Jump to content

Grahame

Member
  • Posts

    742
  • Joined

  • Last visited

  • Days Won

    61

Reputation Activity

  1. Like
    Grahame reacted to BetterDeadThanZed in BDTZ's POI's   
    Some screenshots of what I've done today:




  2. Like
    Grahame reacted to BetterDeadThanZed in BDTZ's POI's   
    Some updated screenshots of the east end of Gorka (opposite from the above screenshots)



  3. Like
    Grahame reacted to BetterDeadThanZed in BDTZ's POI's   
    Then what? You copy and paste that code and what do you do with it?
    Is this more to your liking?


    Also, Moderators: I can only upload 167kb of images apparently. I guess in my 4k+ posts I've used up my allowed space?
  4. Haha
    Grahame got a reaction from natoed in BDTZ's POI's   
    Nice job! You should export to Terrain Builder and send Redux the files if you are so inclined (though they probably want more ivy ).
  5. Like
    Grahame reacted to BetterDeadThanZed in BDTZ's POI's   
    ** 26 October 2017 ** I've completed the POI. If you have any suggestions feel free to let me know!
    You can get this from here: https://github.com/BetterDeadThanZed/EpochAddons
    Just put the .pbo file in your @epochhive/addons folder. If you already have a pbo with server addons, you can place the gorka_military.sqf file in the proper place and load it in your existing fn_init.sqf.
     
    Since I'm getting back into Epoch, I thought I'd make some POI's for Chernarus Redux. I've begun to design one now and will work on it as I have time. When I feel it's at a place that I like it, I'll release it.
    The first POI is a militarized Gorka. I'll let the pictures speak for themselves.





  6. Haha
    Grahame reacted to salival in The Muppet is strong in this one...   
    I feel like he only messaged the cool people 
    Sorry you weren't invited to our group :P
  7. Haha
    Grahame reacted to Richie in The Muppet is strong in this one...   
    I feel hurt I wasn't asked
  8. Like
    Grahame reacted to Cubitron in Confused about COS not working on all maps   
    omg i need new glasses ty
  9. Sad
    Grahame reacted to BetterDeadThanZed in EpochZ: Bandit Country   
    I just decided to play some more Epoch after reading about the upcoming version 1.0 and found this server. I like it so far. Just one thing...
    "Outhouse" as a "water source"... ewww... 
  10. Like
    Grahame got a reaction from BetterDeadThanZed in EpochZ: Bandit Country   
    Travel back to where it all began...
    When the Pacific Flu hit Chernarus the country was recovering from the disastrous civil war that had wracked the country for years. Luckily, Russian, CDF, Red Star, NAPA and CFOR units were already in place, forgot their former rivalries and immediately jumped in to help... It wasn't long before they too had succumbed to the plague!
    IP: 149.56.28.85:2322
    Visit the EpochZ Community Forum or contact us on Discord.
    Required Mods
    Epoch
    Ryan's Zombies and Demons. Zombies can infect you. Watch out because if you die from the virus then your body may not be where you left it when you return...
    CBA_A3, CUP Weapons, CUP Units, CUP Vehicles: it's 2025 with 2025 weapons and vehicles. I've completely overhauled loots.h for CUP but not increased the loot spawn chances.
    CUP Terrains Core
    DS Houses: Opening up lots of previously unopened buildings. Custom loot spawner to generate ground loot in these and other buildings
    Chernarus Redux: Opening up more vehicles and a map with a distinctly post-apocalyptic feel
    RDS Civilian Pack for all the missing DayZ/Epoch vehicles including the bicycles, Thomas the Tractor and the unsurpassed Yamaha TT650!
    Tryk's Multi-Player Uniforms: lots more uniforms for the uniform junkies out there. This is the one that you want if you are downloading via Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=779520435
    Enhanced Movement so you can climb over walls and onto buildings to escape the infected
    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
    Scripts
    A3EAI: with vehicle and helicopter patrols. AI patrols and spawns replace the default Epoch antagonists (apart from the Epoch UAVs and subsequent militia if you don;t shoot them down). The AI will interact with the Zs and vice versa.
    SEM, BlackEagl's and WAI Missions: all with weapons, equipment and loot customized for CUP and including SEM Convoy missions. And yes, there is the WAI Nuke mission. If no one's dealt with that before the timer expires run like hell 
    DayZ style Helicopter Crash Sites: with reduced CUP-based loot and infected "defending" them.
    C-130 Supply Drops, guarded by AI and with CUP-based loot.
    Black Market Traders in the three trader cities (Stary, Bash and Klen) and elsewhere.
    HALO/Ground Spawns and you can select limited Starting Gear
    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 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
    Halv's Repair and Reammo Script, rearm and repair your vehicles at the kiosks at gas stations.
    Extended Safe Zones with Vehicle Protection!
    Advanced Towing and Advanced Rappelling
    And lots, lots more...
    Features
    All players are BLUFOR, roaming, dynamic and mission AI are OPFOR, infected are RESISTANCE allowing the interaction between the Ai and infected - they will fight each other when spawned together. DayZ Trader cities at Stary, Bash and Klen Dynamic vehicle wrecks on the roads make driving a more interesting experience... No building restrictions, build where ever you want 75m Jammer range 7-day base maintenance 48-hour vehicle locks 4 hour restarts, day/night cycle PvP, but attacking other players in or around the trader cities is prohibited and will result in a ban!  
  11. Like
    Grahame reacted to kubosov in New server installation, BE kicks script restriction #23   
    Thank you. GANBARU! (japanese)
     
