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Grahame

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  1. Like
    Grahame got a reaction from juandayz in [Outdated][1.6.1 RELEASE] WORKSHOP UPDATED   
    Actually it does with the standard InfiStar BattlEye filters. I added the following to createvehicle.txt:
    5 "MAP_" !="MAP_kulna" !="MAP_Shed_W01" !="MAP_office_table_a" !="MAP_P_Stavebni_kozy" !="MAP_Dkamna_bila" !="MAP_Misc_Boogieman" !="MAP_p_urtica" !="MAP_parabola_big" !="MAP_plot_green_draty" !="GUE_WarfareBFieldhHospital" !="MAP_bouda2_vnitrek" !="MAP_deutshe_mini" !="MAP_Mil_Mil_Guardhouse" !="MAP_Pristresek_mensi" !="MAP_plot_provizorni" !="MAP_AirCondition_A" !="MAP_Camo_Box" !="MAP_tent_small_west" !="MAP_AirCondition_B"
    and added the following to the first line's filter:
    !="Loudspeakers_EP1" !="M2StaticMGPreview" !="SearchLight_RUS" !="Loudspeaker" !="Land_fort_bagfence_corner" !="M2StaticMG_US_EP1" !="DSHKM_Gue" !="Stove" !="SatPhone"
    UPDATE: Just a note that these filters cover both Workshop and Packables 1.0.6 
  2. Like
    Grahame got a reaction from nexiss in [Outdated][1.6.1 RELEASE] WORKSHOP UPDATED   
    Actually it does with the standard InfiStar BattlEye filters. I added the following to createvehicle.txt:
    5 "MAP_" !="MAP_kulna" !="MAP_Shed_W01" !="MAP_office_table_a" !="MAP_P_Stavebni_kozy" !="MAP_Dkamna_bila" !="MAP_Misc_Boogieman" !="MAP_p_urtica" !="MAP_parabola_big" !="MAP_plot_green_draty" !="GUE_WarfareBFieldhHospital" !="MAP_bouda2_vnitrek" !="MAP_deutshe_mini" !="MAP_Mil_Mil_Guardhouse" !="MAP_Pristresek_mensi" !="MAP_plot_provizorni" !="MAP_AirCondition_A" !="MAP_Camo_Box" !="MAP_tent_small_west" !="MAP_AirCondition_B"
    and added the following to the first line's filter:
    !="Loudspeakers_EP1" !="M2StaticMGPreview" !="SearchLight_RUS" !="Loudspeaker" !="Land_fort_bagfence_corner" !="M2StaticMG_US_EP1" !="DSHKM_Gue" !="Stove" !="SatPhone"
    UPDATE: Just a note that these filters cover both Workshop and Packables 1.0.6 
  3. Like
    Grahame reacted to Thug in Epoch 1.0.6   
    all i did was download and install pre the instructions. getting ready to go to bed, but will look at it in the morning.
  4. Like
    Grahame reacted to juandayz in [RELEASE] XMAS TREE DEPLOYABLE 1.6   
    Fully Rewrited for this 2017 xmas. 
    MERRY XMAS EPOCH MOD!!!!!!
     
    1-Download from here: http://www.mediafire.com/file/6iax6nymsdnotva/xmas2017.rar
    2-Open your init.sqf 
    3-Open your custom variables.sqf
    4-Open fn_selfactions.sqf
    5-Open server_monitor.sqf
    6-Open Description.ext and into class sound add the xmas sound.. take a look in this example:
    7-INFISTAR
    8-BEFILTERS
     If u have some issues with battleyes open createvehicle.txt
     
