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Grahame

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  1. Like
    Grahame got a reaction from Helion4 in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    @BenQIf you look on page 43 (the same page as your post appeared) to @He-Man's post on May 7th you will find the answer to your question... 
  2. Like
    Grahame got a reaction from Kenobi in How can I change the view distance cap on my server?   
    UPDATE: I got some time before heading off for meetings and tested the below "solution". Can confirm that admin's viewdistance is now limited as a player's is... Other admin tools seem to be fine too. If others can also test then I will work on adding a variable to epochAH.hpp, the reading of same in server_securityfunctions.sqf and then wrap the added lines in an if based on that variable. Hopefully the devs will accept that back and people will not have to maintain custom code each release...
    Would inserting the following:
    [] spawn { disableSerialization; waitUntil{!isNull (findDisplay 46)}; setViewDistance "+str _skn_viewDistance+"; setObjectViewDistance["+str _skn_viewDistanceObects+", 100]; setTerrainGrid "+str _skn_terrainGrid+"; }; before line 1271 which reads:
    uiNamespace setVariable['ESP_mainMap', findDisplay 12 displayCtrl 51]; in server_securityfunctions.sqf do the trick. Might have time to test this evening. Basically though, the admins have a separate code path for AH initialization than non-admins as shown in the following code:
    531 EPOCH_server_pushPlayer = compileFinal (" params ['_playerNetID','_playerUID','_C_SET','_fsmHandle','_player']; if (_playerUID in "+ str _skn_adminUIDArray+") then { _playerNetID publicVariableClient '"+_skn_Admin_Code+"'; _playerNetID publicVariableClient '"+_skn_pv_adminLog+"'; _playerNetID publicVariableClient '"+_skn_pv_hackerLog+"'; _C_SET pushBack '[] spawn "+_skn_Admin_Init+"'; } else { _C_SET pushBack '[] spawn "+_skn_AH_Init+"'; }; [_fsmHandle,['_C_SET', _C_SET]] remoteExecCall ['setFSMVariable', _player]; true "); So basically the _skn_code_antihack function that includes the viewdistance settings for normal players is replaced by _skn_admincode for admins and the proposal above runs the viewdistance related code in the admin function too...
  3. Like
    Grahame got a reaction from natoed in How can I change the view distance cap on my server?   
    UPDATE: I got some time before heading off for meetings and tested the below "solution". Can confirm that admin's viewdistance is now limited as a player's is... Other admin tools seem to be fine too. If others can also test then I will work on adding a variable to epochAH.hpp, the reading of same in server_securityfunctions.sqf and then wrap the added lines in an if based on that variable. Hopefully the devs will accept that back and people will not have to maintain custom code each release...
    Would inserting the following:
    [] spawn { disableSerialization; waitUntil{!isNull (findDisplay 46)}; setViewDistance "+str _skn_viewDistance+"; setObjectViewDistance["+str _skn_viewDistanceObects+", 100]; setTerrainGrid "+str _skn_terrainGrid+"; }; before line 1271 which reads:
    uiNamespace setVariable['ESP_mainMap', findDisplay 12 displayCtrl 51]; in server_securityfunctions.sqf do the trick. Might have time to test this evening. Basically though, the admins have a separate code path for AH initialization than non-admins as shown in the following code:
    531 EPOCH_server_pushPlayer = compileFinal (" params ['_playerNetID','_playerUID','_C_SET','_fsmHandle','_player']; if (_playerUID in "+ str _skn_adminUIDArray+") then { _playerNetID publicVariableClient '"+_skn_Admin_Code+"'; _playerNetID publicVariableClient '"+_skn_pv_adminLog+"'; _playerNetID publicVariableClient '"+_skn_pv_hackerLog+"'; _C_SET pushBack '[] spawn "+_skn_Admin_Init+"'; } else { _C_SET pushBack '[] spawn "+_skn_AH_Init+"'; }; [_fsmHandle,['_C_SET', _C_SET]] remoteExecCall ['setFSMVariable', _player]; true "); So basically the _skn_code_antihack function that includes the viewdistance settings for normal players is replaced by _skn_admincode for admins and the proposal above runs the viewdistance related code in the admin function too...
