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Grahame

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  1. Like
    Grahame got a reaction from arc7r7 in New update   
    Whoever told you that is not being truthful. Weapon data in the bottom right was not showing up after upgrade of my server. I changed that setting back and my players are happier now. 
    This issue is definitely not an Epoch issue and could be easily fixed at that server's next restart!
  2. Like
    Grahame got a reaction from TheStainlessSteelRat in New update   
    Whoever told you that is not being truthful. Weapon data in the bottom right was not showing up after upgrade of my server. I changed that setting back and my players are happier now. 
    This issue is definitely not an Epoch issue and could be easily fixed at that server's next restart!
  3. Like
    Grahame reacted to vbawol in A3 1.60 Epoch 0.3.8 440   
    I am pushing to get 0.3.9 released this week with support for A3 1.60+. had some issues on my dev servers and steamcmd resulting in mod corruption. Got that sorted so I will be checking the logs and fixing what I can. You can check the progress on the experimental branch here: https://github.com/EpochModTeam/Epoch/tree/experimental
  4. Like
    Grahame got a reaction from zxbutchxz in Vehicles get damaged when spawning in   
    I have been going through Epoch's server code recently in order to resolve some issues and I just this morning noticed this line in EPOCH_load_vehicles.sqf"
    _immuneVehicleSpawn = [_serverSettingsConfig, "immuneVehicleSpawn", false] call EPOCH_fnc_returnConfigEntry; Now, in the loop spawning vehicles, there is this block:
    if (_immuneVehicleSpawn) then{ _vehicle allowDamage false; }; Then you get this at the end:
    // re-enable damage to vehicles after we wait if (_immuneVehicleSpawn) then{ _immuneVehicleSpawnTime = [_serverSettingsConfig, "immuneVehicleSpawnTime", 120] call EPOCH_fnc_returnConfigEntry; [_allVehicles,_immuneVehicleSpawnTime] spawn{ sleep (_this select 1); {_x allowDamage true} count (_this select 0); }; }; So what I'm thinking is that in EpochConfig.hpp I could have the following two lines perhaps:
    immunevehiclespawn = true; immunevehiclespawntime =120; And protect all vehicles on the server for two minutes after spawning them at server start? 
  5. Like
    Grahame got a reaction from Tarabas in Support for Ryan's Zombies and Demons   
    Hi Lord [VB]AWOL. I just noticed the following line in the 0.3.9 changelog and my heart lept with joy 
    [Added] (Optional) Support for Ryan's Zombies and Demons mod: http://steamcommunity.com/sharedfiles/filedetails/?id=501966277 with custom Epoch implementation. I was wondering whether you might have some time to fill us in on more details of the implementation - I'll be checking the code but probably won't get the chance to do so until tomorrow. If you need any help or have any questions then I've been using that mod for quite some time. I'd also be interested in experimenting with any scripts you may have for spawning and would certainly be willing to test them out on my production server.
    As you may know I use Civilian Occupation System to spawn the infected in order to get around the issue that Ryan's native spawners don't respawn, but I've also been looking at the scripts developed for another, unamed, survival sand box mod for new ideas...
  6. Like
    Grahame got a reaction from natoed in Sides/Groups ?   
    No problem. Let me know how you get on, and if I can help in anyway please let me know. Most of my free time is spent admin-ing my server and working on improvements but I do have some limited time and have been reading up both SQF and the Epoch server code in recent times.
    WAI is indeed working with two caveats. (1) The code is very old so don't think initially of trying to save mission vehicles and. (2) there is an intermittent bug that causes a mission to glitch on initialization. The error, seen in the RPT file as:
    4:55:17 Error in expression < { if (_x getVariable ["mission", nil] == _mission) then { if (alive _x) then > 4:55:17 Error position: <== _mission) then { if (alive _x) then > 4:55:17 Error Generic error in expression 4:55:17 File x\addons\WAI\compile\mission_winorfail.sqf, line 277 happens rarely but it does happen. The result is that the mission will never complete. Will resolve itself after restart. Will be looking into this. I'm also looking to port the missions (especially the Nuke mission - the main reason I have WAI) into Simple Epoch Missions. Don't think it will be too hard and that framework's code is more recent and seems cleaner, no offence intended to the WAI developers...
  7. Like
    Grahame got a reaction from natoed in Sides/Groups ?   
