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Grahame

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  1. Haha
    Grahame got a reaction from Cubitron in [4thID] Make DayZ Great Again - Epoch Panthera   
    You have more luck making DayZ great again if you advertised the server in the A2 server listings section... 
  2. Like
    Grahame reacted to [email protected] in invistar on 1.0   
    working now..... must just not have had enough patience
    thanks for the help
  3. Like
    Grahame reacted to Sneer in Epoch 1.0.0 linux version mismatch   
    Thanks, I forgot about epochserver.ini. Its been a while since I went through this. lol
  4. Like
    Grahame got a reaction from natoed in Recommended Game Service Provider   
    If you don't want to get a full dedi with remote console access then GTX is your friend. They now have a workshop downloader on their TCAdmin which allows you to put in the steam AppID and destination folder. Really convenient and useful addition. Use them for two of my servers. Do recommend them
     
    Ps. Rather than using armaholic just upload the mod from your own steam workshop to cut the time of manual uploads if that's your only option btw
  5. Like
    Grahame reacted to BetterDeadThanZed in Recommended Game Service Provider   
    I also recommend GTX. Their Steam Workshop downloader is da bomb! Their support staff is a bit snooty and condescending, but other that that they are good.
  6. 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.
  7. Like
    Grahame got a reaction from vbawol in Hunger and Thirrst and TimeMultiplier   
    It can be turned off with the accelerateHTALoss variable in CfgEpochClient.hpp
  8. Like
    Grahame reacted to vbawol in Epoch 1.0 Release Changelog   
    Arma 3 Epoch 1.0 has been released!
    Client Files:
    http://epochmod.com/ - HTTP mirrors, Steam workshop, Play with Six, ModDB, Armaholic

    Server Files:
    https://github.com/EpochModTeam/Epoch/releases/tag/1.0.0.1070
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/948/files
    Notes: 
    https://epochmod.com/forum/topic/44467-epoch-10-release-changelog/
  9. Like
    Grahame reacted to BetterDeadThanZed in BDTZ's POI's   
    I've finished Bash and I've added it to the Githuib link. Here's more screenshots of the finished area.








  10. Like
    Grahame got a reaction from He-Man in experimental now or wait?   
    I have three running 1.0 atm, but even if you wait you should be prepared. Lots of changes. There is a reason that this release is not 0.55 or 0.6 - it is such a great update. Features, functionality, fixes! Great job by all the crew of Epoch devs Lord @vbawol  and his crew of @He-Man, @DirtySanchez, @raymix, @Helion4 among others  and I know that there is even more coming in 1.1, they just did not want to make you wait longer for this Epoch goodness! Seriously! 
    PS: Yep, been out drinking tonight... but I am prepared for 1.0, ARE YOU? 
  11. Like
    Grahame reacted to Helion4 in Sarge AI   
    Nice!
    Welcome Dango & thanks for bringing this over, I have many fond memories of this AI system from Dayz Epoch. 
  12. Like
    Grahame reacted to Dango in Sarge AI   
    I can also confirm the friendlies are in fact friendly now. If you shoot one they will be hostile to you as intended. Thanks again :D
  13. Like
    Grahame reacted to Dango in Sarge AI   
    Description
    Disclaimer: This is the initial release for Epoch. This addon is not meant to be mod specific but some issues may arise. Please also note that I am not the original author of Sarge AI but I have been supporting it since version 1.5 in Arma 2.
    This is an AI system that is intended to simulate real players roaming the map, scavenging, looting and engaging in combat. Unlike other AI systems Sarge AI designates two factions as friendly and only one faction as hostile. This approach provides a simulated pvp/pve environment that changes depending on how players react to the AI. If a player fires and hits a friendly unit the entire group will become hostile and return fire. AI groups will perceive a player that has fired and hit one of it's members as hostile until the group is dead or the player is dead. AI are configured to treat any player with a specific amount of respect one of two ways. If the player has respect below the threshold they will be considered hostile and treated as an enemy by all AI. If the player has respect above the threshold they will be considered friendly only by the friendly factions of AI. If a player shoots or kills any AI the player's respect will be changed in one of two ways. If the AI target is from a friendly faction the player will lose respect for each shot and kill. If the AI target is from a hostile faction the player will be rewarded respect for each shot and kill. There are three (3) factions of AI within this feature:
    The Survivors
    Fighting for survival as most of us are; These AI do not wish to start unnecessary conflict as they intend on living as much as any player. These AI will assume every player is friendly unless they are given reason to think otherwise. They often wear toned down military apparel and civilian clothing and should be easy to spot as to not frighten unaware players. The Military
    As the dominant force in a wasteland of fugitives and other life threatening obstacles the military takes no chance when it comes to combat. Dressed in high level military apparel and the weapons to back it up these NPCs will roam about the area they spawn in and neutralize any threat they encounter. Don't be a threat ;) The Bandits
    With no apparent loyalty to anyone but the small group of others they travel with these NPCs will roam the map surviving any way they are able to. These AI will steal any loot they encounter and attempt to kill any player they encounter. Outfitted with respectable weapons and head wraps to protect their identities from the authorities these AI make for a formidable enemy. AI can be static or dynamic based on a grid overlay. AI can be bound to the block they spawned in or allowed to freely roam (experimental). AI vehicles are static and are being worked into a dynamic option. Vehicles will patrol within a marker and will not leave the marker unless in combat.
     