  4. Like
    Grahame got a reaction from natoed in Error   
    I use the above on one of my servers. On the other I have a client side mod that resides the Epoch male character model itself to be BLUFOR and unlocks all uniforms though. Either way, these mechanisms free another side for AI. In my case I use OPFOR for renegade uninfected and GUER for Zedz
  5. Like
    Grahame got a reaction from natoed in Random Spawn Script   
    As an alternative to this script which allows the spawn at jammer functionality to continue to work you could use the following changes to epoch_server/compile/player/EPOCH_server_loadPlayer.sqf:
    At the top of that script, add the following variables to the definition of the script'd private variables: "_spawnArray" and "_spawnLocation"
    Add the following definition near the beginning of the file with the locations you want as spawn points (the ones here are for coastal spawns on Chernarus Redux):
    _spawnArray = [[983.09302,6.7761588,2254.0823],[1155.7864,6.1192575,2356.7129],[1096.1768,5.3980026,2504.6936],[1352.8545,2.1613581,2302.5435],[1500.7729,5.9919157,2175.6643],[1632.6266,21.805342,2448.9648],[1788.5873,4.8160377,2059.5898],[2179.8347,5.241425,2060.3379],[2379.8352,58.366646,2225.1743],[2433.207,5.1148863,1997.3651],[2740.1614,2.7912369,1960.6941],[3074.7866,3.4997852,1976.5038],[3333.9524,5.8744197,2138.3877],[4031.8059,6.1015735,2565.5728],[4086.6877,5.5475397,2324.6392],[4781.9897,2.731606,2081.5291],[5481.0767,4.0947819,1946.4497],[5490.8184,5.1554675,2095.45],[5811.7773,3.735441,2044.8666],[7306.5669,27.260843,2998.2771],[7478.1138,4.8799691,2867.8105],[7513.4146,6.8649487,3079.0928],[8063.4902,6.0699091,2855.1089],[7951.187,3.2415648,3014.5588],[8358.7686,4.70329,2592.3428],[8482.7773,3.131171,2472.1626],[8907.7422,29.831085,2487.7373],[8849.7588,5.9718113,2169.7705],[8944.4316,5.143754,2263.7214],[9154.543,6.574295,1945.807],[9238.9746,66.637901,2391.2561],[9579.7275,16.095795,1782.15],[9595.0889,134.0484,2607.9131],[7421.6738,6.2561855,3446.3447],[9802.1025,86.165977,2469.1272],[11115.879,5.9981298,3078.6499],[10862.73,77.658577,3079.5911],[11215.613,4.1728563,3183.187],[11383.834,3.4007955,3292.0039],[11629.932,2.4290636,3368.0454],[11560.671,2.0110123,3166.429],[11754.95,2.2625861,3242.2285],[11792.205,68.021111,4050.2542],[12469.81,4.1587758,3493.1667],[12537.293,5.7202988,3528.0825],[12658.474,6.0148015,3620.4048],[12893.222,5.4084978,3688.4792],[13013.412,5.6887813,3766.7581],[13164.464,4.1031175,3863.1531],[13165.663,5.0566158,3963.1921],[13474.624,4.206718,3924.3452],[13636.59,41.368057,2943.1489],[13496.393,3.2527399,4238.396],[13344.611,6.2754188,4156.4063],[13548.936,5.3874044,4705.8242],[13475.054,5.9932609,4801.7119],[13521.428,4.9222593,4917.2563],[13346.661,5.4356627,4968.6743],[13478.942,5.1376753,5135.7051],[13408.477,5.4539185,5518.0674],[13340.642,5.8874321,5540.9644],[13402.539,5.7297354,6697.3496],[13147.215,14.300579,6530.707],[13150.627,4.8385439,7433.521],[13121.707,4.989223,7559.5073],[13011.977,5.9976835,7518.4321],[13086.896,3.2081017,7765.5352],[13084.221,4.1835752,7829.2896],[12938.579,3.2111793,8562.3213],[12915,4.9831157,8720.8301],[12885.845,4.8636355,8977.1221],[12536.612,27.153666,8338.1963],[12557.354,20.775656,8505.501],[12892.631,4.0215631,8927.084],[12892.146,4.3237324,8965.8711],[12880.137,6.0926261,9025.4873],[12896.026,3.3486283,9127.5059],[12932.441,5.5499988,9329.3867],[12800.495,6.0466361,9045.749],[13010.114,5.7329006,9473.1475],[13308.738,3.5886538,10714.45],[13087.661,27.61842,10995.557],[13320.1,5.6564746,10909.686],[12751.535,33.690998,10585.68],[13654.887,3.8856928,11174.24],[13620.909,6.7621517,11242.292],[14032.058,2.9685678,11325.959],[13296.164,50.477425,11795.922],[13451.539,5.2290726,5822.3047],[13110.845,30.434931,6479.4277],[13031.907,31.401312,5362.668],[13173.328,91.072197,5724.394],[9286.4541,12.191065,1934.7296],[9151.0586,14.707945,2170.6519],[8999.3965,6.1928778,2079.7434],[8686.5791,3.8233314,2259.4868],[8813.7666,6.3450418,2445.6042],[7365.5957,2.9105158,2711.2485],[7417.0415,7.7354693,2940.4182],[5667.9048,5.2971683,2048.7437]]; Replace line 138