  5. Like
    Grahame got a reaction from RC_Robio in EpochZ: Black Tide   
    The year is 2025, six months after person or persons unknown unleashed the H7D3 virus on the world, killing a large proportion of the world's population and turning many of the "survivors" into mindless "zombies" - feral and infectious, very much alive and very, very hungry...
    Trying to create the feel of John Ringo's Black Tide Rising universe with less weaponry available, though if you want to chase Zs with a Saiga they are around. Knock yourself out.
    IP: 149.56.28.85:2302
    Visit the EpochZ Community Forum or contact us on Discord.
    Required Mods
    Ryan's Zombies and Demons: currently using COS to spawn the Zs, though there are also native spawns around the map with more to come. Normal infected in urban areas are walkers, the spawns are fast Zombies so watch out.
    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: for upcoming map changes and the ports of old Wicked AI missions.
    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
    RDS Civilian Vehicles: primarily for the deployable bicycle but you also get a load of old favourites including Thomas the Tractor and the excellent Yamaha TT650!
    Enhanced Movement Mod: Sneeki Breeki your way into a base with a buddy vaulting you over the wall, or just climb on a roof or through a window to avoid the infected!
    Hellenic Armed Forces Mod (HAFM): for all those nice Greek uniforms and vehicles. 
    NI Arms All-in-One Mod: All the weapons and attachments from the mod are available at the traders and spawn as loot. 
    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.
    C-130 Supply Drops, guarded by AI and with CUP-based loot.
    Deployable and packable bicycles and unarmed mozzies, so long as you have a Tool Kit (available in starting gear) and the other build parts (just Vehicle Repair Parts for a bicycle).
    New buildables at your base including working Portable Lights, a Sink and Field Toilet (both are water sources), Razor Wire, Watch Tower, various Sandbag Walls, Fuel Pump, large and small Camo Nets, Loudspeakers, a Burn Barrel and an ATM.
    Black Market Traders in trader camps and elsewhere.
    HALO/Ground Spawns and you can select limited Starting Gear
    Halv's Repair and Reammo Script, rearm and repair your vehicles in the repair shops at gas stations
     @Sp4rkY's Extended Safe Zones with Vehicle Protection!
    Advanced Towing and Advanced Rappelling
    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. No building restrictions, build where ever you want 150m Jammer range 7-day base maintenance 48-hour vehicle locks 4 hour restarts, day/night cycle PvE or PvP, your choice (but remember the AI and Zs will be after you too) The only safe zones are the five marked on the map (north, south, east, west and central). Everywhere else on the map is a free-fire zone so stay frosty, and alert.
  6. Like
    Grahame got a reaction from lwbuk in DZAI on 1.0.6   
    So, it seems to work with one line change in the scripts... will further test tonight when I get home from work but dynamic AI are spawning for me.
    One change is required (from the list of function/variable changes for 1.0.6) in DZAI/scripts/setup_autoStaticSpawns.sqf
    Change line 17 from:
    _ignoredObj = missionNamespace getVariable ["dayz_allowedObjects",[]]; to:
    _ignoredObj = missionNamespace getVariable ["DayZ_SafeObjects",[]];  
  7. Like
    Grahame got a reaction from juandayz in DZAI on 1.0.6   
    So, it seems to work with one line change in the scripts... will further test tonight when I get home from work but dynamic AI are spawning for me.
    One change is required (from the list of function/variable changes for 1.0.6) in DZAI/scripts/setup_autoStaticSpawns.sqf
    Change line 17 from:
    _ignoredObj = missionNamespace getVariable ["dayz_allowedObjects",[]]; to:
    _ignoredObj = missionNamespace getVariable ["DayZ_SafeObjects",[]];  
  8. Like
    Grahame got a reaction from juandayz in The old extra right click "extra_rc.hpp" for 1.6   
    One note for those who cannot get this working... I had issues when I personally did not read the instructions properly. In step 2, it says:
    B- open this new  custom ui_selectslot.sqf  and find:
    _pos set [3,_height]; above it paste: <blah>
    If you paste below that line it does not work. Has to be pasted above...
    And now it works great for me...
  9. Like
  10. Like
    Grahame reacted to juandayz in [Outdated][1.6.1 RELEASE] WORKSHOP UPDATED   
    Fully rewrited. (So if u have it installed.. remove everything).
    1-Open your custom fn_selfactions.sqf
    2-Open custom variables.sqf
    3-Open server_monitor.sqf
     
    4.INFISTAR USERS
    5-BE Filters. If u have some issues with battleyes open createvehicle.txt
    6.OPTIONAL (add workshop objects to the sql damageonage function)
     
     
    Download from here:http://www.mediafire.com/file/zzbv97adzdl2pex/workshopLITTLE2.rar
    and place the "workshop" folder into mpmissions\your instance\scripts\
    OPTIONAL : add electrify fences. (needs deploy anything)
    If u dont wanna use this optional step remove the "optional" folder into workshop folder.
     
