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Grahame

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  1. Like
    Grahame got a reaction from Ghostrider-GRG in winGrep replacement   
    @Ghostrider-DbD- Funnily enough I just downloaded grepwin. Seems to work well so far (used it to search for playableunits() calls in all the addons I have so I could replace them):
    http://stefanstools.sourceforge.net/grepWin.html
  2. Like
    Grahame got a reaction from Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    @Ghostrider-DbD-. Can confirm that the new build is working well with ARMA 1.66 and Epoch 0.4 build 669
  3. 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.
  4. Like
    Grahame reacted to icomrade in Arma 2: DayZ Epoch 1.0.6   
    The server package was rebuilt with fixes for 2 priority issues, the current server build is 1.0.6C:  http://epochmod.com/a2dayzepoch.php
     
  5. Like
    Grahame got a reaction from Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    UPDATE: @Ghostrider-DbD- and @viper179 can confirm that that fixes mission completion.
  6. Like
    Grahame got a reaction from Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I confirmed the fix. And no worries mate, an ARMA update tires us all out. Can't remember the last smooth one
    PS: My players are loving the mission system!!!
  7. Like
    Grahame reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    No worries. I feel the same. I appreciate all the advice you have offered over the last several years.
  8. Like
    Grahame reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I am guessing that is the issue. I was tired when I looked at the scripts last night. Posting a fix to github now.
  9. Like
    Grahame got a reaction from Sp4rkY in ARMA 1.66 Update Issues   
    Crafting menu comes up on my updated server no problems btw.
    Thanks guys for all the hard work. Much appreciate by us all!!!
  10. Like
    Grahame got a reaction from Hux in Multiple AI factions   
    Hi All,
       I rationalized the siding of players to purely use BLUFOR on my primary server and things seem to work well. I thought I would provide the details here in case anyone else was interested in freeing OPFOR for another AI faction (on EpochZ: Black Tide this change allows the infected to attack and eat the roaming, dynamic and mission AI).
    The changes themselves are fairly easy.
    epoch_server.PBO
    In compile/epoch_player/EPOCH_server_loadPlayer.sqf:
    Change line 65 from
    _class = "Epoch_Male_F";
    to
    // _class = "Epoch_Male_F";
    In init/server_init.sqf:
    Change lines 94 and 95 from
    EAST setFriend[WEST, 1]; WEST setFriend[EAST, 1];
    to
    WEST setFriend [EAST, 0]; EAST setFriend [WEST, 0];
    Now, these changes alone will make all players BLUFOR (females) and free OPFOR and RESISTANCE for use by two AI factions. There are, of course issues. The first is that all players are now female by default and will remain so until the siding is possibly removed from the CfgVehicles.hpp definition for EPOCH_Female_F and EPOCH_Male_F.
    The changes do work well if you have Haljv's Black Market traders and Initial Gear and HALO Spawn scripts. The reason for that is both force uniforms on your character so you can select any uniform and as soon as you have you will regain your ARMA profile "face".
    If you are allowing players to use any uniforms with these scripts then you can prevent them being deleted at respawn, restart or revive by making the following changes (also in the epoch_server.PBO).
    In compile/epoch_player/EPOCH_server_loadPlayer.sqf:
    Change line 181 from
    _newPlyr addUniform _uniform;
    to
    _newPlyr forceAddUniform _uniform;
    In compile/epoch_player/EPOCH_server_revivePlayer.sqf:
    Change line 162 from
    _newPlyr addUniform _uniform;
    to
    _newPlyr forceAddUniform _uniform;
    Hope this helps,
    Cheers,
    Grahame.
     
  11. Like
    Grahame reacted to RC_Robio in ARMA 1.66 Update Issues   
    @Grahame Thats sucks. Usually why I use dedicated only because of limitations of hosts. Have you tried submitting a ticket?
  12. Like
    Grahame got a reaction from RC_Robio in ARMA 1.66 Update Issues   
    @RC_Robio, thankfully Host Havoc have added a backout to 1.64 button in TCAdmin already, so I'm good. If I could afford a dedi I would in a heartbeat especially since the Black Tide server needs it to live to it's full potential (pushing the barriers of hosted atm)... One day, I really hope
    Backing out now anyway
  13. Like
    Grahame reacted to icomrade in Arma 2: DayZ Epoch 1.0.6   
    Hello all,
    We are pleased to announce the release of ArmA 2 DayZ Epoch 1.0.6, available for download at: http://epochmod.com/a2dayzepoch.php
    This release introduces the integration of some of the most common Epoch community modifications from prior epoch release, DayZ Mod 1.8.8, and a new group system that persists in the database.  Most of the highlights can be found in the change log below, which is fairly comprehensive, but by no means exhaustive.
    Please note that community addons/expansions for previous Epoch release WILL NOT work on Epoch 1.0.6, be sure to review the change log for which mods are now included. In addition, the loot table format has completely changed, you must base your loot table modifications on the new format, which can be found by evaluating the stock loot tables: https://github.com/EpochModTeam/DayZ-Epoch/tree/Release_1.0.6/SQF/dayz_code/Configs/CfgLoot
    1.0.5.1 and older Single Currency scripts are NOT compatible with 1.0.6, there is no included single currency script in this release. However, because we are so wonderful, we have chosen to integrate single currency saving to the DB, so a third-party HiveEXT is not necessary and the SQF is all that needs to be written/updated.
     