    _location = getMarkerPos "respawn_west"; with:
    _spawnLocation = selectRandom _spawnArray; _location set[0, _spawnLocation select 0]; _location set[1, _spawnLocation select 2]; And Bob will in fact be your uncle ;)
  6. Like
    Grahame reacted to natoed in any working EpochZ   
    Yes there is mate, myself and  @Grahame ported over exilez for epoch
    send me your email address in a PM and I'll send you a copy
    btw epochz has issues when  groupz which blocks/fucks up epoch locking systems like vehicles, safes doors and so on, hard to explain without writing a couple of pages...
    Also @Grahame is rewriting EpochZ for the community - time frame unknown ask him
    cheers
    natoed
  7. Thanks
    Grahame got a reaction from Donnovan in Error   
    @Donnovan They are CIV
  8. Thanks
    Grahame got a reaction from Donnovan in Error   
    @DonnovanBasically in vanilla Epoch:
        Female player characters = WEST/BLUFOR
        Male player characters = EAST/OPFOR
        Hostile AI = GUER/RESISTANCE
        Everything else (animals, objects, vehicles, traders) = CIV
    However scripts should allow the server dev to choose the side of hostile AI (most in fact do even if you have to delve into the code rather than set it in a config. That's because a few of us do merge all players into BLUFOR and use OPFOR and GUER as hostile AI who can be hostile to each other...
  9. Like
    Grahame got a reaction from Cubitron in Error   
    I use the above on one of my servers. On the other I have a client side mod that resides the Epoch male character model itself to be BLUFOR and unlocks all uniforms though. Either way, these mechanisms free another side for AI. In my case I use OPFOR for renegade uninfected and GUER for Zedz
  10. Like
    Grahame got a reaction from Drokz in EpochZ: Bandit Country   
    It's back!
    New mods required
    LordRampantHumps Items Pack for apples and pears that can be harvested from apple and pear trees
    Massi's WW2 Units adding some extra weapons, including the Mosin, Kar98, a few SMGs and pistols
    Kurt's Survival System (KSS) for and host of Slavic food and drink, including vodka and beer
    @EpochZ_Cows for Cows!!!
    @EpochZMod which provides new models for certain base building structures, adds new equipment and base building options and modifies infected skins and behaviour so that they have animal, not human AI intelligence
    New Features
    Rewrite of LootSpawner to spawn zombies on buildings rather than in an area. The Zs (which are reskined to match the map - including military Zs - are also dumber than in standard Ryan's Zombies with animal intelligence and thus easier to sneak past and evade). There are generally lower amounts of loot than normal on EpochZ servers though to fit the feel of the server
    "New" Wicked AI Missions, including several more ported from ARMA2/Epoch including the slaughter house, abandoned trader, drone pilot and Old MacDonald's farm. More to come soon!
    New items include Hunting Knifes, gas masks, laptops and PC Parts for looting and lots of new food and drink (fruits together with the Russian food and drink from KSS Mod, including vodka)
    New Buildables: Sleeping Bags (green, blue and brown) - can be made spawn points, a Large Workbench - required for crafting more complex base kits, Storage Crates and a Portable Generator. Also have provided new models for certain building parts to better fit into Chernarus Redux including the Plot Pole (you'll recognize this from somewhere...), Outhouse, Well and Deer Stand
    Cows! kill them and take and cook the steaks. Note, to gut animals you now need a hunting knife or hatchet
    Can opener, knife or hatchet required to eat from canned food. You get less or more hunger back depending on which you use
    Harvest apples and pears from their trees (and sunflowers for their seeds too!)