    Contain:
     
  11. Like
    Grahame reacted to _Lance_ in 1.0.6 stuck on receiving data   
    Same problem I had with GTX. I rented my first dayz server from them and within a week I was asking questions they didn't know how to answer. It's like whoever got their "system" setup knew a lot about dayz mod servers and he used the single currency 4.0 build and organized everything well (almost set it and forget it) for them, and then he left I guess? Only they know - All their mods were one-click aka SC4.0 using epochloader and they knew how to install simple stuff like infistar or walking zeds, but when you want to start running an up to date heavily modded server, they're not going to know what to tell you if you need help. Sounds like it's time to rent dedicated hardware and do a fresh install of 1.0.6 and mod it up the way you want it. If they stay on old version of arma/epoch for long (they don't have a choice or they'll have to abandon sc4.0 and start fresh) they're going to have a mess of a pile of servers IMO - not trying to dogpile, just stating my honest opinion/experience I had with GTX when I started doing this back in aug/sept. Take it as you will.
  12. Like
    Grahame reacted to carl101 in 1.0.6 stuck on receiving data   
    Thanks for this, il link them to this post see if it gives them any hints.
    i would also love a dedi but at this point it isn't viable as itl probably be only me on the server and I figured it would be a simple quick process with a provider, seems I was wrong on that front.
  13. Like
    Grahame reacted to icomrade in 1.0.6 stuck on receiving data   
    Running outdated ArmA server versions on your dedi will result in some items not functioning if the player's have newer builds. Objects with mismatching may be rendered partially or completely unusable. This is a problem GTX should solve immediately, since the implications of this are not limited to simply not being able to run the update of Epoch.
  14. Like
    Grahame got a reaction from waynewr in EpochZ: Tanoa   
    All players changed to BLUFOR (as on EpochZ: Black Tide). The roaming, UAV spawned, dynamic and mission AI are now OPFOR, the infected are RESISTANCE meaning that when they meet each other they do now fight each other. Note that the infected are only activated when BLUFOR (a player) is nearby to avoid severe performance issues.
    All players are now BLUFOR. This means that when you spawn you will have a female body. Selecting a uniform from the Initial Spawn Gear selection will put back your profile "face". You can only wear non-BLUFOR uniforms by selecting in the initial gear selection or buying from the Black Markets.
    The uniforms will persist through a log or server restart. But note if you take one off and it's not BLUFOR you cannot put it back in the field.
    One side benefit of this change is that all players can now buy and control AR-2 Darter UAVs.
    Removed fog. Working on slightly reducing rain. Both changes needed to keep client FPS good.
    BlackEagl's Mission System updated to latest version - works really well.
    Coming soon to Tanoa:
    Tryk's Multi-Play Uniforms (as on Black Tide) VEMF Town Invasions  
  15. Like
    Grahame reacted to natoed in [Release] Lootspawner, configurable building loot system   
    this was adapted by second_coming for  Arma 3 Epoch Chernarus and or Altis.
    https://github.com/secondcoming/Arma3-Epoch-Lootspawner
     
    I have applied Grahame's fixes for a3 1.66
    if anyone wants it (Note: i haven't updated any of the loots since 3.0.9.0, yes i've been lazy)
     
    loot_addon.pbo
     
  16. Like
    Grahame reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Please download Build 19 and please double-check your installation. I just tested this on an epoch testbed and it works as intended.  I also tested on one of our Exile servers and everything worked fine.
  17. Like
    Grahame got a reaction from natoed in [Release] Lootspawner, configurable building loot system   
    Anyone using the original LootSpawner? If so, it has playableunits() calls.
    In Lootspawner.sqf look for these lines (sorry mine has a customized building type array so I cannot atm give line numbers:
        while {true} do {
            _playersalive = false;
            {
                if (swDebugLS) then {
                    dbgTimeplU = time;
                };
                //is Player online and alive?
                if ((isPlayer _x) && (alive _x)) then {
                    _playersalive = true;
                    //jogging has 4.16..., sprinting has 5.5... so if player velocity is < 6 spawn loot
                    //works for players in vehicles too
                    if (((velocity _x) distance [0,0,0]) < 6) then {
                    //if ((vehicle _x isKindOf "Land") || (vehicle _x isKindOf "Ship")) then {
                        _posPlayer = getPos _x;
                        //get list of viable buildings around player
                        _BaP_list = nearestObjects [_posPlayer, spawnBuilding_list, _spawnradius];
                        if ((count _BaP_list) > 0) then {
                            //give to spawn function
                            _hndl = [_BaP_list, _spInterval, _chfullfuel, _genZadjust, _chperSpot] spawn fn_getBuildingstospawnLoot;
                            waitUntil{scriptDone _hndl};
                        };
                    };
                };
                sleep 0.001;
                if (swDebugLS) then {
                    dbgloopTimeplU = dbgloopTimeplU + (time - dbgTimeplU);
                    dbgTurnsplU = dbgTurnsplU + 1;
                };
            }forEach playableunits;
    Change the last line to
            }forEach allPlayers;
    In LSdeleter.sqf, change line 47 from
                            }forEach playableunits;
    to
                            }forEach allPlayers;
    Rebuild the PBO and you are done.
     
