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Grahame

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  1. Like
    Grahame got a reaction from ReDBaroN in mission.sqm convertation   
    And one advantage of EDEN, apart from it being a pretty good mission editor, is that those items in M3Editor that could not be rotated (for example razorwire) now can be (with Shift-Mouse Button 1). The mission file also seems cleaner though that's a minor thing.
  2. Like
    Grahame reacted to vbawol in mission.sqm convertation   
    Hi ReDBaron, The main advantage is that you can edit the mission file with Arma 3's EDEN editor now and even use the binarization option.
  3. Like
    Grahame reacted to arc7r7 in Uniform Compatibility   
    Does anyone know if its possible now with 0.3.8 to change the uniform configs so all uniform's can be worn now and used, like CUPs and Tryks uniforms.
  4. Like
    Grahame got a reaction from vbawol in CUP vehicles not spawning   
    Thanks as always VBAWOL, I had not actually noticed that <facepalm>. I'll fix up my server asap since I have my own custom CUP spawns.
    Side note: really appreciate all the work you and the others have and are putting into Epoch - I might have removed standard adversaries to just use custom AI and Zombies but those changes wouldn't work without Epoch at the core!!!
  5. Like
    Grahame reacted to vbawol in CUP vehicles not spawning   
    The vehicle configs have moved here: https://github.com/EpochModTeam/Epoch/blob/master/Sources/epoch_server_settings/config.cpp#L65-L200 the previous allowedVehiclesList in the EpochConfig,hpp can be removed.
  6. Like
    Grahame reacted to HarryNutz in Stairs, Shelves, Walls & Windows (2 Requests)   
    Yea but the cardboard walls make it too easy to shot through and killed. A concrete option would at least protect your body.
  7. Like
    Grahame reacted to umfufu in EpochZ: Black Tide   
    Yes as a matter of fact i did the same due to the fact the old 2d editor was going to be depreacated and different notation of 3d eden
            class Item104
            {
                dataType="Logic";
                class PositionInfo
                {
                    position[]={17519.039,15.683965,13059.484};
                };
                name="SERVER";
                init="null=[] execVM ""cos\cosInit.sqf"";";
                id=205;
                type="Logic";
            };
     init="if (isServer) then { null=[] execVM ""cos\cosInit.sqf""; }";    will do due the if - isserver
    ( darn we can run of again with some brittle and/or spiderZs on our tail )
    Thx for the help
     
     
     
  8. Like
    Grahame reacted to Tech_Support in problem with execvm   
    Why does 90% of the mods/addons have it in the install guide to add a execVM line to the init.sqf ?
    i have many mods on my arma2 epoch server with execVM lines in the init.sqf
     
  9. Like
    Grahame got a reaction from ReDBaroN in Earplugs Script   
    Works for me with this at the bottom of my mission init.sqf:
    //////////////////////////////////////////////////////////////////////////
    //cmEARPLUGS CODE START
    call compile preProcessFileLineNumbers "cmEarplugs\config.sqf";
    [] execVM "earplugsfix.sqf";
    //cmEARPLUGS CODE END
    //////////////////////////////////////////////////////////////////////////
    If it matters I use InfiStar now so I don't know whether that would make a difference but auto inserting and removing are working on my server
  10. Like
    Grahame got a reaction from Brian Soanes in Earplugs Script   
    Works for me with this at the bottom of my mission init.sqf:
    //////////////////////////////////////////////////////////////////////////
    //cmEARPLUGS CODE START
    call compile preProcessFileLineNumbers "cmEarplugs\config.sqf";
    [] execVM "earplugsfix.sqf";
    //cmEARPLUGS CODE END
    //////////////////////////////////////////////////////////////////////////
    If it matters I use InfiStar now so I don't know whether that would make a difference but auto inserting and removing are working on my server
  11. Like
    Grahame reacted to Brian Soanes in Earplugs Script   
    Ok here's how to fix