    New Points of Interest designed by @BetterDeadThanZed including new trader camp layouts at Bash and Stary
    All uniforms are unlocked for all players
    Deploy a bicycle (with vehicle repair parts) or a Mozzie (with vic repair parts, an engine block, fuel tank, rotor and duct tape) via the action (scrollwheel) menu
    A complete rework of the hunger and thirst values from food and drink
    New spawns now have energy so that they can build campsites
  11. Thanks
    Grahame got a reaction from Vitalii_V in Thermal Imaging   
    For those server owners/devs who run militarized servers and like the use of thermal imaging equipment, there is a new variable in the server-side epochconfig.hpp in @EpochHive called disableVehicleTIE. Its default value is true to maintain backwards compatibility for existing servers but if you set it to false then all vehicles spawned (by the server or admins using the EpochAH) or loaded at server start will have working Thermal Imaging Equipment (the way that they are supposed to )
    If you use HSBlackMarket traders then you should also change line 96 in HS_playertraderequest.sqf to:
    _veh disableTIEquipment false; If you admin spawn replacement vehicles using infiSTAR then you need to change line 1068 of A3AH.sqf to:
    _vehObj disableTIEquipment false; And then all vehicles on your server whether bought, server or admin spawned or reloaded at server restart with have working thermal imaging. For those using mission systems you also need to see whether they have a disableTIEquipment line (some do, some don't) and set the value to false. BTW, note that you can actually just remove the lines since ARMA enables the use of TIE by default (but it's easier to maintain changes if you leave the line in place imo.
  12. Like
    Grahame got a reaction from natoed in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    Replacing line 16 in sem/scripts/fn_spawnVehicle.sqf with:
    _veh = createVehicle[_veh, _spawnPos, [], 0, "NONE"]; should get rid of the enum error. Note that the same should be done for the createUnit line in fn_spawnAI.sqf
  13. Like
    Grahame got a reaction from Razor1977 in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    Replacing line 16 in sem/scripts/fn_spawnVehicle.sqf with:
    _veh = createVehicle[_veh, _spawnPos, [], 0, "NONE"]; should get rid of the enum error. Note that the same should be done for the createUnit line in fn_spawnAI.sqf
  14. Like
    Grahame got a reaction from vbawol in EpochZ: Day Zero   
    Changes to EpochZ: Day Zero today include: 
    Vehicles spawned on the map or captured from AI are not lockable anymore (just like in A2/DayZ/Epoch). You will be able to sell them, and as a result of this change, AI vehicles will persist through a restart now. Permanent Vehicles purchased from a trader are lockable. Rental vehicles are unlockable though. In the long term I will be adding vehicle keys and a masterkey function As a result of this change, existing players will need to tell me which of your vehicles were purchased from a trader, if any (and please be honest about this). I will then set them as lockable in the database. All spawned or captured AI vehicles will be permanently un-lockable (not unlockable ).
    All Chernarus Redux wrecks are now added to loot/Z spawn tables Fixed a problem in Epoch that was disabling the Dynamic Debris on roads Zombies no longer despawn just because a player is not present, thus preventing people from soft-logging and then looting an area unmolested... Temporarily removed radiation sources (including the satellite) from the map until I work out what impact it should have on ACE medical Coming this weekend will be categorized ("DayZ-Style") traders at the three trader camps and hero and bandit traders based on karma.
  15. Like
    Grahame reacted to iben in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    ===
    Credits:
    All credit belongs to all authors of used source files:
    DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) @Markk311, @f3cuk, @Jossy, @BangL, @nerdalertdk, @Caveman - creators of this system @JasonTM, @salival, @ebayShopper - for keeping system alive, further developing and fantastic support Special Thanks goes to:  @_Lance_ for deep addon testing and most usefull feedback. Thanks to him we know, how IWAC works under heavy load on populated server (12 concurrent missions :)) @totis, who brings great ideas into this script and did a great tester job! @DAmNRelentless for offering German translation and taking care of addon Github repo. @salival for his ZSC remote msg script which we are using ... all great guys helping make WAI better (I'm pretty sure I forgot a lot of people...). Thank you all for your great job! ===
    Download v1.3.1 [Last update: 2018-01-16]
    ===
    Introduction:
    ... once upon a time, *mr. yeahBUT* and *mr. no_name* chatting:
    ---
    Q: mr. yeahBUT
    IWAC? OMG, what is it?
    A: mr. no_name
    Well, it's Autoclaim addon for WAI mission system.