  14. Like
    Grahame reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    @Grahame,
     
    Have my new computer running and am @90% of having all the software bits going.
    I updated the github to Build 16. Let me know if the changes correct the issues and if you see anything else wrong. The .RPT file looked clean when I ran it just now.
    I will set up a config for the time acceleration over the weekend and address your comments regarding appropriate treatment of sunOrMoon. All this adds to Epoch is a parameter to fiddle with time acceleration during the dusk/dawn hours. I will add a variable to disable it altogether as well.
  15. Like
    Grahame reacted to Zupa in [Server Addon] ZCP - Zupa's Capture Points 2.0 Updated for Epoch 0.3   
    i need to convert the ExileMod one to Epoch mod. 
    It has alot of extra functionality and huge optimalisation for performance : )
     
  16. Like
    Grahame reacted to icomrade in Epoch 1.0.6   
    Yes. @ebaydayz and I have settled on November 30th 2016 as a definitive release date.
     
    Please download and test if you are able to. Instructions may be found here: https://github.com/EpochModTeam/DayZ-Epoch/tree/master/Test Build
  17. Like
    Grahame got a reaction from Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    And the latest version is really good (as was your reboot initially of the system). Bear in mind @He-Man I am reporting things on the version that was just released... not an old script found on the forum!
    I'm looking at making some fixes on Haljv's Black Market Traders, Wicked AI and SEM atm, which hopefully will be provided back to the community next week too
  18. Like
    Grahame reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I"ve been updating this steadily for the past year and welcome any input into how to make it even better. He-man you always have good insights and I am open to anything you suggest.
  19. Like
    Grahame got a reaction from vbawol in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    And the latest version is really good (as was your reboot initially of the system). Bear in mind @He-Man I am reporting things on the version that was just released... not an old script found on the forum!
    I'm looking at making some fixes on Haljv's Black Market Traders, Wicked AI and SEM atm, which hopefully will be provided back to the community next week too
  20. Like
    Grahame reacted to vbawol in Future of Arma 3: Epoch Mod   
    Creation of Arma 3: Epoch Mod started on December 15th 2013, and while community support has had its ups and downs along with the contest it did encourage us to spend more time working on the project. Epoch was a top 10 finalist in the MANW total conversion category and won the popular community vote and that I am very grateful for.
    Epoch Development Team are all volunteers and have each put in hundreds if not thousands of unpaid hours into helping create and release Epoch Mod for everyone to enjoy. Making game ready Arma assets, game modes etc. is not easy and can be very time-consuming. Special thanks go to all those that have supported us throughout our development! Epoch Mod would not exist without you! 
    Plans for next year include working with the community to further refine the MP survival framework and adding more support for singleplayer editor based missions and scenarios. The 1.0 update will bring a massive release of all remaining asset sources under APL-SA, and will be considered in the hands of the community to fork and develop as they choose. 
    Happy Holidays and New Year! Cheers to the pursuit of the next big thing!
    Source: https://arma3.com/news/report-in-marek-spanel-ceo
  21. Like
    Grahame reacted to serjsar in Ace mod and Epoch   
    Hi!
    Why not make support for the ACE mod ? this is a great mod with a good medical system, etc
  22. Like
    Grahame got a reaction from Ghostrider-GRG in Rate of Hunger Decay   
    Hi @Ghostrider-DbD-, not sure whether you sorted this yourself (sure you did) but for others, the rate of hunger/thirst decay seems to be set in this line:
    _baseHTLoss = ["CfgEpochClient", "baseHTLoss", 8] call EPOCH_fnc_returnConfigEntryV2;
    in <mission file>/epoch_code/compile/setup/masterLoop/init.sqf. Many other decay and other variables together with their CfgEpochClient overrides are there too.
  23. Like
    Grahame reacted to Ghostrider-GRG in New GUI   
    I wanted to pass on the very positive initial feedback on the new player GUI. Thank you for your continued hard work on developing the mod.
  24. Like
    Grahame reacted to He-Man in [FIXED] Player Bodies despawning early   
    It is caused by the new crypto variable on dead players. Infistar is deleting the bodys, because this variable was only valid for the cell phones. Chris already knows this. The Next Infistar update should fix this
  25. Like
    Grahame got a reaction from Davinel17 in Seriously, we need ACE compatibilty with Epoch ;)   
    So, I just noticed this in my RPT file guys. I knew CUP had added fast-rope support for ACE but I hadn't realized that they had gone so far:
    8:03:10 Updating base class LandVehicle->, by CUP\Vehicles\CUP_Vehicles_Fastrope\config.bin/CfgVehicles/Motorcycle/ Come on @vbawol let us fast rope from helicopters on a motorbike... PLEASE!!!!
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