: Bandit Country   
    You have to add every single weapon to addweaponcargo.txt, if you don't want to remove this file (not recommend).

    The No entry message comes, if in any loot is a wrong itemclass defined (in your case 'acc_flashligh' instead of 'acc_flashligh(t)').
    If the message also comes up witjout any missions / loot on the server, a player has already taken this not defined item and put it in his storages. Then it is hard to find and remove it...
  3. Like
    He-Man got a reaction from C4-timah in EpochZ Server - Turn Off Vehicle Spawns   
    Remove all Vehicles here (or set the numbers to 0):
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server_settings/config.cpp#L198-L245

    And increase the reserved Vehicle Slots to how much Vehicles you want max possible on the Server:
    https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/epochconfig.hpp#L68

    Do NOT set the reserved Slots to a too high number, or the Server Boot will take a long time (it checks every single slot from the DB on Boot)
  4. Like
    He-Man got a reaction from Helion4 in BattlEye Kick   
    https://www.battleye.com/support/documentation/

    maxCreateVehiclePerInterval [amount] [interval in seconds]
    Specify the maximum amount of “createVehicle” events a player is allowed to send per interval. If amount is -1 there is no limit (default), if amount is 0 the use of the command is completely forbidden.
  5. Like
    He-Man reacted to daryl922 in Afterlife Dayz OVerpoch Script Pack 1.0.6.2 +full battleye +bec autorestarter   
    Afterlife Dayz OVerpoch Script Pack 1.0.6.2
    -7 custom build... (Basebor,Balota,Basenovy,Elektro (trader) Gem trader, Hilltop)
    -Wai Mission
    -Bank traders ( disabled) 
    //MODULES//
    -abandonedvault
    -deathcorpse
    -drug_bust
    -gems
    -player_supply
    -weed
    Scripts:
    -safeZoneRelocate
    -Stormz Craft menu
    -AntiDupe
    -Tow/and Lift
    -Plot management (maintain) 10 days
    -New Effect map right click
    -remove grass, map right click
    -Custom trader
    -Added trader (Gem and sniper trader)
    -Custom loot 
    -Remove zombies plot pole and trader zone
    -Tab menu script
    -Stary parking custom build script
    -Hard loot
    -Hotwire door and vehicles
    ...etc
    //Battleye//
    -Fix full script
    -Bec auto restart 3 hours
    Server start:
    -Restart.bat
    Donate paypal:
    [email protected]

    use it with health
    Afterlife Server scripts 1.0.6.2 Download
  6. Like
    He-Man reacted to Bishopob in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    Hello,
    Changed this via page 38
        _player = _this select 0;
        _nr = _this select 1;
        _cIndex = EPOCH_customVars find "Crypto";
        _vars = _player getVariable["VARS", call EPOCH_defaultVars_SEPXVar];
        _current_crypto = _vars select _cIndex;
        _current_cryptoRaw = _current_crypto;
        _playerCryptoLimit = EPOCH_customVarLimits select _cIndex;
        _playerCryptoLimit params ["_playerCryptoLimitMax","_playerCryptoLimitMin"];
        _current_crypto = ((_current_cryptoRaw + _nr) min _playerCryptoLimitMax) max _playerCryptoLimitMin;
        _newcrypt remoteExec ['EPOCH_effectCrypto',(owner _player)];
        _vars set[_cIndex, _current_crypto];
        _player setVariable["VARS", _vars];
     
    Even tried both syntax 'VARS' and "Vars" as this is how it is written in the "fix" Still no money changing hands, So i cant even tell if the money comes back after player logs.
    ***Update: Fixed. Works!
    To clarify why the fix. This fixes BM trader from selling and buying items with no crypto exchange taking place.
    Change this line
    _newcrypt remoteExec ['EPOCH_effectCrypto',(owner _player)];  to _current_crypto remoteExec ['EPOCH_effectCrypto',(owner _player)];
    This being said, One of the Masters of the Universe pointed out in my .cfg file that on the last line there was a hidden symbol in the x position. ["VARS",_vats];x
    can't see it in notepad++ Rewrote the entire line. Works! I likely added it in that space somehow, somewhere a day or two ago and simply couldn't find it.
    Tip: sometimes copy/paste does this.
  7. Like
    He-Man reacted to TheVampire in [SOLVED] Major glitch with Enhanced Movement and Epoch   
    I posted on the Discord when someone mentioned it. Enhanced Interaction checks that the door is disabled via BIS_disabled_door_%
    I'm not sure if Epoch buildables has the functionality to disable them this way, but if it does or adds it, and then makes it so the doors are disabled when locked, then Enhanced Interaction will no longer work.