    ---
    Q: mr. yeahBUT
    ...yeah, but is it usefull? What it can do?
    A: mr. no_name
    Not sure about the first question part... but it could be.
    If one of your server rules says somenthing like: "Player has to claim mission in sidechat and mark mission on map with name", well, this addon is just for you.
    It's fully automatic, which means - no more sentences like: "I forgot...", "Who is doing mission xy?", "Could you please remove your marker once mission is finished?" etc.
    This little addon will make all the job for you and your players.
    ---
    Q: mr. yeahBUT
    pffff... I have PVP server. Totally useless!
    A: mr. no_name
    Probably yes... Do you wanna hear more?
    ---
    Q: mr. yeahBUT
    hmmm.. not really, but I have nothing to do right now, so continue...
    A: mr. no_name
    ...OK my friend. I have certainly nothing to do either, so I will... :) What's your question?
    ---
    Q: mr. yeahBUT
    ok.. let's start with somenthing I can picture in my mind. Do you have any screenshot so I can see it in action?
    A: mr. no_name
    yeah, sure...

    ---
    Q: mr. yeahBUT
    What is that red circle around mission?
    A: mr. no_name
    This is somenthing I call it "claiming zone". You can configure it using these variables:
    iben_wai_ACzoneActivate = true; // Turn claiming border ON/OFF iben_wai_ACzoneMarkerColor = "ColorRed"; // Border color iben_wai_ACdistance = 1300; // Distance from mission center to claiming border ---
    Q: mr. yeahBUT
    hm.. 1300m? It's a little bit too much. Should be much shorter distance.
    A: mr. no_name
    It's completely up to you. If you want to be loved by your snipers, set it to 400m and set AI skills to max - no kidding, I experienced this setup already :))
    Also remember - there is somenthing called timeout distance in WAI - you can search variable `wai_timeout_distance` in WAI config.
    If `wai_timeout_distance` < `iben_wai_ACdistance`, mission can dissapear in front of player's face (which doesn't mean it's a bad thing...)
    ---
    Q: mr. yeahBUT
    Well, it's too bad. Can you imagine what happen if two or three missions spawns close to each other? You think it's not a problem player could claim multiple missions?
    A: mr. no_name
    How should I answer this question...? Let's start with this: When you try to setup any system, you should think about it.
    I mean - there are variables `wai_avoid_missions` and `wai_avoid_traders` in WAI config for example.
    Just use bellow formulas and you should prevent mission (mission claim zones) overlapping:
    wai_avoid_missions = ((iben_wai_ACdistance * 2) + 500); wai_avoid_traders = (iben_wai_ACdistance + 200 + 500); // ... also see picture bellow:
    ---
    Q: mr. yeahBUT
    That's nice, but I've already experienced mission placement is not perfect... there is a chance player will claim two missions!
    A: mr. no_name
    In fact, it's not possible. If player is already 'claimer', he is registered and system doesn't allow him to claim multiple times (you can see it in the video at the bottom).
    ---
    Q: mr. yeahBUT
    Alright... what's that flag with name? I don't want to expose player name!
    A: mr. no_name
    It's up to you again. You can configure all about player marker using these variables:
    iben_wai_ACshowNames = true; // If false, text = "Claimed by a player [realtime status info]" iben_wai_ACmarkerType = "hd_flag"; iben_wai_ACmarkerColor = "ColorBlack"; ---
    Q: mr. yeahBUT
    ok... yeah, but it's too bad to expose player by setting marker on his position...
    A: mr. no_name
    You are not exposing his position. Marker is created in random spot within given range. You can adjust it by setting variable:
    iben_wai_ACmarkerRange = 400; ---
    Q: mr. yeahBUT
    cool... so why not create flag object to be visible close mission? Cool idea, huh?
    A: mr. no_name
    yeah, sure it is :) You can use these variables:
    iben_wai_ACcreateFlagOjb = true; iben_wai_ACmarkerFlagClass = "FlagCarrierINDFOR_EP1"; // ... see the picture bellow:
    ---
    Q: mr. yeahBUT
    How will player know about claiming is happening?
    A: mr. no_name
    You can enable message system and let player know. Just use bellow variable and install client side files: 
    iben_wai_ACplayerMsg = true; ---
    Q: mr. yeahBUT
    Yeah, but... still. Why should all players force to read useless msg that are not about them?
    Also... that's server resources waste to broadcoast so many msgs...!
