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Grahame got a reaction from klinGiii in This is why I f****** HATE Steam
Thank you very much. Iooked at all of the manual downloads and none were updated at the time. Cheers again
EDIT: Even with that my s*** Internet at work says it'll be 10 hours to d/l... Guess the server will be down until I get home...
Brings up another thought though... I've resisted adding non-Steam mods with the risk of not having players onboard... think I might rethink that - been holding off on Burnes Armoury's gear and Hellenic Forces Mod since they're not on Steam... Need to educate my players on manual d/ls. Especially with the impending second, EpochZ: Australia release
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Grahame reacted to vbawol in Epoch 0.3.9 Release Changelog
bump, released 0.3.9!
Steam workshop is updated: http://steamcommunity.com/sharedfiles/filedetails/?id=421839251
Other downloads will be updated soon.
Server Files here: https://github.com/EpochModTeam/Epoch/releases
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Grahame reacted to KPABATOK in Glitched Safes
safes should vanish by themselves after 7days of no use anyway. Unless it changed in this patch. It takes a few mags of Navid to destroy them, do not remember how many exactly, I tested it but forgot the number :D
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Grahame reacted to Sp4rkY in ESVP - Extended Safezones with Vehicle Protection
updated to v0.443
* [fixed] issue with chopping trees after leaving a safezone (thx to ReDBaroN for noticing this bug)
* [added] (optional) prohibit players to chop trees while in safezones (EPOCH_fnc_playerFired.sqf / check instructions in README.md)
* [added] (optional) using chainsaws or sledgehammers in safezones will have no result (EPOCH_fnc_playerFired.sqf / check instructions in README.md)
* [updated] BattlEye Filters
cheers
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Grahame reacted to axeman in Zombies
Yes, I said the Z word, what we've all been waiting for, including me :)
With Ryan's blessing we are officially supporting his excellent Zombies and Demons mod. This will be a plug in, if Zombies and Demons is installed (server and client) the Epoch additions will automatically kick in and provide a unique support.
This has been started in Experimental.
Currently it requires a few tweaks to the built in code to be able to merge the two mods, in short we are creating an 'Epoch Ryan's Zombie', amongst other surprises.
What this thread is for is as a place to request features for the zombies. How will our recently deceased think and react, what skills will they have etc. ? That said, the thread is open to all opinions and thoughts. What do you want to see ?
We have a raft of ideas and have been testing some unique ideas. We're currently basing the 'zombie brain' on the sapper code, in that he / she can think for itself, can smell the target and has some base emotions that drives its behaviour.
To cover some of the already built in behaviour we have :
Attack: pretty self explanatory, it will attack when in range. Hide: if Attacked or shot near, fear will build up to a point where the few remaining brain cells sends our antagonist to a safe spot, for later.. Stalk: if you've been snuck up on by a Sapper this is why. They can gauge your average direction and aim for your blind spot. My personal favourite. Loiter: Sappers wander a bit in the same area, am thinking this could translate to a static behaviour where the life challenged hibernate and wait for input. Groan : pretty random to be honest. Smell: using wind direction, there is some weighting done on how aware the antagonist is of its target. Fear: being aware of groups of armed players, being shot (or shot at) increases fear . Anger: just seeing the happy survivors going about their life angers our antagonist, shooting at them just upsets them more. There is more emergent AI behaviour being worked on for a future release.
Ultimately, we want to honour Ryan's work and keep the existing behaviour and enhance / emulate it for Epoch, they are great Zombies after all.
Thoughts anyone ?
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Grahame reacted to Sp4rkY in ESVP - Extended Safezones with Vehicle Protection
These entrys shouldn´t related to ESVP.
But for going sure u simply could take ESVP out and check again if these messages will shown.
What are u running at your testserver, stable branch 1.60 & stable Epoch 0.38 or any Dev/Experimental build?
And which additional scripts are installed, perhaps this could be a useful information.
I will try to reproduce your described bug now.
EDIT:
Yes, the bug is true.
I hope i can figure out a fast solution. I will keep you informed.
EDIT2:
Figured out the reason, working on a fix now...
cheers
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Grahame reacted to Sp4rkY in ESVP - Extended Safezones with Vehicle Protection
updated to v0.436
[added] option to unlock vehicles after teleport (serverside settings.h)
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Grahame reacted to joethepro121 in Server Ip
Im new here i only just got the mod and i am keen to start playing but not sure what the server ip is can anyone tell me.