    If an Epoch Dev could look into it, that would be great.
  8. Like
    He-Man got a reaction from Helion4 in Bunker Event   
    There are some (currently) unused bunkers in the Epoch files and I thought, what can we do with them...???
    So I have written a small script to spawn them in a configureable square.
    It is just a small "fun-event", that needs Admin support!
    Only the doors between the bunkers are opened. So nobody can enter it from outside. (Only ported in Players can enter this event)
    You can also configure some missing bunkers for a bit more opened feeling.

    By default, loot is spawning. To disable it, you have to add this line (already in experimental):
    https://github.com/EpochModTeam/Epoch/commit/e033973debd25bb8d16582a194bd62d2a731cb1a
    Here are 2 small Videos from the "Event":
    http://plays.tv/video/5b7b30a4cb1bc433b6/bunker2
    https://plays.tv/video/5aa5961bd853eb1462/bunker-event
     
    You have to run this Server Side by console or via "if (isserver) then {...};"
    By default it is located in the salt lake on Altis, but you can change the parameters by yourself at the bottom of the script.

     
    _BunkerEvent = { params ["_startpos","_countx","_county","_skip",["_loot",true]]; _bunkerarr = ["bunker_epoch_01","bunker_epoch_02","bunker_epoch_03","bunker_epoch_04","bunker_epoch_06","bunker_epoch_09","bunker_epoch_10","bunker_epoch_11","bunker_epoch_12","bunker_epoch_13","bunker_epoch_14","bunker_epoch_15"]; _spawnpos = []; { _spawnpos pushback _x } foreach _startpos; _dist = 12.9; for "_i" from 1 to _county do { for "_k" from 1 to _countx do { if !([_k,_i] in _skip) then { _veh = createVehicle [selectrandom _bunkerarr, _spawnpos, [], 0, "CAN_COLLIDE"]; if (!_loot) then { _veh setvariable ['EPOCH_Skiploot',true,true]; }; _veh setposasl _spawnpos; _veh animate ["One",0]; _veh animate ["Two",0]; _veh animate ["Three",0]; _veh animate ["Four",0]; if (_i == 1) then { _veh animate ["Four",1]; }; if (_i == _county) then { _veh animate ["Three",1]; }; if (_k == 1) then { _veh animate ["Two",1]; }; if (_k == _countx) then { _veh animate ["One",1]; }; }; _spawnpos set [0,(_startpos select 0) + _dist*_k]; }; _spawnpos set [0,(_startpos select 0)]; _spawnpos set [1,(_startpos select 1)+_dist*_i]; }; }; _startpos = [23807.1,18623.1,3.19]; _countx = 10; _county = 10; _skip = [[3,3],[8,3],[3,8],[8,8]]; _loot = false; [_startpos,_countx,_county,_skip,_loot] call _BunkerEvent;  
  9. Thanks
    He-Man got a reaction from DirtySanchez in Bunker Event   
    There are some (currently) unused bunkers in the Epoch files and I thought, what can we do with them...???
    So I have written a small script to spawn them in a configureable square.
    It is just a small "fun-event", that needs Admin support!
    Only the doors between the bunkers are opened. So nobody can enter it from outside. (Only ported in Players can enter this event)
    You can also configure some missing bunkers for a bit more opened feeling.

    By default, loot is spawning. To disable it, you have to add this line (already in experimental):
    https://github.com/EpochModTeam/Epoch/commit/e033973debd25bb8d16582a194bd62d2a731cb1a
    Here are 2 small Videos from the "Event":
    http://plays.tv/video/5b7b30a4cb1bc433b6/bunker2
    https://plays.tv/video/5aa5961bd853eb1462/bunker-event
     
    You have to run this Server Side by console or via "if (isserver) then {...};"
    By default it is located in the salt lake on Altis, but you can change the parameters by yourself at the bottom of the script.