    Okay, thanks for the info, though the nuke explodes for me. PM me re: setup up of Zs. I need to update the tutorial. Happy to send you files and help you as I can
  8. Like
    Grahame got a reaction from arc7r7 in Vehicles get damaged when spawning in   
    Great news. I can confirm that this does God Mode vehicles for the time specified. I put a Beta-C mag of 5.56mm STANAG into a Hello Kitty VW (in a way I was hoping it wouldn't work)... In addition, if you unlock the vehicle before the timer has expired then the vehicle can at that point be damaged. I can see putting on a long timer and only taking off God Mode when a player is online and has got in the vehicle, maybe.
    For the moment I cannot definitely confirm that it would resolve the restart vehicle/wall problems, but don't see why not. Quite pleased with this actually 
  9. Like
    Grahame got a reaction from TheStainlessSteelRat in Vehicles get damaged when spawning in   
    Great news. I can confirm that this does God Mode vehicles for the time specified. I put a Beta-C mag of 5.56mm STANAG into a Hello Kitty VW (in a way I was hoping it wouldn't work)... In addition, if you unlock the vehicle before the timer has expired then the vehicle can at that point be damaged. I can see putting on a long timer and only taking off God Mode when a player is online and has got in the vehicle, maybe.
    For the moment I cannot definitely confirm that it would resolve the restart vehicle/wall problems, but don't see why not. Quite pleased with this actually 
  10. Like
    Grahame got a reaction from SWAT_BigBear in Support for Ryan's Zombies and Demons   
    Hi Lord [VB]AWOL. I just noticed the following line in the 0.3.9 changelog and my heart lept with joy 
    [Added] (Optional) Support for Ryan's Zombies and Demons mod: http://steamcommunity.com/sharedfiles/filedetails/?id=501966277 with custom Epoch implementation. I was wondering whether you might have some time to fill us in on more details of the implementation - I'll be checking the code but probably won't get the chance to do so until tomorrow. If you need any help or have any questions then I've been using that mod for quite some time. I'd also be interested in experimenting with any scripts you may have for spawning and would certainly be willing to test them out on my production server.
    As you may know I use Civilian Occupation System to spawn the infected in order to get around the issue that Ryan's native spawners don't respawn, but I've also been looking at the scripts developed for another, unamed, survival sand box mod for new ideas...
  11. Like
    Grahame reacted to rvg?! in DonkeyPunch Vehicle Ammo Salvage and Reload / cmSalvage modded   
    Try Halvs Vehicle Service Point.
  12. Like
    Grahame got a reaction from arc7r7 in Vehicles get damaged when spawning in   
    I have been going through Epoch's server code recently in order to resolve some issues and I just this morning noticed this line in EPOCH_load_vehicles.sqf"
    _immuneVehicleSpawn = [_serverSettingsConfig, "immuneVehicleSpawn", false] call EPOCH_fnc_returnConfigEntry; Now, in the loop spawning vehicles, there is this block:
    if (_immuneVehicleSpawn) then{ _vehicle allowDamage false; }; Then you get this at the end:
    // re-enable damage to vehicles after we wait if (_immuneVehicleSpawn) then{ _immuneVehicleSpawnTime = [_serverSettingsConfig, "immuneVehicleSpawnTime", 120] call EPOCH_fnc_returnConfigEntry; [_allVehicles,_immuneVehicleSpawnTime] spawn{ sleep (_this select 1); {_x allowDamage true} count (_this select 0); }; }; So what I'm thinking is that in EpochConfig.hpp I could have the following two lines perhaps:
    immunevehiclespawn = true; immunevehiclespawntime =120; And protect all vehicles on the server for two minutes after spawning them at server start? 
  13. Like
    Grahame got a reaction from Cedricolp in CUP Signature not match   
    Is it a mod ordering thing? I have no problems on my server - if so ordering of mods is weapons, units then vehicles. 
    Otherwise post server RPT in spoiler on here
    EDIT: my server too is download from CUP, users dl from Steam
  14. Like
    Grahame reacted to raymix in after crafting an item is put on wrong workbench   
    oh yeah, good point. Could be to do with the whole ATL ASL AGL and position of your base on terrain bullshit. Why don't we have a simple solution for 3D space position and period :D
  15. Like
    Grahame reacted to 82ndAB_Bravo17 in Vehicles get damaged when spawning in   
    We have noticed that vehicles can take a lot of damage when they spawn in, which over a couple or more restarts can cause them to be destroyed and seem to vanish. I had a fully repaired Hunter in a garage yesterday, and it became almost 75% destroyed in just one restart. When I checked it and  repaired it five minutes before the next restart it spawned in afterwards with about 25% damage.
    http://steamcommunity.com/sharedfiles/filedetails/?id=692598678
    I guess that this is caused when the vehicles move during their final placement in the world and collide with the objects that are already there.