    Create a new file in your mission root called earplugsfix.sqf and copy in this content http://pastebin.com/PC9FS2DJ
    In your init.sqf (if you don't have one make a file called init.sqf in your mission root) paste this
     
    if(isServer)then {} execVM "earplugsfix.sqf"; Repack mission file
  12. Like
    Grahame reacted to eedijs in Jammer limit display   
    It would be nice if we could see somewhere the current jammer's limit (e.g. 249/250). Simple, but really useful as we could plan what we can or cannot build instead of building and then rebuilding because we reached the limit and can't finish it.
  13. Like
    Grahame reacted to 82ndAB_Bravo17 in Knowing which building part is selected   
    Sometimes it is difficult to know which building part you have actually selected when wanting to remove one. It would be great if a picture or text could be shown to indicate whether you have selected a floor or a wall etc so you don't accidentally remove the wrong piece, just as it is for when you are upgrading.
  14. Like
    Grahame reacted to Chainsaw Squirrel in [How To] Create a bridge between Chernarus and Skylist   
    Use Eden Editor .. works so much better than previously, and its very easy .. you do need one plug in for eden to make it export to files to sqf, called e3den  .. and a3_custom to place the map edits in .. see this post for a3_custom 

     
  15. Like
    Grahame reacted to Ghostrider-GRG in New mission pbo structure for 0.3.8.0   
    I downloaded Epoch Experimental today and was impressed by the extent to which the mission.pbo has been reorganized. Thank you to all the Devs for paving the way to a more easily modified set of configuration files and code. Despite the larger mission file this change is welcome.
     
  16. Like
    Grahame got a reaction from juandayz in [TUTORIAL] Putting the Z in EpochZ   
    Hi All,
    Since there seem to be quite a few people who seem to be interested in zombies for Epoch, I thought I'd provide a small tutorial based on my experiences setting up the Ryan's Zombies & Demons mod for my server. I'd like to acknowledge posts by Knives (on configuring Epoch) and synnr (for configuration of the Civilian Occupation System for spawning zombies) on the Ryan's Z&D thread on BIS' forums.
    Note: This tutorial assumes that you have basic administration experience on a dedicated Epoch server, you are comfortable modifying PBO sources and editing mission files and have an understanding of coding in the Arma 3/Epoch environment.
    Installing the mod
    The first thing to do is, of course, to install the Zombies & Demons mod. For your client you can simply subscribe to the mod on Steam or install it via one of the many Arma 3 launchers. For the server I downloaded the mod from Dropbox (the link is on the first page of the thread on the BIS forums and changes with each release) and FTPed the @Ryanszombies folder to my Arma root folder on my dedicated server.
    Copy the bikey found as RyanD.bikey in the @Ryanszombies/Keys folder to the Keys folder in your Arma 3 root folder.
    You now need to add the mod to the start up parameters for Arma 3 on your server as below:
     
    @Epoch;@allinarmaterrainpack;@EpochHive;@Ryanzombies;   There are changes to be made to the mission PBO, so you'll need to download that from your server's MPMissions folder and open it using a PBO manager such as Eliteness or PBO Manager. Go into the mission folder and you'll see a number of files, the only one of interest for this process being mission.sqm. To easily edit mission.sqm you'll want to use a code editor such as Notepad++.
    The first change to mission.sqm is to add "ryanzombies","ryanzombiesfunctions" to the addOns[] list.
    Now to configure BattlEye
    Add the following line to setpos.txt:
     
    1 "" !="RyanZombieC_man_1mediumOpfor" !="RyanZombieC_man_polo_1_FmediumOpfor" !="RyanZombieC_man_polo_2_FmediumOpfor" !="RyanZombieC_man_polo_4_FmediumOpfor" !="RyanZombieC_man_polo_5_FmediumOpfor" !="RyanZombieC_man_polo_6_FmediumOpfor" !="RyanZombieC_man_p_fugitive_FmediumOpfor" !="RyanZombieC_man_w_worker_FmediumOpfor" !="RyanZombieC_scientist_FmediumOpfor" !="RyanZombieC_man_hunter_1_FmediumOpfor" !="RyanZombieC_man_pilot_FmediumOpfor" !="RyanZombieC_journalist_FmediumOpfor" !="RyanZombieC_OrestesmediumOpfor" !="RyanZombieC_NikosmediumOpfor"   Add the following to the end of the first line in createvehicle.txt:
     