    A: mr. no_name
    Actually msg is private. Only player involved is informed and can see the msg.
    ---
    Q: mr. yeahBUT
    Yeah... but there is couple more troubles. For example: Mission just spawn close to my position or I'm just passing by location.
    I don't want to be a part of mission fight, but still... I'm in zone... That's not good.
    A: mr. no_name
    You can use bellow variable and set it to some reasonable value in seconds.
    That gives passing by players enough time to decide to stay or leave claiming area.
    iben_wai_ACsafeClaimDelay = 60; ---
    Q: mr. yeahBUT
    Too many troubles... what about players in bases?
    A: mr. no_name
    Just make your decision if you want to allow players fight missions from base or not. You can use following variables.
    This way you can force autoclaim system to ignore these players.
    iben_wai_ACplotRestriction = true; iben_wai_ACplotRange = 30; // If 'iben_wai_ACplotRestriction' is true, what distance from plotpole is not allowed? ---
    Q: mr. yeahBUT
    Hm, but what if player claimed the mission and dies, loses connection etc. What then, ha...?
    A: mr. no_name
    As you can see at the above picture, there is marker with player name (or anonymous name) and so called `realtime status`.
    If player is alive and fighting inside claiming zone, status is `Active`. If player is gone - timeout is fired.
    That means, system will wait given time for claimer return. If timeout runs off, mission is free for claiming.
    You can set some reasonable time for timeout in seconds:
    iben_wai_ACtimeout = 300; ---
    Q: mr. yeahBUT
    What about my admins? I don't want them to claim missions just because they are helping inside zone...
    A: mr. no_name
    Yeah, got it. You can exclude your admins from system:
    iben_wai_ACexcludeAdmins = true; iben_wai_ACadmins = ["0","0"]; // List your admins UID's ---
    Q: mr. yeahBUT
    Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions!
    A: mr. no_name
    Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them:
    iben_wai_ACexcludedTypes = ["patrol"]; ---
    Q: mr. yeahBUT
    Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions:
    I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first?
    What about other players? And what about player or better players in vehicle?
    You will not be able to sort them out and it's gonna be chaos!
    A: mr. no_name
    Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`.
    This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance.
    It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players
    n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo.
    But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results);
    **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism,
    so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list
    and next player in list takes his place - there are no `dead souls in list`).
    ---
    Q: mr. yeahBUT
    OK... here we go. So another loop for WAI. It's already server performace killer as it is...!
    A: mr. no_name
    Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops -
    and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met.
    According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized.
    BTW: you can add some debug logs to loop critical points and see the result.
    ---
    Q: mr. yeahBUT
    ...yeah, but I can imagine how installation is gonna be difficult...
    A: mr. no_name
    Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files.
    ---
    Q: mr. yeahBUT
    That's all you can say about installation??? Are you serious??
    A: mr. no_name
    No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init).
    If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false.
    iben_wai_ACuseAddon = true; // :: WARNING > If you don't know what I mean by "merge files" at this momment, // :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files. ---
    Q: mr. yeahBUT
    Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye...
    A: mr. no_name
    :( ... I know... bye...
    ===
    Later in time...
    ===
    Q: mr. yeahBUT
    Hey! IWAC is now part of WAI by default?
    A: mr. no_name
    Yes, it is. Since v1.2. It's updated for Epoch 1.0.6.2...
    ---
    Q: mr. yeahBUT
    I don't get it... Seems v1.3.1 is out and it's not the same version as WAI has inside the package. What does it mean?
    A: mr. no_name
    Well, it's just a little improvement. Couple days ago several people made a fix for "mission overlapping". We decided to stick with our approach.
     If you update to v1.3.1, you will get 2 new options in your 'customsettings.sqf' file (see bellow + detailed info in 'customsettings.sqf'_).
    Now, what is important:
    'iben_wai_ACcoordProtectorTimer' gvar means:
    "If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time." Protection is processed only if: valid spot for new mission was already found; there is at least 1 item in 'iben_wai_ACprotectedCoord' array
    (that means, at least one mission was completed and coordinates has to be protected agains new mission spawn). If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0.
    Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files). iben_wai_ACcoordProtectorTimer = 300; // @since v1.3 if (iben_wai_ACdevmode) then { iben_waiACfindPosLimiter = 999; // @since v1.3 }; // :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true, // :: you will see in your server RPT somenthing like that: // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts" ---
    The end.