    Perhaps a way to stop his would be for the vehicles to be spawned in fully repaired, and apply the correct damage only after they have settled into their final position - maybe a one or two second delay or something like that?
     
     
  16. Like
    Grahame got a reaction from natoed in Sides/Groups ?   
    There are only four sides in ARMA:
    west/BLUFOR - Epoch females
    east/OPFOR - Epoch males
    resistance/GUER - Epoch AI
    civilian/CIV -objects, animals, etc.
    Until Epoch players are standardised to a single side you can not have, e.g. AI uninfected fighting AI infected I'm afraid. I'm finally putting a request in to change this in the morning (when I'm sober). Hopefully we can have this in 0.4.
    I only spawn dynamic AI outside.of the towns where infected spawn to minimize the immersion problems when AI ignore infected. But if AI can fight infected in the future make sure that you do not have the infected be activated by AI otherwise your server performance will tank through the floor
    EDIT: on my server it doesn't work that badly though. I have WAI, BlackEagles and SEM (static and convoy) missions spawning away from towns, Epoch UAV spawned AI and dynamic A3EAI AI in remote/wilderness only. Only time that immersion could be lost is the UAV-initiated and roaming vehicle AI if you encounter them in an urban area.
    I'm happy that I got rid of safe zones too - hearing the traders get eaten as you run for your life adds zest to your day :)
    Side note: I'd originally thought that I could make use of ARMA's renegade setting but it doesn't seem to work for this from the description on the BI wiki.
  17. Like
    Grahame got a reaction from arc7r7 in Persistent mission vehicle spawn   
    I've been dealing with this too with SEM (whose mission vehicle code is recent enough to work, unlike WAI). Players do not have a problem spawning vehicles from the Black Market traders, nor do they have a problem with admin spawned vehicles from InfiStar. It seems to only be the mission vehicles that cannot be saved to the DB nor sold to the traders. This issue alone is the single biggest gripe reported to me. Before I made them "savable" the biggest gripe was why can't I have the vehicles from a mission - I've just killed 18 AI with X-ray vision and all I got is this cargo crate.
    The vehicle limit issue is another thorny issue with me. Fine, there can be performance issues, but if you clean the traders, use Halv's BM trader system (that does not save vehicles to the DB) and encourage players not to horde you can deal with it. In addition, it should be up to the server owner, not imposed by the mod!
    What would be good, as has been said in the past, would be the ability to specify a maximum number of vehicles in the DB and a spawn list as currently instituted. Server owners, depending on player/vehicle numbers could then play with those numbers to suit the performance needs of the server. I really should be a decision for us, not the mod itself, especially as we head into 0.4?
  18. Like
    Grahame got a reaction from arc7r7 in Sides/Groups ?   
    There are only four sides in ARMA:
    west/BLUFOR - Epoch females
    east/OPFOR - Epoch males
    resistance/GUER - Epoch AI
    civilian/CIV -objects, animals, etc.
    Until Epoch players are standardised to a single side you can not have, e.g. AI uninfected fighting AI infected I'm afraid. I'm finally putting a request in to change this in the morning (when I'm sober). Hopefully we can have this in 0.4.
    I only spawn dynamic AI outside.of the towns where infected spawn to minimize the immersion problems when AI ignore infected. But if AI can fight infected in the future make sure that you do not have the infected be activated by AI otherwise your server performance will tank through the floor
    EDIT: on my server it doesn't work that badly though. I have WAI, BlackEagles and SEM (static and convoy) missions spawning away from towns, Epoch UAV spawned AI and dynamic A3EAI AI in remote/wilderness only. Only time that immersion could be lost is the UAV-initiated and roaming vehicle AI if you encounter them in an urban area.
    I'm happy that I got rid of safe zones too - hearing the traders get eaten as you run for your life adds zest to your day :)
    Side note: I'd originally thought that I could make use of ARMA's renegade setting but it doesn't seem to work for this from the description on the BI wiki.
  19. Like
    Grahame reacted to mgm in Taxi & Bus | Transport for Arma   
    ...so called a Taxi, got the radio message "Your taxi has arrived - please get in!"
    as expected...
    but after checking all sides of  building twice, no taxi??
     
    then this...
     
    I guess it's time to add a "nearest building must be >=50  m condition for spawn points"  


  20. Like
    Grahame reacted to He-Man in Is loot spawning working as supposed to?   
