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Grahame

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Everything posted by Grahame

  1. I think mgm is still travelling the world on a hoverboard...
  2. Want the DayZ SA broken windows effect for Livonia or maps that use its buildings (like CUP's Chernarus 2020 map) then run this script on your server on restart? { _house = _x; _hitPoints = "isClass _x" configClasses (configFile >> "CfgVehicles" >> (typeOf _house) >> "HitPoints"); { _hitpointname = (configName _x); if ("Glass" in _hitpointname) then { _house setHitPointDamage [_hitPointName, 1]; }; } forEach _hitPoints; } foreach ((getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition") ) nearObjects ["House", worldSize]);
  3. Download Origins 1.7.9.5 from DayZLauncher. Upload to your server and load. Ask someone on discord to send you the server key you'll need. Voila, Taviana 3.x (works with the Tavi mission from salival's mod pack without change). Just moved from Tavi back to Chernarus myself, but was using that setup for some time
  4. Uh, why not just use what I posted earlier in this thread? Then you just walk into them...
  5. The EpochZ SCUM server, reconfigured to feel a lot more like the old DayZ Mod... and it does... - Removed mechs - Removed snitch drones - Drastically increased the max number of infected on the map, with possible increases in the future - Reduced max number of spawned vehicles to 16 - Reduced loot by 25% from vanilla Search for the name in the in-game launcher
  6. Also, if you are running lootspawner you probably want to turn off the new vanilla Epoch ground loot...
  7. Excellent @He-Man Looks like I migrate to the service points then
  8. In my opinion this is a better safe zone script now...
  9. Did you edit something @Sneer because their is a typo in that error: HALV_spwan_map.LineMarker
  10. I use it because I have never had time to add all the CUP vehicles into the configs tbh @He-Man
  11. Are you missing the stringtable.xml if that is a problem cause systemChat format[localize"STR_HS_FAILEDTOSELL",_x select 8]; is fine for me... You need the stringtable.xml in your mission root folder
  12. Interestingly Nitrado are a supporter on the main forum page but their infiSTAR version and battleye filters don't support Epoch 1.3.1 despite the fact that they rent and supposedly support servers on which they load Epoch 1.3.1...
  13. In case anyone wants it... Here are the classnames from the Contact mod - specifically uniforms, rifles, handguns, launchers, helmets, vests, backpacks, etc. No vehicles
  14. Bloody hell... did not even remember that I had reported that back then...
  15. Best A3E mission system at this time is BlckEagl's... By default there is no init.sqf in the Epoch mission PBO no.
  16. Just follow the install instructions and you'll be good... changing the buildings to use as Service Points as required if you are not using Altis, Tanoa or Malden
  17. Unless you have a lot of spare time I would recommend this rearm/repair script instead. Even I don't have that much time to get all the CUP turret/magazine info That's the script I use (I remove the Epoch service points - but I have used that script since 2015)
  18. Trying that on my servers tonight
  19. Grahame

    How to make mirror?

    See https://github.com/EpochModTeam/EpochCore/blob/release/Sources/a3_epoch_code/compile/interactions/fn_mirrorSetup.sqf Which is called from the open door action on the wardrobe... you will need to do some work to get it working with other stuff but the code above shows how the image is generated... The wardrobe definition is: class wardrobe_epoch : WH_Loot { scope = 2; mapSize = 1; cost = 0; isGround = 0; author = "Kiory"; displayName = "$STR_EPOCH_Wardrobe"; destrType = "DestructNo"; vehicleclass = "Epoch_objects"; model = "\x\addons\a3_epoch_assets_2\wardrobe.p3d"; forceSupply = 0; simulClass = "Wardrobe_SIM_EPOCH"; staticClass = "wardrobe_epoch"; sections[] = {"camo"}; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {""}; class AnimationSources { class open_door_l { source = "user"; animPeriod = 1; initPhase = 0; }; class open_door_r { source = "user"; animPeriod = 1; initPhase = 0; }; }; class UserActions { class open_door_l { displayName = "$STR_EPOCH_Search"; displayNameDefault = "<img image='\A3\ui_f\data\map\VehicleIcons\iconvehicle_ca.paa' size='2.5' />"; position = "left"; radius = 3; onlyForPlayer = 0; condition = "this animationPhase ""open_door_l"" < 0.5"; statement = "this animate [""open_door_l"", 1]; this animate [""open_door_r"", 1]; this call EPOCH_LootIT; [this] call EPOCH_fnc_mirrorSetup;"; }; }; };
  20. I assume so yes. I know one thing though, these particular assets will never be added to any of my servers!
  21. I am actually pissed off now though. Bohemia say in the Creator's DLC FAQ that: "While we realize that opinions on this will vary, we don't consider Arma 3 Creator DLC to be paid mods. We believe that these DLC packs would not have otherwise existed or be possible as mods of similar quality and scope. It's also important to note that Creator DLC will never replace something that what was available for free." Guess that means that the devs of this DLC will still release the mod that they have been promising... or not? In which case the Creator's DLC has replaced what would have been a free mod Especially considering that the dev mods were promising a release SoonTM as recently as last November... https://forums.bohemia.net/forums/topic/211229-global-mobilization/?page=6 Well done again Bohemia. Good job at fucking the community again...
  22. First modders' DLC from Bohemia: https://store.steampowered.com/app/1042220/Arma_3_Creator_DLC_Global_Mobilization__Cold_War_Germany/
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