    ===
    Showcase:
    ===
    IWAC - private server msgs, map markers, status, respawn:
    ===
    ===
    IWAC - multiple claiming protection, exclude plotpole area option:
    ===
    ===
    That's all I've got... enjoy, have fun...
    Cheers...
    ===
  16. Like
    Grahame reacted to Abe in EpochZ: Day Zero   
    looks good, can’t wait to have a play
    Well Done
  17. Like
    Grahame reacted to Drokz in EpochZ: Day Zero   
    Thanks for your effort in this project. Now its about the players. Hope they will make this server becoming great and crowded so we may have some fun again like in the old days :)
  18. Like
    Grahame reacted to natoed in EpochZ: Day Zero   
    congrats, you have been working hard at this for some weeks now well done.
    I found a home now thanks Guys 
  19. Like
    Grahame got a reaction from natoed in EpochZ: Day Zero   
    Journey back to where it all began and experience ARMA3 Epoch in ways that you might never have tried or seen before!
    IP: 149.56.28.85 Port: 2312
    Steam Mods (NOTE: UPDATE AS OF 12/16: All mods are now available on Steam)
    Epoch
    CBA_A3
    Advanced Combat Environment (ACE3)
    CUP Terrains Core
    Chernarus Redux
    DS Houses
    CUP Weapons, Units and Vehicles
    CUP Weapons ACE3 Compatibility
    TRYKs Multiplay Uniforms
    RDS Civilian Pack
    Enhanced Movement
    LordRampantHumps Items Pack
    Kurt's Survival System
    Massi's WW2_units_mas (This is specifically the name of the right mod. Do not bother with the so-called "Fixed" one... WW2_units_mas uploaded by Massi is the right one - or use the link here)
    Immersion Cigarettes
    Ryan's Zombies & Demons
    ARMA2 Sounds for ARMA3
    ARMA2 Animations for ARMA3
    EpochZ Cows
    EpochZ Mod
    Features
     
    Full integration of ACE3, including the ACE3 Basic Medical system into Epoch. Epi pens use Epoch's standard revive system. Just look at a dead player while carrying an epi pen and a revive option will appear in the SPACE menu Over 100 random shore spawn sites, just like in the old days, no spawn chamber Rewrite of LootSpawner to spawn zombies on buildings rather than in an area. The Zs (which are reskined to match the map - including military Zs - are also dumber than in standard Ryan's Zombies with animal intelligence and thus easier to sneak past and evade). There are generally lower amounts of loot than normal on EpochZ servers though to fit the feel of the server Wicked AI Missions, including several more ported from ARMA2/Epoch including the slaughter house, abandoned trader, drone pilot and Old MacDonald's farm. More to come soon! New items include Hunting Knifes, gas masks, laptops and PC Parts for looting and lots of new food and drink (fruits together with the Russian food and drink from KSS Mod, including vodka) New Buildables: Sleeping Bags (green, blue and brown) - can be made spawn points, a Large Workbench - required for crafting more complex base kits, Storage Crates and a Portable Generator. Also have provided new models for certain building parts to better fit into Chernarus Redux including the Plot Pole (you'll recognise this from somewhere...), Outhouse, Well and Deer Stand Cows! kill them and take and cook the steaks. Note, to gut animals you now need a hunting knife or hatchet Can opener, knife or hatchet required to eat from canned food. You get less or more hunger back depending on which you use Harvest apples and pears from their trees (and sunflowers for their seeds too!) New Points of Interest designed by @BetterDeadThanZed including new trader camp layouts at Bash and Stary All uniforms are unlocked for all players Deploy a bicycle (with vehicle repair parts) or a Mozzie (with vic repair parts, an engine block, fuel tank, rotor and duct tape) via the action (scrollwheel) menu A complete rework of the hunger and thirst values from food and drink New spawns now have energy so that they can build campsites Self-bloodbagging and filling blood bags. Restoration of blood from cooked meats Coming Soon
    Karma-based bandit and hero status with unique skins and traders DayZ-style categorized traders Much, much more!
  20. Like
    Grahame got a reaction from natoed in EpochZ: Day Zero   
    Both you and @Drokzhave been invaluable help in getting the server to where it is now. Thanks also to those who helped beta test it and point out stuff that needed rework and fixing. Long way to go yet, but I'm pretty damned happy with where it stands now. 