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Grahame got a reaction from Sp4rkY in ESVP - Extended Safezones with Vehicle Protection
This works great. Thanks very much!
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Grahame reacted to Sp4rkY in ESVP - Extended Safezones with Vehicle Protection
Title: SPK_ESVP
Author: Sp4rkY (Github)
Description: Extended Safezones with Vehicle Protection for Arma 3 Epoch
Version: 0.9
Required: Arma 3 1.66+ / Epoch 0.4+
Credits: IT07 (Thx for many brain) (Github)
|V.I.P.| CH!LL3R (Thx for thoughts & testing!)
DOWNLOAD & INSTALL INSTRUCTIONS:
>>> >> > CLICK ME < << <<<
Edit by EpochMod - 2019-11-08:
There came some issues up with the Arma 1.96 update.
Unfortunately @Sp4rkY currently seems to be not active here, so we have added a pull request for his GitHub files.
So if you want to use this addon, check / add this changes:
https://github.com/SPKcoding/A3_Epoch_ESVP/pull/2/files
FEATURES:
* Fully customizable
* Works with all maps
* Works for players and vehicles
* No more `"ProtectionZone_Invisible_F"` is needed (usually found in map config in a3_epoch_server_settings.pbo)
* Fired bullets will automatically be deleted in safezones
* (optional) Teleport players out of safezones after restart
* (optional) Teleport players away from the parking place (if used) after restart
* Protection from idiots trying to drive over other players (including traders)
* Check vehicle ownership of bought vehicles
* (optional) Teleport vehicles out of safezones at server restart to:
- (optional) a given distance from the respective safezone
- (optional) a static parking place (you can use your own map addition and define as many parking lots you want)
* (optional) Restricted vehicle´s access in safezones (only the owner(s) can enter the vehicle)
* (optional) Restricted vehicle´s gear-access in safezones (only the owner(s) can access the vehicle´s inventory)
* (optional) Protection for lifted vehicle´s
- If using this feature, there will be also a check for the owner, so stealing is not possible
* (optional) Unlock teleported vehicles
* 2 ways of info messages (depends on if vehicle protection is used or not)
* (optional) Vehicle Access Menu:
- "Refresh" button to update the player-list while menu is open
- "Registered" listing to see which players are added to your vehicle
- "Clear" button to remove the added players
* (optional) restrict access to driver seat for primary vehicle owner
* slingload check for bought vehicles (you can not steal cars or ships)
* (optional) info messages for prohibited lifting
* (optional) Prevent spawning of antagonists (UAV, Sappers, Snakes, Cultists) in safezones
* (optional) Allow/disallow to chop/sledge/chainsaw anything in safezones
* (optional) Feature to set map markers directly from this script (no need to define them anywhere else)
* If using the "vehicle teleporting WITHOUT Parking Place" - function:
- the vehicles get teleported to a random position within the given radius out of the safezones
* If using the "vehicle teleporting WITH Parking Place" - function, it will works like this:
- server restarts, vehicles in safezones will be teleported to a parking place
- vehicles which are present at the parking place are getting teleported to a random location on the map, new vehicles (in safezones) are ported to the parking place
* If the respective safezone contains water, ships are treated like this:
- if ships are located at water surface, they gets teleported close to the safezone´s shore at given radius
- if ships are located at terrain surface because of lifting or simliar, they gets ported random at the maps shore
* If not using "vehicle teleporting" - function, remaining vehicles in safezones are indestructible after restart
* Debug option for better determine errors (client & server)
Enjoy this stuff and have fun!
cheers
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Grahame reacted to He-Man in Disappearing Mags on login / revive fix
Hi,
everybody of you know the problem with disappearing mags out of current weapon on login (only with 6,5mm weapons, especially GL-Weapons) and revive (every weapon).
Now I took some time to search for the Problem and I found it.
I also found some other things, that I was able to tune.
Let's begin with EPOCH_server_loadplayer.sqf:
If count _weaponsAndItems is >= 2, it can be 2. But then, _equipped can not be _weaponsaAndItems select 2!
So it must be "if (count _weaponsAndItems >= 3)"
_weaponsAndItems select 1 is defined in EPOCH_server_savePlayer.sqf as "weaponsItems _player".