    Here a small explanation:
    This following runs every 10 seconds:
    _playerPos = getPosATL vehicle player; _distanceTraveled = EPOCH_lastPlayerPos distance _playerPos; if (_distanceTraveled > 10 && _distanceTraveled < 200) then { So if you run more then 10m and less then 200 meter in 10 seconds, the script goes on...
    _lootDist = 30 + _distanceTraveled; The Loot distance is 30m + the traveled distance away from you.
    _lootLoc = player getRelPos [_lootDist, (random [-180,0,180])]; And this is the important line. The Loot location is in a random direction (-180° to +180°)
     
    Before the changes it was:
    _playerPos = getPosATL vehicle player; _distanceTraveled = EPOCH_lastPlayerPos distance _playerPos; if (_distanceTraveled > 10 && _distanceTraveled < 200) then { _travelDir = [EPOCH_lastPlayerPos, _playerPos] call BIS_fnc_dirTo; _lootDist = 30 + _distanceTraveled; _xPos = (_playerPos select 0) + (_lootDist * sin(_travelDir)); _yPos = (_playerPos select 1) + (_lootDist * cos(_travelDir)); _lootLoc = [_xPos, _yPos, 0]; _objects = nearestObjects[_lootLoc, ['building'], 40]; You can see, that the loot location was always in your traveling direction.
    So KPABATOK, the loot distance is always between 40m (10+30) and 230m (200+30).
  21. Like
    Grahame reacted to He-Man in Helicopter Parachute Supply Drop   
    Changelogs to 0.3.8:
    [Info] Some AI Scripts Mods may not work with disableRemoteSensors enabled. You can disable with "disableRemoteSensors = false;" in CfgEpochClient. Could have to do with this?!
  22. Like
    Grahame reacted to mgm in ePOCH REDIS   
    Yes, it is possible - just like watching TV is possible instead of having lunch in the same time frame - these are not connected however.
    If the hidden question is "Can I use phpMyAdmin software as a replacement to reddis database server?"  the answer would be no. First of all phpMyAdmin is a web interface and not a database server. Well you don't need second of all at this stage...
  23. Like
    Grahame got a reaction from TheStainlessSteelRat in Is loot spawning working as supposed to?   
    I agree. The previous loot system worked really well. Right now we have, unfortunately, taken a step backwards IMO
  24. Like
    Grahame got a reaction from waynewr in EpochZ: Black Tide   
    "Survivor groups in increasing numbers are organizing, arming and creating bases of operations in order to combat the infected. Support for their efforts is being provided from FOB Nelson. Be aware that limited quantities of anti-virus were delivered to the island but renegades reached the drop zone before friendly forces. All survivors are encouraged to do whatever is necessary to recover these supplies for themselves"
    Just summarizing some of the small incremental changes on the server:
    Ryan's Zombies now have a chance of infecting players when they hit. Anti-virus pills (10 mins) or injectors (permanent, until next infected) can be found in hospitals and research buildings, MedEvac crash site and Medical Supply Convoy missions.
    Halv's Repair & Rearming Script expanded to provide these services for aircraft, both rotary and fast jet, at the hardened hangers at the AAC, International Airport and Molos airfield.
    Fixed Civilian Occupation System's event handler so that the infected behave more aggressively towards the players. Also switched to the slightly faster walking zombies to increase the challenge, but reduced their numbers ever so slightly.
    Vehicle Thermal Sights are now operational, when equipped (thanks to @arc7r7 and Lord @vbawol. (And thanks to @mgmfor educating us as to the correct form of address for our Lord and Master )
    Missile lock available for launchers. You will need to remap Epoch's Trade key 'T' to an unused ARMA key like 'Y' or 'J' and then 'T' will lock missile launchers as per standard ARMA.
    Added more HALO/ground spawn points around the island.
    Players can now set whether to use Standard or Advanced Flight Model in their ARMA configuration.
    Finally, just wanted to let the lawyers folks know that we're trade-marking the following expressions for EpochZ:
    "There are NO safe zones, it's a bloody Zombie Apocalypse!",
    "Don't be a Douche!" and,
    "Sorry! I thought you were an AI!"
  25. Like
    Grahame reacted to He-Man in Missile Warning System   
    Epoch sets enablesentences to false by default.
    If you set it true, and Epoch set it false after that, it is false.
    So just wait some seconds to set it after epoch:
    [] spawn{
    uisleep 30;
    enableSentences true;
    };
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