     
    _BunkerEvent = { params ["_startpos","_countx","_county","_skip",["_loot",true]]; _bunkerarr = ["bunker_epoch_01","bunker_epoch_02","bunker_epoch_03","bunker_epoch_04","bunker_epoch_06","bunker_epoch_09","bunker_epoch_10","bunker_epoch_11","bunker_epoch_12","bunker_epoch_13","bunker_epoch_14","bunker_epoch_15"]; _spawnpos = []; { _spawnpos pushback _x } foreach _startpos; _dist = 12.9; for "_i" from 1 to _county do { for "_k" from 1 to _countx do { if !([_k,_i] in _skip) then { _veh = createVehicle [selectrandom _bunkerarr, _spawnpos, [], 0, "CAN_COLLIDE"]; if (!_loot) then { _veh setvariable ['EPOCH_Skiploot',true,true]; }; _veh setposasl _spawnpos; _veh animate ["One",0]; _veh animate ["Two",0]; _veh animate ["Three",0]; _veh animate ["Four",0]; if (_i == 1) then { _veh animate ["Four",1]; }; if (_i == _county) then { _veh animate ["Three",1]; }; if (_k == 1) then { _veh animate ["Two",1]; }; if (_k == _countx) then { _veh animate ["One",1]; }; }; _spawnpos set [0,(_startpos select 0) + _dist*_k]; }; _spawnpos set [0,(_startpos select 0)]; _spawnpos set [1,(_startpos select 1)+_dist*_i]; }; }; _startpos = [23807.1,18623.1,3.19]; _countx = 10; _county = 10; _skip = [[3,3],[8,3],[3,8],[8,8]]; _loot = false; [_startpos,_countx,_county,_skip,_loot] call _BunkerEvent;  
  10. Thanks
    He-Man got a reaction from salival in Bunker Event   
    There are some (currently) unused bunkers in the Epoch files and I thought, what can we do with them...???
    So I have written a small script to spawn them in a configureable square.
    It is just a small "fun-event", that needs Admin support!
    Only the doors between the bunkers are opened. So nobody can enter it from outside. (Only ported in Players can enter this event)
    You can also configure some missing bunkers for a bit more opened feeling.

    By default, loot is spawning. To disable it, you have to add this line (already in experimental):
    https://github.com/EpochModTeam/Epoch/commit/e033973debd25bb8d16582a194bd62d2a731cb1a
    Here are 2 small Videos from the "Event":
    http://plays.tv/video/5b7b30a4cb1bc433b6/bunker2
    https://plays.tv/video/5aa5961bd853eb1462/bunker-event
     
    You have to run this Server Side by console or via "if (isserver) then {...};"
    By default it is located in the salt lake on Altis, but you can change the parameters by yourself at the bottom of the script.

     
    _BunkerEvent = { params ["_startpos","_countx","_county","_skip",["_loot",true]]; _bunkerarr = ["bunker_epoch_01","bunker_epoch_02","bunker_epoch_03","bunker_epoch_04","bunker_epoch_06","bunker_epoch_09","bunker_epoch_10","bunker_epoch_11","bunker_epoch_12","bunker_epoch_13","bunker_epoch_14","bunker_epoch_15"]; _spawnpos = []; { _spawnpos pushback _x } foreach _startpos; _dist = 12.9; for "_i" from 1 to _county do { for "_k" from 1 to _countx do { if !([_k,_i] in _skip) then { _veh = createVehicle [selectrandom _bunkerarr, _spawnpos, [], 0, "CAN_COLLIDE"]; if (!_loot) then { _veh setvariable ['EPOCH_Skiploot',true,true]; }; _veh setposasl _spawnpos; _veh animate ["One",0]; _veh animate ["Two",0]; _veh animate ["Three",0]; _veh animate ["Four",0]; if (_i == 1) then { _veh animate ["Four",1]; }; if (_i == _county) then { _veh animate ["Three",1]; }; if (_k == 1) then { _veh animate ["Two",1]; }; if (_k == _countx) then { _veh animate ["One",1]; }; }; _spawnpos set [0,(_startpos select 0) + _dist*_k]; }; _spawnpos set [0,(_startpos select 0)]; _spawnpos set [1,(_startpos select 1)+_dist*_i]; }; }; _startpos = [23807.1,18623.1,3.19]; _countx = 10; _county = 10; _skip = [[3,3],[8,3],[3,8],[8,8]]; _loot = false; [_startpos,_countx,_county,_skip,_loot] call _BunkerEvent;  
  11. Haha
    He-Man reacted to Helion4 in Extended Base Objects for Epoch V 0.1   
    Lol, I was on your Lithium server last night thinking "what the hell is this eb4e mod? and why cant I find it on the workshop?"