If the Player have a GL Weapon within a normal mag AND rnd Greande Shell, "weaponsItems _player" gives an array of: ['attach1','attach2','attach3',[magazine1],[magazine2],'bipod'].
Because there can come 2 arrays of mags, it must be: "_wMagsarray PUSHBACK _x"
In this Part, you can trim the code a bit. There is no need for running "if (_wMags) then ..." in IF and in ELSE. So just move it before the if/else.
The second part is, because we made an array of more then one mag in _wMagsArray, we have to load it as follows:
if (_wMags) then {
{
_newPlyr addMagazine _x;
} foreach _wMagsArray;
};
Now we come to EPOCH_server_revivePlayer.sqf:
Because the load player script and the revive player script are very similar, a have assumed the _fnc_addItemToX from the load player script to the top of the revive player script
Everybody knows, that often the revived Player have another weapon, as before he died. That is because the script is looking for all nearestObjects WeaponHolderSimulated from near to far and the last Weaponholder overwrite the first.
The solution is reversing the array of weaponholders.
In this part we also can fix the problem, that weapons can be duped by reviving. We delete the weponholders with our primary and secondary weapon instant.
Here the "old" code:
and here the new:
Next the same as in load player:
"if (count _weapons >= 3) then {..."
And for loading the Inventory I have taken the same codes as in load player.
It is already tested and working for us.
Here the complete files:
Epoch_server_loadPlayer.sqf:
https://www.dropbox.com/s/yaepsos0b11x5m4/EPOCH_server_loadPlayer.sqf?dl=0
EPOCH_server_revivePlayer.sqf:
https://www.dropbox.com/s/vb8ayuwlc2x0fb4/EPOCH_server_revivePlayer.sqf?dl=0
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Grahame reacted to vbawol in Disappearing Mags on login / revive fix
Thanks He-Man! Got this added to 0.3.9
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Grahame reacted to ReDBaroN in ESVP - Extended Safezones with Vehicle Protection
Nothing bad dude, our twins were born at 4am yesterday :) Now have 3 kids....I must be mad... :D
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Grahame reacted to Ghostrider-GRG in New Server Settings in 1.60
There are a few new settings being rolled out that give greater control over kicking players with connection issues:
https://forums.bistudio.com/topic/160288-arma-3-stable-server-160-performance-binary-feedback/page-74
These are listed below. If not specified, the default settings are used as shown below:
disconnectTimeout=5;
maxPing=500;
maxDesync=95;
maxPacketLoss=95;
Correction: these should be added to the server.cfg. This might be something worth adding to server-example.cfg, I believe, with future releases.
EDIT: For documentation see page 76 of the thread above and look for dwarden's post at the bottom of that page.
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Grahame reacted to Tarabas in A3 1.60 Epoch 0.3.8 440
Thank you Grahame... works fine now again.
Finally we can choose in which channel you can only write or speak too .
For remember:
0 = Global
1 = Side
2 = Command
3 = Group
4 = Vehicle
5 = Direct
6-15 = Custom Radio
Mine:
disableChannels[]={{0,false,true},{1,false,true},{2,true,true},{6,true,false}};
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Grahame got a reaction from KPABATOK in New update
LOL, agree completely on the new colours and textures (the sea is so much better), and the limping but I do think you are underestimating the time time for DayZ:SA to get to beta
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Grahame got a reaction from zxbutchxz in A3 1.60 Epoch 0.3.8 440
Didn't see anyone respond to this, but BIS have changed the syntax for channel permissioning, as per:
disableChannels[] = {channelID<number>, channelID<number>...}; // old syntax Example: disableChannels[] = {0,1,2}; disableChannels[] = {{channelID<number>, disableChat<bool>, disableVoice<bool>},{channelID<number>, disableChat<bool>, disableVoice<bool>},...}; // new syntax Example: disableChannels[]={{0,true,true},{1,true,false}...};
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Grahame got a reaction from Tarabas in A3 1.60 Epoch 0.3.8 440
Didn't see anyone respond to this, but BIS have changed the syntax for channel permissioning, as per:
disableChannels[] = {channelID<number>, channelID<number>...}; // old syntax Example: disableChannels[] = {0,1,2}; disableChannels[] = {{channelID<number>, disableChat<bool>, disableVoice<bool>},{channelID<number>, disableChat<bool>, disableVoice<bool>},...}; // new syntax Example: disableChannels[]={{0,true,true},{1,true,false}...};