    !="RyanZombieC_man_1mediumOpfor" !="RyanZombieC_man_polo_1_FmediumOpfor" !="RyanZombieC_man_polo_2_FmediumOpfor" !="RyanZombieC_man_polo_4_FmediumOpfor" !="RyanZombieC_man_polo_5_FmediumOpfor" !="RyanZombieC_man_polo_6_FmediumOpfor" !="RyanZombieC_man_p_fugitive_FmediumOpfor" !="RyanZombieC_man_w_worker_FmediumOpfor" !="RyanZombieC_scientist_FmediumOpfor" !="RyanZombieC_man_hunter_1_FmediumOpfor" !="RyanZombieC_man_pilot_FmediumOpfor" !="RyanZombieC_journalist_FmediumOpfor" !="RyanZombieC_OrestesmediumOpfor" !="RyanZombieC_NikosmediumOpfor" !="RyanZombieC_man_1medium" !="RyanZombieC_man_polo_1_Fmedium" !="RyanZombieC_man_polo_2_Fmedium" !="RyanZombieC_man_polo_4_Fmedium" !="RyanZombieC_man_polo_5_Fmedium" !="RyanZombieC_man_polo_6_Fmedium" !="RyanZombieC_man_p_fugitive_Fmedium" !="RyanZombieC_man_w_worker_Fmedium" !="RyanZombieC_scientist_Fmedium" !="RyanZombieC_man_hunter_1_Fmedium" !="RyanZombieC_man_pilot_Fmedium" !="RyanZombieC_journalist_Fmedium" !="RyanZombieC_Orestesmedium" !="RyanZombieC_Nikosmedium"   Add the following line to setdamage.txt:
     
    5 "" !=RyanZombieC !="0.700000"   Make the following changes to scripts.txt:
     
    Add !="_zombie enableFatigue false;" to the line beginning with 7 enableFatigue Add !="fnc_RyanZombies_SetHitIndex = compileF" to the line beginning with 7 setVelocity
    Add !"ryanzombies" to the line beginning with 7 addWeaponCargo 
    Add !"ryanzombies" to the line beginning with 7 addMagazineCargo 
    Add !"ryanzombies" to the line beginning with 7 addItem 
    Add !="Ryanzombiesdamage" to the line beginning with 7 setDamage 
    Add !="_zombie = _this select 0;" "_zombie setdammage 0.7" to the line beginning with 7 setDammage 
    Add !="_zombie addMPEventHandler" to the line beginning with 7 addMPEventHandler
     
    I found that I also needed make one change to the BEServer.cfg (how you edit this file depends on who you're hosting the server with). You'll need to alter the line beginning MaxSetDamagePerInterval as follows (I chose 10000 simply as a number that probably won't ever be exceeded):
     
    MaxSetDamagePerInterval 10000 1   After making this change I believe that you need to restart BattlEye using a utility like RCON.
    At this point Ryan's Zombies & Demons is installed on and available for use after you start up the server. Download the mod to your PC using your preferred launcher (or manually if you wish). However, as yet you don't have zombies on the map. I'll deal with this next.
    Adding the Z to a Zombie Epochalypse
    Adding Zombies to your map can be achieved in two different ways. The first and easiest is to take advantage of the Civilian Occupation System (COS) scripts and use them to populate all population centres with zombies; the second is to spend a lot of time placing native Ryan's Zombies & Demons mod zombie spawners; and the third (my own personal preference) is to use a combination of both. I use COS to populate all the towns and villages on Altis in my map and set up specific zombie spawners for special locations that, IMO, deserve a horde.
    No matter which option you choose, you are going to have to set up some basic GameLogics on the map to let Ryan's mod configure the default configuration. This will involve creating and editing a new mission from which you will extract information to add to your Epoch mission files.
    Setting up Ryan's Zombies & Demons Basics
    First off, start up Arma 3 with Ryan's Zombies and Demons as a loaded mod. When you get to the start screen select Editor and then the map that matches that of your Epoch server.
    When in the Editor the first thing you have to do is place a unit - can simply be a Rifleman, doesn't matter, you just need to place a unit before you can place the GameLogics you will need later.
    The next thing to do is place the Game Logic Spawner. Select Modules and double click on the map. Select the category 'Zombie Settings' and then the module "Game Logic Spawner' (see the screenshot below). This allows you to set the overall configuration for zombies on the map, for example the maximum number of spawned zombies, how many are spawned per horde initially and how close you need to be to the spawn point for the zombies to start to appear.