  12. Like
    Grahame got a reaction from DirtySanchez in New server installation, BE kicks script restriction #23   
    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. 
  13. Like
    Grahame reacted to DirtySanchez in New server installation, BE kicks script restriction #23   
    @kubosov
    Hi there!
    Can I suggest that you jump up to the experimental branch of Epoch?
    If so, the reasoning is Epoch 1.0 release window is 1 to 2 weeks from AWOLs announcement a few days ago.  I think this would be a better move as there are many great updates, upgrades, new features and much more. With its full release so close I wouldn't want your efforts to go wasted and have to go back through it so soon. 
     
  14. Like
    Grahame got a reaction from Drokz in 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! 
  15. Haha
    Grahame got a reaction from Helion4 in 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 
  16. Like
    Grahame reacted to vbawol in Epoch 1.0 Release Changelog   
    I am proud to present to you Arma 3 Epoch Mod version 1.0. This update represents the cumulative volunteer effort over 4 years by me and more than a dozen people and this latest update would not possible without help from these great developers: @He-Man, @DirtySanchez, @Raymix, @orangesherbet , @pumba and @Helion4. An extra thanks go to our donors and GSP sponsors for your ongoing support.
    Full Changelogs:
    https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Release Notes:
    Added
    Favorites bar - Players can pin (almost) any item to the bar by dragging items from inventory to equip/un-equip (Weapons, attachments, headgear, etc.) or consume (eat, drink, build etc) using keyboard mapping without having gear open. Use ESC menu to change the mappings. Server admins, see client_init.sqf for config. Advanced Vehicle Repair System - Repairing your vehicle just got more realistic. Patch a leaky fuel tank with Duct Tape. If you blow a tire you now need to find a Spare. Engine too damaged? you'll need to grab an engine block to repair it.  Repair Items: Duct Tape - Used to repair fuel tanks. Fuel Tank - Replacement fuel tank. Spare Tire -  Repairs a blown out tire. Engine Parts - Repair parts for Engines. Engine Block - Replacement engine block. Glass - Fixes broken window glass. Rotors - Repairs helicopter rotors. Vehicles Armed Mosquito: helicopter variant that comes with 3 Grenades. Vehicle Upgrade System - Upgrade your ride by using one of the new vehicle upgrade documents found in the world. Vehicle Ammo Reloading from Inventory and Vehicle Ammo. Vector Base Building - Build in any direction or angle you want. (uses Arrow keys by default and with SHIFT / ALT you can control the steps). Base Building: Quarter and Half wood floors. Concrete floor. Cinder wall with a window. Cinder wall with a metal door and window shutter. Barbed Wire. Concrete and Metal Towers. A-frame and Domed Tents. Burn Barrel Wooden Light Pole Small (forest and desert) Camo Nets Large (forest and desert) Camo Nets Camp Fire Field Toilet Scaffolding Sink (water source), Single and Double Portable Lights Lifeguard Tower Sun Shade Fuel Pump Small Sandbag Bunker Short Sandbag Wall Long Sandbag Wall Bar Gate Water Pump Crafting Canvas Smelting Tools Female outfits 84 new outfits based on 20 top designs and 4 new pairs of jeans. Halloween masks Witch Skull Ghostface Plague Hockey Medical items: Adrenaline Shot Caffeine Pills Orlistat Pills Vitamins Antibiotic Atropine (Radiation Toxicity) Nanite Pills, Cream, and Shot (Radiation Toxicity) Iodide Pills (Radiation Toxicity) Food items: 100 Krypto Candy Bar RedKing Burger BluKing Burger Gyro Wrap Ice Cream Cereal Powdered Milk Box o Rice Farming System: Craftable farm garden plot, Just place seeds and watch it grow. Seeds for growing: Goldenseal, Hemp, Poppy, Pumpkin, Sunflower. Karma System: Will affect your ability to perform certain missions and purchase some items in the future. Karma changes for deaths, suicides, PvP, trader kills, revives, trading sales and purchases. Radiation System Out of bounds radiation Digital Geiger counter Satellite crash event Dynamic Debris Vehicle wrecks that can be broken down to scrap metal using the sledgehammer. Trash and other debris on the roadways that can be "Examined" for loot.  Epoch Events 3.0: Support for external pbo based events. see epoch_server_vip_event or epoch_server_debris_event for examples. VIP Event: Reveals the map location of a random player that possesses a specific item (default: ItemBriefcaseGold100oz) every X (default: 15) minutes. Epoch Dev Libs: See https://github.com/EpochModTeam/Epoch/tree/experimental/Tools/DevFrameWork for more info. Dynamic Simulation is now fully enabled. See "CfgDynamicSimulation" for configs. Misc Items: Seed-based dynamic "underground" bunker concept using VR map.    Barrel Bomb: large craft-able explosive that can be placed and detonated. Brown Briefcase: that contains 100oz Silver. Bio Hazard bag "Zombie Parts Bag". Custom map markers and icons. Option to drink with your hands from water sources found in the world with an added chance for toxicity. Md5 hash function, See usage example with EPOCH_fnc_server_hiveMD5 SQF function. Map support for Malden 2035. Map support for Chernarus Redux. Changed
    Crafting recipes can now have item requirements and Crafting metal bars now require Smelting Tools. Karma now persists death and was moved to community stats. Optimized player saving and loading. CBA extended event handler and zeus curator support for Epoch Vehicles. Base PlotPole ESP added to Epoch Admin Panel. Helper arrow to indicate the door-opening direction for Base Building.  Made ServicePoint more configurable. Base Building: Elements can be detached to walk around the Element before saving. Replaced 0/90/180/270° direction build mode with "Rotate 90°". Max building height now will be checked directly at building element placement. Separated Hunger and Thirst loss values. Hunger and Thirst loss rates are now affected by server time Multiplier. Gas Station Auto-Refuel is now disabled on all maps by default. Note that this update requires extension (epochserver.dll/so) updates server side. Fixed
    Player stats variables are now obfuscated, and hitpoints tracked via the server. Bad conversion: bool RPT spam caused by incorrect usage of configClasses. Snapping issues with base building. Sounds not working due to changes to 3dSay command in recent A3 updates. Spawning at base above Water was not working correctly. One step is higher on stairs, can't run up while crouched. L85 Elcan optic issues. Zombie falsely triggers Mission success. Base Building 90° and 270° Snap was broken. Sometimes snapped Base Building elements rotated back on save. BE kicks since 1.76.  
     