  18. Like
    Grahame got a reaction from Ghostrider-GRG in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    So SEM has playableunits() calls which I believe are problematic after the last ARMA 1.66 update. I have uploaded a fixed version to my dropbox:
    https://www.dropbox.com/s/c0gh9g8j22ugqsl/sem.pbo?dl=0
    It also has @He-Man's fix for the spawn vs call that created a hang at server restart. You may want to use your own mission and config files though. Mine are customized for my Tanoa server.
  19. Like
    Grahame reacted to vbawol in ATM transfer speed   
    @Tarabas Yes I added this config after I saw your post here, forgot to update this thread about adding it. @He-Man thanks for helping!
  20. Like
    Grahame reacted to Tarabas in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    in file playerbar.sqf search for
    _players = (count playableUnits);
     
    change it to
    _players = (count allPlayers);
     
    and it will work fine like before :)
     
  21. Like
    Grahame got a reaction from Razor1977 in WAI: 1.0.0 - Alpha / Arma 3   
    And WAI had dependencies on the playableunits() call that is such a problem after the recent ARMA upgrade. If anyone wants it I have a version with those replaced with allplayers() in dropbox:
    https://www.dropbox.com/s/7o2tojbdtav6r0v/a3_epoch_WAI.pbo?dl=0
    This also includes my fix in missionwinorfail.sqf (and other files) to prevent the missions hanging when the timer expires.
  22. Like
    Grahame got a reaction from Tarabas in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    So SEM has playableunits() calls which I believe are problematic after the last ARMA 1.66 update. I have uploaded a fixed version to my dropbox:
    https://www.dropbox.com/s/c0gh9g8j22ugqsl/sem.pbo?dl=0
    It also has @He-Man's fix for the spawn vs call that created a hang at server restart. You may want to use your own mission and config files though. Mine are customized for my Tanoa server.
  23. Like
    Grahame got a reaction from Tarabas in [Release] Lootspawner, configurable building loot system   
    Anyone using the original LootSpawner? If so, it has playableunits() calls.
    In Lootspawner.sqf look for these lines (sorry mine has a customized building type array so I cannot atm give line numbers:
        while {true} do {
            _playersalive = false;
            {
                if (swDebugLS) then {
                    dbgTimeplU = time;
                };
                //is Player online and alive?
                if ((isPlayer _x) && (alive _x)) then {
                    _playersalive = true;
                    //jogging has 4.16..., sprinting has 5.5... so if player velocity is < 6 spawn loot
                    //works for players in vehicles too
                    if (((velocity _x) distance [0,0,0]) < 6) then {
                    //if ((vehicle _x isKindOf "Land") || (vehicle _x isKindOf "Ship")) then {
                        _posPlayer = getPos _x;
                        //get list of viable buildings around player
                        _BaP_list = nearestObjects [_posPlayer, spawnBuilding_list, _spawnradius];
                        if ((count _BaP_list) > 0) then {
                            //give to spawn function
                            _hndl = [_BaP_list, _spInterval, _chfullfuel, _genZadjust, _chperSpot] spawn fn_getBuildingstospawnLoot;
                            waitUntil{scriptDone _hndl};
                        };
                    };
                };
                sleep 0.001;
                if (swDebugLS) then {
                    dbgloopTimeplU = dbgloopTimeplU + (time - dbgTimeplU);
                    dbgTurnsplU = dbgTurnsplU + 1;
                };
            }forEach playableunits;
    Change the last line to
            }forEach allPlayers;
    In LSdeleter.sqf, change line 47 from
                            }forEach playableunits;
    to
                            }forEach allPlayers;
    Rebuild the PBO and you are done.
     
  24. Like
    Grahame reacted to He-Man in ARMA 1.66 Update Issues   
    "players are respawning where they died" should be fixed with 669.
    On 668 we also had this. It's because the Clients closes the display faster, than the Server knows that he is dead^^
     
     unkillable  we haven't noticed so far.
  25. Like
    Grahame reacted to vbawol in ARMA 1.66 Update Issues   
    0.4 b669 available for download on experimental: https://github.com/EpochModTeam/Epoch/tree/experimental
     
    Workaround for playerRespawnTime always returning -1 when the player is killed, that also prevented player time to be revived. Thanks goes to @Ignatz-HeMan and @SPKcoding for the fix!
     
    Changes since 668:
    https://github.com/EpochModTeam/Epoch/commit/985660122957217d15533acc0fd127470fe63904
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