    Note, you should give it a name, for example, 'Zombie_Settings' to make it easier to see in your mission file when you've finished editing.
    You can also select other Modules after to set other defaults for the zombies or demons spawned. Here for example is screen for setting the health of zombies:

    Set those up how you like them and then we'll move on to how to get zombies spawning on the map.
    You'll want to stay in the Editor for the moment. Later when we've finished I'll let you know how to get this information into your mission so that the zombies will appear on your server how you want them.
    Setting up Zombies via the default Spawn mechanism
    Ryan's Zombies & Demons has modules called Spawners which you can place on the map and which will, when so placed, spawn a horde where you placed it. Select Spawner from the drop-down list of modules for Zombie Settings and double click on the map where you want to place the spawn. You'll then see this screen:

    Name it based on the location for convenience and to be able to easily see it in the mission.sqm you're going to save. You'll want the side to be Independent. The type should match your view of what zombies should appear and how they behave. You have slow (Walking Dead), medium (my view of Ringo's Black Tide zombies) and fast (think 28 Days Later) and military and/or civilian and a few other types to choose from. 
    Activation should be for both Blufor and Opfor since in Epoch men are Blufor and women characters are Opfor. This guarantees that the zombies activate for all player characters. You can also select the activation radius and the cap for the total number of spawned zombies in this location at any time.
    If you are poplulating the world using these spawners then simple rinse and repeat until you've set all of the spawns up and then save the mission with a name that you'll recognize, for example "zombie_setup".
    Using Civilian Occupation System as an alternative or in addition to the standard spawns
    Civilian Occupation System (COS) is a set of scripts that populate urban areas with civilians but it just so happens that it is also a way to easily place zombies in all urban areas on your map. I personally use COS to do exactly that and then set up a few additional spawns in areas where I think a massed horde should be present (for example Karvala Hospital...). If you're simply going to use the default spawners then you can ignore this step.
    We'll get to configuring COS later, but while you're in the editor you will need to add a GameLogic to get it working. To do this, select the individual unit function, double click anyway on the map select units and select the side as Game Logic and the class as Objects:

    Name it SERVER and add the following to the INITIALIZATION field: 
     
    null=[] execVM "cos\cosInit.sqf"; After hitting okay, save the mission again.
    Adding the Zombies to you mission PBO
    At this point you have all the information you will need to configure zombie spawns using the default spawn mechanism and it will be simply a case of extracting that information from the mission.sqm that you've just created and placing it in the mission.sqm in your server's mission.sqm (the one you extracted earlier from the mission PBO, e.g. epoch.Altis.pbo).
    The saved mission.sqm will be, by default, located in C:\Documents\Arma 3\missions\<the name you saved the mission as>, e.g C:\Documents/Arma 3\mission\zombie_setup\mission.sqm.
    Here's an example of a file with entries for COS, Zombie settings and a Spawner:
  17. Like
    Grahame got a reaction from ScaRR in [TUTORIAL] Putting the Z in EpochZ   
    Hi All,
    Since there seem to be quite a few people who seem to be interested in zombies for Epoch, I thought I'd provide a small tutorial based on my experiences setting up the Ryan's Zombies & Demons mod for my server. I'd like to acknowledge posts by Knives (on configuring Epoch) and synnr (for configuration of the Civilian Occupation System for spawning zombies) on the Ryan's Z&D thread on BIS' forums.
    Note: This tutorial assumes that you have basic administration experience on a dedicated Epoch server, you are comfortable modifying PBO sources and editing mission files and have an understanding of coding in the Arma 3/Epoch environment.
    Installing the mod
    The first thing to do is, of course, to install the Zombies & Demons mod. For your client you can simply subscribe to the mod on Steam or install it via one of the many Arma 3 launchers. For the server I downloaded the mod from Dropbox (the link is on the first page of the thread on the BIS forums and changes with each release) and FTPed the @Ryanszombies folder to my Arma root folder on my dedicated server.
    Copy the bikey found as RyanD.bikey in the @Ryanszombies/Keys folder to the Keys folder in your Arma 3 root folder.
    You now need to add the mod to the start up parameters for Arma 3 on your server as below:
     