    Known Issues
    All AI are hostile. This is not intended and I am still working out how best to configure what determines if a player should be considered hostile or not.  
    Download Sarge AI
  14. Like
    Grahame reacted to Dango in Sarge AI   
    So far I can confirm that bandit kills are no longer reducing Karma so that is a huge step in the right direction. Thanks for pointing this out @Grahame
  15. Like
    Grahame got a reaction from Dango in Sarge AI   
    You should probably remove that code altogether since Epoch handles setting side relations on server initialization. Friendly sides have to be EAST and WEST though since they are both player sides.
  16. Like
    Grahame got a reaction from natoed in Sarge AI   
    Uh, those variables do not exist in Epoch so if they are used in the code it would have some effect...
    You may want to check the rest of the code too... it's full of Exile variables... i.e. in fn_AI_guards.sqf:
    _authorizedUID = _flagPole getVariable ["ExileTerritoryBuildRights", []]; Would be good to have a working A3/Epoch Sarge AI...
  17. Like
    Grahame got a reaction from raymix in experimental now or wait?   
    I have three running 1.0 atm, but even if you wait you should be prepared. Lots of changes. There is a reason that this release is not 0.55 or 0.6 - it is such a great update. Features, functionality, fixes! Great job by all the crew of Epoch devs Lord @vbawol  and his crew of @He-Man, @DirtySanchez, @raymix, @Helion4 among others  and I know that there is even more coming in 1.1, they just did not want to make you wait longer for this Epoch goodness! Seriously! 
    PS: Yep, been out drinking tonight... but I am prepared for 1.0, ARE YOU? 
  18. Like
    Grahame got a reaction from natoed in experimental now or wait?   
    I have three running 1.0 atm, but even if you wait you should be prepared. Lots of changes. There is a reason that this release is not 0.55 or 0.6 - it is such a great update. Features, functionality, fixes! Great job by all the crew of Epoch devs Lord @vbawol  and his crew of @He-Man, @DirtySanchez, @raymix, @Helion4 among others  and I know that there is even more coming in 1.1, they just did not want to make you wait longer for this Epoch goodness! Seriously! 
    PS: Yep, been out drinking tonight... but I am prepared for 1.0, ARE YOU? 
  19. Like
    Grahame got a reaction from vbawol in experimental now or wait?   
    I have three running 1.0 atm, but even if you wait you should be prepared. Lots of changes. There is a reason that this release is not 0.55 or 0.6 - it is such a great update. Features, functionality, fixes! Great job by all the crew of Epoch devs Lord @vbawol  and his crew of @He-Man, @DirtySanchez, @raymix, @Helion4 among others  and I know that there is even more coming in 1.1, they just did not want to make you wait longer for this Epoch goodness! Seriously! 
    PS: Yep, been out drinking tonight... but I am prepared for 1.0, ARE YOU? 
  20. Like
    Grahame got a reaction from Sneer in experimental now or wait?   
    I have three running 1.0 atm, but even if you wait you should be prepared. Lots of changes. There is a reason that this release is not 0.55 or 0.6 - it is such a great update. Features, functionality, fixes! Great job by all the crew of Epoch devs Lord @vbawol  and his crew of @He-Man, @DirtySanchez, @raymix, @Helion4 among others  and I know that there is even more coming in 1.1, they just did not want to make you wait longer for this Epoch goodness! Seriously! 
    PS: Yep, been out drinking tonight... but I am prepared for 1.0, ARE YOU? 
  21. Like
    Grahame got a reaction from Helion4 in experimental now or wait?   
    I have three running 1.0 atm, but even if you wait you should be prepared. Lots of changes. There is a reason that this release is not 0.55 or 0.6 - it is such a great update. Features, functionality, fixes! Great job by all the crew of Epoch devs Lord @vbawol  and his crew of @He-Man, @DirtySanchez, @raymix, @Helion4 among others  and I know that there is even more coming in 1.1, they just did not want to make you wait longer for this Epoch goodness! Seriously! 
    PS: Yep, been out drinking tonight... but I am prepared for 1.0, ARE YOU? 
  22. Thanks
    Grahame got a reaction from salival in experimental now or wait?   
    I have three running 1.0 atm, but even if you wait you should be prepared. Lots of changes. There is a reason that this release is not 0.55 or 0.6 - it is such a great update. Features, functionality, fixes! Great job by all the crew of Epoch devs Lord @vbawol  and his crew of @He-Man, @DirtySanchez, @raymix, @Helion4 among others  and I know that there is even more coming in 1.1, they just did not want to make you wait longer for this Epoch goodness! Seriously! 
    PS: Yep, been out drinking tonight... but I am prepared for 1.0, ARE YOU? 
  23. Like
    Grahame reacted to Cubitron in Confused about COS not working on all maps   
    i fixed it , it was my fault, i think im to old for arma now^^ i forgot i change the trigger activation ( West,East,Civ)^^ i picked up my old script from my old files and forget this after my long arma brake.
     
    Thanks to all
  24. Like
    Grahame got a reaction from salival in EpochZ: Bandit Country   
    Server now on my dedi:
    IP: 149.56.28.85 Port: 2312
  25. Like
    Grahame got a reaction from DirtySanchez in EpochZ: Bandit Country   
    Server now on my dedi:
    IP: 149.56.28.85 Port: 2312
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