    Must not forget a shout out to @natoedfor some suggestions on mods and other help too. Real community effort!
  21. Like
    Grahame reacted to Drokz in [NOX] Epoch Chernarus Redux | Bike | Zombies | Virtual Garage   
    Updated Server Info
     
    Those who look for a more survival style server and more cool custom objects addons and stuff than this one has should visit @Grahame's Server found here:
     
     
  22. Like
    Grahame got a reaction from Drokz in EpochZ: Day Zero   
    Both you and @Drokzhave been invaluable help in getting the server to where it is now. Thanks also to those who helped beta test it and point out stuff that needed rework and fixing. Long way to go yet, but I'm pretty damned happy with where it stands now. 
    Must not forget a shout out to @natoedfor some suggestions on mods and other help too. Real community effort!
  23. Like
    Grahame reacted to BetterDeadThanZed in EpochZ: Day Zero   
    I've been helping Grahame with ideas for the server as well as designing POI's that are unique to this server. He's done a great job! It's a lot of fun! 
  24. Like
    Grahame reacted to Drokz in EpochZ: Day Zero   
    Ok guys you really need to try this server! This is definitely the best arma 3 survival / dayz remake out there
  25. Like
    Grahame got a reaction from Drokz in EpochZ: Day Zero   
    Journey back to where it all began and experience ARMA3 Epoch in ways that you might never have tried or seen before!
    IP: 149.56.28.85 Port: 2312
    Steam Mods (NOTE: UPDATE AS OF 12/16: All mods are now available on Steam)
    Epoch
    CBA_A3
    Advanced Combat Environment (ACE3)
    CUP Terrains Core
    Chernarus Redux
    DS Houses
    CUP Weapons, Units and Vehicles
    CUP Weapons ACE3 Compatibility
    TRYKs Multiplay Uniforms
    RDS Civilian Pack
    Enhanced Movement
    LordRampantHumps Items Pack
    Kurt's Survival System
    Massi's WW2_units_mas (This is specifically the name of the right mod. Do not bother with the so-called "Fixed" one... WW2_units_mas uploaded by Massi is the right one - or use the link here)
    Immersion Cigarettes
    Ryan's Zombies & Demons
    ARMA2 Sounds for ARMA3
    ARMA2 Animations for ARMA3
    EpochZ Cows
    EpochZ Mod
    Features
     
    Full integration of ACE3, including the ACE3 Basic Medical system into Epoch. Epi pens use Epoch's standard revive system. Just look at a dead player while carrying an epi pen and a revive option will appear in the SPACE menu Over 100 random shore spawn sites, just like in the old days, no spawn chamber Rewrite of LootSpawner to spawn zombies on buildings rather than in an area. The Zs (which are reskined to match the map - including military Zs - are also dumber than in standard Ryan's Zombies with animal intelligence and thus easier to sneak past and evade). There are generally lower amounts of loot than normal on EpochZ servers though to fit the feel of the server Wicked AI Missions, including several more ported from ARMA2/Epoch including the slaughter house, abandoned trader, drone pilot and Old MacDonald's farm. More to come soon! New items include Hunting Knifes, gas masks, laptops and PC Parts for looting and lots of new food and drink (fruits together with the Russian food and drink from KSS Mod, including vodka) New Buildables: Sleeping Bags (green, blue and brown) - can be made spawn points, a Large Workbench - required for crafting more complex base kits, Storage Crates and a Portable Generator. Also have provided new models for certain building parts to better fit into Chernarus Redux including the Plot Pole (you'll recognise this from somewhere...), Outhouse, Well and Deer Stand Cows! kill them and take and cook the steaks. Note, to gut animals you now need a hunting knife or hatchet Can opener, knife or hatchet required to eat from canned food. You get less or more hunger back depending on which you use Harvest apples and pears from their trees (and sunflowers for their seeds too!) New Points of Interest designed by @BetterDeadThanZed including new trader camp layouts at Bash and Stary All uniforms are unlocked for all players Deploy a bicycle (with vehicle repair parts) or a Mozzie (with vic repair parts, an engine block, fuel tank, rotor and duct tape) via the action (scrollwheel) menu A complete rework of the hunger and thirst values from food and drink New spawns now have energy so that they can build campsites Self-bloodbagging and filling blood bags. Restoration of blood from cooked meats Coming Soon
    Karma-based bandit and hero status with unique skins and traders DayZ-style categorized traders Much, much more!
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