    @Epoch;@allinarmaterrainpack;@EpochHive;@Ryanzombies;   There are changes to be made to the mission PBO, so you'll need to download that from your server's MPMissions folder and open it using a PBO manager such as Eliteness or PBO Manager. Go into the mission folder and you'll see a number of files, the only one of interest for this process being mission.sqm. To easily edit mission.sqm you'll want to use a code editor such as Notepad++.
    The first change to mission.sqm is to add "ryanzombies","ryanzombiesfunctions" to the addOns[] list.
    Now to configure BattlEye
    Add the following line to setpos.txt:
     
    1 "" !="RyanZombieC_man_1mediumOpfor" !="RyanZombieC_man_polo_1_FmediumOpfor" !="RyanZombieC_man_polo_2_FmediumOpfor" !="RyanZombieC_man_polo_4_FmediumOpfor" !="RyanZombieC_man_polo_5_FmediumOpfor" !="RyanZombieC_man_polo_6_FmediumOpfor" !="RyanZombieC_man_p_fugitive_FmediumOpfor" !="RyanZombieC_man_w_worker_FmediumOpfor" !="RyanZombieC_scientist_FmediumOpfor" !="RyanZombieC_man_hunter_1_FmediumOpfor" !="RyanZombieC_man_pilot_FmediumOpfor" !="RyanZombieC_journalist_FmediumOpfor" !="RyanZombieC_OrestesmediumOpfor" !="RyanZombieC_NikosmediumOpfor"   Add the following to the end of the first line in createvehicle.txt:
     
    !="RyanZombieC_man_1mediumOpfor" !="RyanZombieC_man_polo_1_FmediumOpfor" !="RyanZombieC_man_polo_2_FmediumOpfor" !="RyanZombieC_man_polo_4_FmediumOpfor" !="RyanZombieC_man_polo_5_FmediumOpfor" !="RyanZombieC_man_polo_6_FmediumOpfor" !="RyanZombieC_man_p_fugitive_FmediumOpfor" !="RyanZombieC_man_w_worker_FmediumOpfor" !="RyanZombieC_scientist_FmediumOpfor" !="RyanZombieC_man_hunter_1_FmediumOpfor" !="RyanZombieC_man_pilot_FmediumOpfor" !="RyanZombieC_journalist_FmediumOpfor" !="RyanZombieC_OrestesmediumOpfor" !="RyanZombieC_NikosmediumOpfor" !="RyanZombieC_man_1medium" !="RyanZombieC_man_polo_1_Fmedium" !="RyanZombieC_man_polo_2_Fmedium" !="RyanZombieC_man_polo_4_Fmedium" !="RyanZombieC_man_polo_5_Fmedium" !="RyanZombieC_man_polo_6_Fmedium" !="RyanZombieC_man_p_fugitive_Fmedium" !="RyanZombieC_man_w_worker_Fmedium" !="RyanZombieC_scientist_Fmedium" !="RyanZombieC_man_hunter_1_Fmedium" !="RyanZombieC_man_pilot_Fmedium" !="RyanZombieC_journalist_Fmedium" !="RyanZombieC_Orestesmedium" !="RyanZombieC_Nikosmedium"   Add the following line to setdamage.txt:
     
    5 "" !=RyanZombieC !="0.700000"   Make the following changes to scripts.txt:
     