     
  17. Like
    Grahame got a reaction from Helion4 in 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.
  18. Thanks
    Grahame got a reaction from DirtySanchez in [Release] Lootspawner, configurable building loot system   
    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 
  19. Thanks
    Grahame got a reaction from natoed in [Release] Lootspawner, configurable building loot system   
    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)
  20. Thanks
    Grahame got a reaction from natoed in [Release] Lootspawner, configurable building loot system   
    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  
  21. Thanks
    Grahame got a reaction from natoed in [Release] Lootspawner, configurable building loot system   
    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 
  22. Like
    Grahame got a reaction from Drokz in [Release] Lootspawner, configurable building loot system   
    LOL, true. I had added that functionality to my version after posting on the forum:
    if(_lootType == 1) exitWith { _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"]; _selecteditem = (floor(random(count((lootWeapon_list select _lootClass) select 1)))); _loot = (((lootWeapon_list select _lootClass) select 1) select _selecteditem); _lootholder addWeaponCargoGlobal [_loot, 1]; // Add a magazine with a random number of rounds in items _mags = getArray (configFile >> "CfgWeapons" >> _loot >> "magazines"); if !(_mags isEqualTo []) then { _magazineSize = getNumber (configFile >> "CfgMagazines" >> (_mags select 0) >> "count"); _lootholder addMagazineAmmoCargo[_mags select 0, 1, ceil(random(_magazineSize))]; }; _lootholder setdir (random 360); _lootholder setPosATL _spwnPos; }; I took the code from Epoch's loot generator, which is why it was not posted, but it includes a check that magazines returns an array with elements defined... 
  23. Like
    Grahame got a reaction from Drokz in [Release] Lootspawner, configurable building loot system   
    I guess I should make a github repository for the new version and link it here so folks can further improve it?
  24. Like
    Grahame got a reaction from Drokz in [Release] Lootspawner, configurable building loot system   
    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)
  25. Thanks
    Grahame got a reaction from natoed in [Release] Lootspawner, configurable building loot system   
    I guess I should make a github repository for the new version and link it here so folks can further improve it?
×
×
  • Create New...