    Now I know! GG, G-GRG!
  12. Like
    He-Man reacted to Ghostrider-GRG in Extended Base Objects for Epoch V 0.1   
    For a while now I have wanted to put together an addon that makes available additional storage containers and, in the future, other craftable items like heli pads, additional lights and so forth. To that end, and with quite a lot of help from Grahame, I offer V 0.1 of Extended Base Objects for Epoch. It offers a variety of additional storage containers and an easy method for installation.
    Installation: download from my github here:  https://github.com/Ghostrider-DbD-/EB4E
    Subscribe on Steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=1475332817
    Unpack your mission.pbo using PBO manager or its equivalent.
    Copy all files from the mapname.epoch folder to the folder created by unpacking your mission.
    Repack your mission.
    Copy @EB4E to the same folder containing @Epoch and @epochhive on your server. 
     Copy the key found in @EB4E\Key to the \keys folder on your server.
    Add "EB4E" to the -mods="@Epoch;blahblah;" parameter for server startup.
    Players can subscribe to the mod here: https://github.com/Ghostrider-DbD-/EB4E
  13. Haha
    He-Man reacted to Helion4 in [Solved] signature mismatch and ...are not signed by a key accepted by this server   
    hmm, I made a test server a few days ago


    didn't need to put any keys in it. I wonder what defines the need or not to have keys in there?

    EDIT: I had keys check disabled
  14. Like
    He-Man reacted to SpreadKiller in [Solved] signature mismatch and ...are not signed by a key accepted by this server   
    Creds to you man lol, every install guide should update ther guide so that it tells you to copy the (1)Key from @Epoch to the main install folder lol... Works now appreicated alot man!
  15. Like
    He-Man reacted to KELLEY in NAPF environment mod   
    If you are running a post apocalyptic Napf map I think you may want to use this.
    I made a small mod with permission for Napf. It can be found in the Arma 3 Steam Workshop.
    Here is a link to a 1 minute video. I don't know if this is the correct place to post. Feel free to move it.
    Enjoy.
    https://youtu.be/sP8Z_nMUMXo
     
  16. Like
    He-Man reacted to BlackhatEspeed in EpochMod.com (1.3.3.1|1.98) 1337mushroom.network   
    SERVER DETAILS ~ epoch.1337mushroom.network   Server Summary ~ Name: EpochMod.com (1.3.3.1|1.98) 1337mushroom.network
    Game: ARMA 3 EpochMod
    Address: 162.0.234.186   Port: 2302
    Discord: https://discord.gg/ncKBghV
      ^^^^^ Discord For Admin       Specs:
    Mastered Linux Virtualized High IO Resource Xeon High Clock High Tick Server With Vswap & PCIE NVME SSD's Producing High Frame Rates For All Players Server Actually Supports High Client Base
    Dedicated 4.5GHZ 64GB DDR4 Xeon Max 1200% IOPS
    ----------///// Latest Vanilla Altis EpochMod 1.3.3.1 | 1.98 With High Loot & 3X Time Multiplier /////-------------------
    ----------///// NOW WITH BLACK MARKET TRADERS /////-------------------

    Server Restarts Automatically Every 24 Hours, Everything Saves Automatically Never Lose Your Loot & Base & Position

    ----------///// Mods Required: @Epoch (Get it from Steam Workshop) /////-------------------

    Open world survival mod set just two years after the mass extinction of billions of people. Those that remain are left with remnants of a once technological society. Try to survive, build, or explore your way through the harsh dynamic environment. Stay alive by using the "`" key to see the entire game menu, and stay alive by finding survival items such as food and air drops, run from soldiers that spawn in from drone strikes, zombies and cultists and many other antagonists.