    Add !="_zombie enableFatigue false;" to the line beginning with 7 enableFatigue Add !="fnc_RyanZombies_SetHitIndex = compileF" to the line beginning with 7 setVelocity
    Add !"ryanzombies" to the line beginning with 7 addWeaponCargo 
    Add !"ryanzombies" to the line beginning with 7 addMagazineCargo 
    Add !"ryanzombies" to the line beginning with 7 addItem 
    Add !="Ryanzombiesdamage" to the line beginning with 7 setDamage 
    Add !="_zombie = _this select 0;" "_zombie setdammage 0.7" to the line beginning with 7 setDammage 
    Add !="_zombie addMPEventHandler" to the line beginning with 7 addMPEventHandler
     
    I found that I also needed make one change to the BEServer.cfg (how you edit this file depends on who you're hosting the server with). You'll need to alter the line beginning MaxSetDamagePerInterval as follows (I chose 10000 simply as a number that probably won't ever be exceeded):
     
    MaxSetDamagePerInterval 10000 1   After making this change I believe that you need to restart BattlEye using a utility like RCON.
    At this point Ryan's Zombies & Demons is installed on and available for use after you start up the server. Download the mod to your PC using your preferred launcher (or manually if you wish). However, as yet you don't have zombies on the map. I'll deal with this next.
    Adding the Z to a Zombie Epochalypse
    Adding Zombies to your map can be achieved in two different ways. The first and easiest is to take advantage of the Civilian Occupation System (COS) scripts and use them to populate all population centres with zombies; the second is to spend a lot of time placing native Ryan's Zombies & Demons mod zombie spawners; and the third (my own personal preference) is to use a combination of both. I use COS to populate all the towns and villages on Altis in my map and set up specific zombie spawners for special locations that, IMO, deserve a horde.
    No matter which option you choose, you are going to have to set up some basic GameLogics on the map to let Ryan's mod configure the default configuration. This will involve creating and editing a new mission from which you will extract information to add to your Epoch mission files.
    Setting up Ryan's Zombies & Demons Basics
    First off, start up Arma 3 with Ryan's Zombies and Demons as a loaded mod. When you get to the start screen select Editor and then the map that matches that of your Epoch server.
    When in the Editor the first thing you have to do is place a unit - can simply be a Rifleman, doesn't matter, you just need to place a unit before you can place the GameLogics you will need later.
    The next thing to do is place the Game Logic Spawner. Select Modules and double click on the map. Select the category 'Zombie Settings' and then the module "Game Logic Spawner' (see the screenshot below). This allows you to set the overall configuration for zombies on the map, for example the maximum number of spawned zombies, how many are spawned per horde initially and how close you need to be to the spawn point for the zombies to start to appear.

    Note, you should give it a name, for example, 'Zombie_Settings' to make it easier to see in your mission file when you've finished editing.
    You can also select other Modules after to set other defaults for the zombies or demons spawned. Here for example is screen for setting the health of zombies:

    Set those up how you like them and then we'll move on to how to get zombies spawning on the map.
    You'll want to stay in the Editor for the moment. Later when we've finished I'll let you know how to get this information into your mission so that the zombies will appear on your server how you want them.
    Setting up Zombies via the default Spawn mechanism
    Ryan's Zombies & Demons has modules called Spawners which you can place on the map and which will, when so placed, spawn a horde where you placed it. Select Spawner from the drop-down list of modules for Zombie Settings and double click on the map where you want to place the spawn. You'll then see this screen:

    Name it based on the location for convenience and to be able to easily see it in the mission.sqm you're going to save. You'll want the side to be Independent. The type should match your view of what zombies should appear and how they behave. You have slow (Walking Dead), medium (my view of Ringo's Black Tide zombies) and fast (think 28 Days Later) and military and/or civilian and a few other types to choose from. 
    Activation should be for both Blufor and Opfor since in Epoch men are Blufor and women characters are Opfor. This guarantees that the zombies activate for all player characters. You can also select the activation radius and the cap for the total number of spawned zombies in this location at any time.
    If you are poplulating the world using these spawners then simple rinse and repeat until you've set all of the spawns up and then save the mission with a name that you'll recognize, for example "zombie_setup".
    Using Civilian Occupation System as an alternative or in addition to the standard spawns
    Civilian Occupation System (COS) is a set of scripts that populate urban areas with civilians but it just so happens that it is also a way to easily place zombies in all urban areas on your map. I personally use COS to do exactly that and then set up a few additional spawns in areas where I think a massed horde should be present (for example Karvala Hospital...). If you're simply going to use the default spawners then you can ignore this step.
    We'll get to configuring COS later, but while you're in the editor you will need to add a GameLogic to get it working. To do this, select the individual unit function, double click anyway on the map select units and select the side as Game Logic and the class as Objects:

