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Grahame

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Grahame last won the day on September 24

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About Grahame

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    Hardened
  • Birthday 11/03/65

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    New York, NY

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  1. The Muppet is strong in this one...

    I think you are right... But how did you get in the group???
  2. The Muppet is strong in this one...

    And if you are a pussy who writes "no and i need to offline now sry" when called out then you should probably be playing Exile... cause you are not man or woman enough to be playing Epoch!
  3. The Muppet is strong in this one...

    Been on the forum for about two years now... never had a spam message like that. To keep the community strong we need to call out that sort of behaviour publicly and in the nastiest possible way to ensure that people understand that they have crossed a line. Spamming people in PMs is not acceptable no matter what the content.
  4. Confused about COS not working on all maps

    You cannot reuse the IDs... In the game logic definition you have: id=87; This has already been defined for a player... You need to change that and all the following item's ones to start at id=403; and work upward for everything to work.
  5. Confused about COS not working on all maps

    When you added the game logic called server to the mission.sqm did you (1) increase the ID number of the item and (2) increase the number of items defined in the items=xxx; line where the number xxx should be the last item number -1? The second would definitely make it not work if not done...
  6. Personal message chat thread with a little bambi (I will leave it as an exercise for the reader to check his/her/it's profile)... I mean WTF?!? The message sent to me was sent to five others (two of whom I know are server owners), assume they just spammed the community...
  7. Porting Saint Kapaulio

    Did you check with the map devs about doing this. They explicitely say: Not sure, but I would check since I assume Epoch would be on that list too... since they later talk of TC mods in their license...
  8. What @DirtySanchezsaid. Epoch Experimental is also a Steam mod and supported as well by A3Launcher so you will not cut the potential player base by moving to that now.
  9. EpochZ: Bandit Country

    Deleted a couple of map objects to create a space for a helipad, placed an ATM, black market and other traders, so the new/old Klen trader camp has been reestablished in Chernarus Redux's new Klen Evacuation Centre!
  10. EpochZ: Bandit Country

    Updated to Chernarus Redux 0.4. Major changes: - Added Underground Train Station - Added clutter to eastern coast factory - Added Evacuation Site in front of Chernogorsk Hospital parking lot - Added Klen Hill Evacuation Site - Added Southwest Roadblock Checkpoint - Added Rats to environment - Added Rats animations - Added future models and tweaks to 3den configs - Added further clutter to several random locations - Tweaked Simulation Weather Unfortunately the Klen Evac Site is pretty much inaccessible by land so I have removed that as a trader camp. Am talking to map mods cause the interior of the camp is perfect and fits the map (obviously) if only there was moderately easy land access and a helipad. Will be building a new (hopefully temporary) NE trader camp where the old Hero Camp was (NE of NEAF, S of Olsha). Underground railroad station is... well, you figure it out and remember, no base building restrictions except not close to safe zones. Now I have to persuade @Helion4 to add a model for rat meat
  11. EpochZ: Bandit Country

    Very pleased to announce that EpochZ: Bandit Country has been updated to Epoch Experimental (pre-release Epoch 1.0). The next update of Epoch has so many great features that really suit the new Chernarus Redux map and the two together complement each other perfectly. Some of the changes already included in Experimental are listed in the Change Log but there is much more there already (including persistent tents, acting as unsecured storage) and much more to come yet! Epoch Experimental is available on Steam Workshop.
  12. And for those wondering why we like lootspawner so much, a lot of it is about tailoring loot for the type of building, something that is problematic with vanilla Epoch loot containers. For example, on my Origins server (just a name, it's an Epoch server not using the Origins mod), these are the building types (note that on this server I reversed the checking of types of loot so that the magazines category's percentage is first to reduce further the number of weapons spawned): spawnClassChance_list = [ [0, 15, 3, 15, 10, 5, -1], // Residential (village) [1, 15, 3, 15, 10, 5, -1], // Residential (urban) [2, 15, 5, 10, 5, 5, -1], // Hi-Value Military [3, 15, 5, 10, 5, 5, -1], // Lo-Value Military [4, 15, 3, 10, 5, 5, -1], // Light Industrial [5, 15, 3, 10, 5, 5, -1], // Heavy Industrial [6, 15, 3, 10, 5, 5, -1], // Commercial [7, 25, 3, 40, 10, 5, -1], // Medical [8, 10, 3, 20, 5, 5, -1], // Vehicle Repair [9, 15, 5, 15, 10, 5, -1], // Hanger [10, 15, 3, 15, 10, 5, -1], // Tourism [11, 15, 5, 15, 10, 5, -1], // Hunting [12, 15, 5, 15, 10, 5, -1], // Farming [13, 15, 3, 15, 10, 5, -1], // Construction [14, 15, 3, 15, 10, 5, -1], // Fire Station [15, 15, 5, 15, 10, 5, -1], // Police Station [16, 15, 3, 15, 10, 5, -1], // Maritime [17, 15, 5, 15, 10, 5, -1] // Airport ]; So, get with the program and deploy it today
  13. DLC Expansion weapons and Gear

    I assume that you are using Halvhjearne's HSBlackMarket trader script here? If so, you will need to add any missing items to that script's price lists in <mission>/trader/HSPricing.hpp and also to Epoch's price list in <mission>/epoch_config/Configs/CfgPricing.hpp. The structure of these files is pretty self-explanatory, class DogCarcass_EPOCH {price = 3;}; with each line starting with the word "class" then the class name and the price and an optional additional tax (on top of the global server tax set in the server side EpochConfig.hpp, for example, class CUP_srifle_AS50 {price = 1000; tax = .9;}; In the line above, the AS50 will sell for the price of 1000 crypto, but to buy it you have to pay 1.9x the price plus the 10% server tax, making the cost of buying twice that of selling. Now in order to add items to this price list you will need to know their classnames. You can either search this forum for those classnames (there are several threads which pretty much cover all the DLC and other mods content) or go directly to various sources, such as Bohemia's CfgWeapons listing or, as another example, CUP's CfgWeapons wiki page though it should be noted that oftentimes these pages are not necessarily up to date and then you have to go to the source (an exercise left for the reader). To add stuff to Epoch's AH spawn menu is sort of easy and sort of not. For example, for weapons, magazines and backpacks the items just have to be listed in CfgPricing.hpp. Unfortunately for uniforms, attachments, headgear and vests the listed items are hardcoded into a server side file called server_securityfunctions.sqf and would have to be manually added there in the epoch_server.pbo (and then maintained with each new release). Hope that helps.
  14. Since we are sharing, here's mine for Chernarus and all it's flavours (vanilla, OCP, DS Houses, Plus and Redux): I use the following building types: [0, 8, 15, 20, 15, -1], // civil [1, 15, 25, 25, 20, -1], // military [2, 10, 18, 25, 20, -1], // industrial [3, 15, 25, 30, -1, -1], // research [4, 0, 0, 25, -1, -1], // hospital [5, 10, 18, 25, -1, -1], // construction [6, 12, 18, 20, -1, -1], // airport [7, 10, 15, 25, -1, -1] // commercial
  15. Also note that the code I use for random magazines, spawns one mag with a variable number of rounds left. I feel personally that that is more realistic but there should probably be a variable where you can specify whether you want that or a random number of mags (and be able to specify the maximum number of mags if so)
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