    ------------------- Features -------------------

    Powerful persistence framework for Arma 3 with native Windows and Linux dedicated server support.
    Fully configurable script based security checks. (Battleye Enabled)
    Base Building re-envisioned for Arma 3 PhysX. Persistent secure and insecure storage devices. Upgradeable locking doors.
    Barter based economy and trading systems backed a single currency ¤ called "Krypto".
    Hostile Environment with several different types of antagonists, Air and Water temperature extremes, and Earthquakes.
    Hunting, Fishing, Tame Dogs, Explore & Loot: Wrecked ships, Abandoned vehicles and buildings, Perform task based missions and more!

  17. Like
    He-Man reacted to Helion4 in Napf for A3 Epoch   
    Hey there.
    I just threw up a test server using the Napf version you link to in your first post and everything worked fine first time.

     
    From what you've posted - the only difference I see is in your start.bat. You need to have Napf in the -servermod, and I think you need to add these " at beginning and end where you have spaces in names.

    Here's my start.bat  
    -mod=@Epoch;  -serverMod="@EpochHive;@Napf Island A3;@CUP Terrains - Core;"
    Give that a try.
  18. Like
    He-Man reacted to 82ndAB_Bravo17 in Strange effect on screen   
    From the screenshot it looks like the radiation effect, you have probably spend too much time near a radiation source.
    Check your radiation level on the debug monitor.
  19. Like
    He-Man reacted to Yoda in ★ Global Chaos Gaming | Modified Epoch | Active ★   
    Hello, I am apart of the Global Chaos Gaming community. We currently are hosting a modified Arma 3 Epoch server, we have very active staff aswell as active community members, I urge you to stop by and check us out! TeamSpeak: ts.globalchaos.net Website : http://www.GlobalChaos.net
  20. Like
    He-Man reacted to Helion4 in signature missmatch   
    (moved to relevant forum)

    Hey Millkit, welcome to Epoch and the forums!

    Firstly,  I would suggest finding out if the Epoch Server files Nitrado are providing are up to date. The latest Epoch version is 1.2.
    Secondly, make sure your Epoch client files are up to date by subscribing to the Epoch mod via the Steam Workshop. Files here Epoch Mod

    Once you have ensured that both Server & Client files are 1.2 we can move on to the next steps for troubleshooting.
    :)
  21. Like
    He-Man got a reaction from Sneer in Health Regen for Epoch   
    Oh no...
    If your hunger / thirst value is higher than the defined limit (here Hunger > 3600 / Thirst > 1800), then you heal yourself over time.
  22. Like
    He-Man reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Build 136 is on the github and includes a few bug-fixes for Version 1.82.
    Version 1.84 will add optional config-based AI loadout and config-based lists of items to add to loot chests.
    There will be optional blacklists for each category of item.
  23. Like
    He-Man reacted to NReinhartR in DTR Overpoch Group Recruitment   
    Requirements:
    TS3 / Discord
    Mic
    18+
    700+ hours on A2/A3
     
    Add me on steam if interested: https://steamcommunity.com/id/nategetspussy/
  24. Like
    He-Man got a reaction from Tarabas in how to unlock vehicle as admin   
    I have added a function for this into experimental.
    So you can lock / unlock Vehicles and Storages with "7" by default.
    https://github.com/EpochModTeam/Epoch/commit/92c3280f4fa16cb843ca52b3f76c5e1d60f64e09
    But it is in development!!!
  25. Like
    He-Man got a reaction from Sneer in how to unlock vehicle as admin   
    I have added a function for this into experimental.
    So you can lock / unlock Vehicles and Storages with "7" by default.
    https://github.com/EpochModTeam/Epoch/commit/92c3280f4fa16cb843ca52b3f76c5e1d60f64e09
    But it is in development!!!
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