    Name it SERVER and add the following to the INITIALIZATION field: 
     
    null=[] execVM "cos\cosInit.sqf"; After hitting okay, save the mission again.
    Adding the Zombies to you mission PBO
    At this point you have all the information you will need to configure zombie spawns using the default spawn mechanism and it will be simply a case of extracting that information from the mission.sqm that you've just created and placing it in the mission.sqm in your server's mission.sqm (the one you extracted earlier from the mission PBO, e.g. epoch.Altis.pbo).
    The saved mission.sqm will be, by default, located in C:\Documents\Arma 3\missions\<the name you saved the mission as>, e.g C:\Documents/Arma 3\mission\zombie_setup\mission.sqm.
    Here's an example of a file with entries for COS, Zombie settings and a Spawner:
  18. Like
    Grahame reacted to Ghostrider-GRG in Restrict areas   
    You need to do a few things to change these.
    1) unpack your mission.pbo (epoch.Altis.pbo or whatever).
    2) inside the unpacked mission create a folder, something like cfg
    3) copy CfgEpochClient.hpp from @Epoc\Configs to cfg in your mission.pbo
    4) copy any map-specific files (e.g., altis.h) from @Epoch\configs\CfgEpochClient folder to your cfg folder.
    5) modify the blocked areas table to suite your needs.
    6) comment out any included *.h files in CfgEpochClient.hpp that are not needed and correct the path given for their location. Because I place these files in the same directory as CfgEpochClient.hpp, I have the following:
    #include "Altis.hpp".
    7) Assuming you named the folders with these files, cfg, add the following at the bottom of your description.ext "
    #include "cfg\CfgEpochClient.hpp"
    8) for maps for which there is not already an *.h file, I would simply copy one of the others, rename the file and class accordingly. For example, for Otmel, change the file name to otmel.h. and the class name to class Otmel.
    You may need to redefine the trees, rocks, and other objects depending on what is in the map.
    I hope this is helpful
     
  19. Like
    Grahame reacted to Ghostrider-GRG in Cup Project   
    The models are very good. We have run these on a server as well as the CUP weapons which bring back other old favorites.
  20. Like
    Grahame got a reaction from Ghostrider-GRG in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    You have the wrong version of the program.
    nachtmasse kindly provided a copy of the latest files for A3EAI on a post on the last page...
    https://www.sendspace.com/file/xmwwev
    Remove the files you installed in @epochhive. Extract the zip you download and follow the installation instructions you find in it. Easy install and works like a dream!
  21. Like
    Grahame got a reaction from kuulpahe in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    You have the wrong version of the program.
    nachtmasse kindly provided a copy of the latest files for A3EAI on a post on the last page...
    https://www.sendspace.com/file/xmwwev
    Remove the files you installed in @epochhive. Extract the zip you download and follow the installation instructions you find in it. Easy install and works like a dream!
  22. Like
    Grahame reacted to vbawol in Stamina system broken, instantly fatigued when carrying stuff   
    Changes will be made in the next patch of Epoch Mod 0.3.6 to balance this new Stamina feature in Arma 3 for Epoch and to make our Old Stamina system work with this new system. 
  23. Like
    Grahame reacted to vbawol in "Remove wall" without even beeing in build mode (Halfwall Turrets)   
    You are correct these options should only be available when build mode is enabled, will get this added.
  24. Like
    Grahame reacted to HonkyTonk in "Remove wall" without even beeing in build mode (Halfwall Turrets)   
    There's a "remove wall" option omnipresent whenever one is standing in a lookout/halfwall turret next to the wall. One doesn't have to be in build mode to have that option, which causes every so often a wall to be removed whenever one actually tries to switch weapon or reload etc. Would be awesome if you could remove this option when one is not in build mode.
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