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arc7r7

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  1. Like
    arc7r7 got a reaction from Grahame in Uniform Compatibility   
    I'm still looking for a solution to this. I would also like a little clarification on how the uniform system works in Epoch. The player slots look like they are classed as Civilians, but I've also read that Males are Blufor and Females Opfor.
    If this is true how is that males can use several of the Opfor Uniforms like Hex fatigues but not the Nato Uniforms. I've been using RHS for awhile now on my server and all the uniforms work fine. What is it that allows this but mods like Tryks and CUP Units, the uniforms are red when trying to equip them. I'm hoping this could be resolved in 0.3.8 with the ability to change more things about the game mode. If someone has any help on this I would appreciate it.
  2. Like
    arc7r7 reacted to vbawol in Napf for Arma3   
    Napf Island A3 - https://steamcommunity.com/sharedfiles/filedetails/?id=635780806
    by 
    Momo & ANixon 

    Description: 
    This is a ported version of the Napf Island for Arma 2: OA by #momo#. 
    After 2.5 years of work, I finally finished my Napf Island. It is a terrain for Arma2 OA that is 20.4km on 20.4km in size. While the norh part is rather flat and is the home of most of the big cities, the south is dominated by mountains, forests and wilderness. The map is based on real elevation data from a region in Switzerland, but the towns, roads and forests are highly fictionalized. 
    Some Background: 
    - The terrain for my Napf-Island was made based on real DEM-Data with a 30m on 30m grid. The mountain "Napf" in reality is located in Switzerland (long/lat in Real World: +47°0/+7°56'). In the real
    world, the south shore of my island is formed by the Lake of Brienz ("Brienzersee") and the Lake of Thun ("Thunersee"). 
    - However, I squeezed about 100km on 100km of real terrain into a 25km on 25km map and I also smoothed the terrain. My Napf is not the real Napf in many aspects: I placed towns and roads where 
    I thought they made sence, not always on real places. The names of the towns and hills are a mix of faction and fiction, as indeed is the whole island. 
    - The work for this island started approximatly in August, 2011. However, I was busy ♥♥♥♥♥ing with Visitor3 for more than a month. Still, the work behind the island is insane. The town of Chatzbach, 
    for example, took me one day and one night in a row (I worked on Chatzbach 17 hours straight). I dont think I will finish the Island: Arma3 is on the horizon. 
    - However, I intend to end the island to the point where the main Ring Road (Chatzbach->Münchenstein->Muttenz->Lenzburg->Lausen) and the terrain surrounding the road is complete. This would 
    also include building the main town and an airport. 

    Features: 
    - Two big citys, 3 airfields, a lot of medium sized towns 
    - Several small islands off the main land, one of them houses a big military base 
    - A massive Water Dam with an electrical grid emerging from there 
    - Diverse landscape from the flat north with agriculture and bigger towns down to the high mountains of the south 
    - Tested in Multiplayer without serious bugs 

    Requirements: 
    You will need CUP Core or AIA along side this mod! 

    Included files: 
    napf.pbo 
    kpfs_waysigns.pbo 
    aif_napfobjects.pbo 
    mbg_generic_african_buildings.pbo 
    mbg_killhouses.pbo 
    mbg_buildings_3.pbo 
    mbg_buildings_2.pbo 
    Roads2.pbo 
    Ponds.pbo 
    Credits & Thanks: 
    - My Clanmate Flattermann who became more and more a co-author 
    - Hotzenplotz from URR-Clan for his help with Visitor and Photoshop 
    - AngryInsects-Team for Beta-Testing and moral support (visit www.angryinsects.de) 
    - All clans and mods who played the Beta-Version, which motivated me to go on with the project 
    - Mondkalb for his buildings 
    - Bushlurker and others for many helpful posts in the Editing-Section of the bi-Forums 
    - shezan74 for WorldTools 
    - Marseille77 for the GermanWaysigns Addon. 
    - BIS for making Arma2 
    ANixon's Port Section: 
    Agreements with momo: 
    As long the updated Arma 3 version is free to use in Arma 3 and not mod specific it is ok to edit/update it for Arma 3 and Momo retains rights as it original creator. Map must be released to the public and not kept private. 
    Some Background on port: 
    In no way do I claim to of made this map. All credits for original content creators are above! The work I did was nothing compared to theirs and I hope you think of them when you think of napf. Thanks :)

     
  3. Like
    arc7r7 reacted to HarryNutz in Fog ?   
    Basically no matter where you are on the map... there is a constant circle of fog around you at roughly 1k or so.
    Admin looked at logs which seem to show no fog:
     
    17:52:48 "DEBUG: _event ChangeWeather"
    17:52:48 "Epoch: Weather Change - fog: [0,0,0] rain: 0.3 overcast: 0 windx: 0.3 windz: 0.3 forced: false"
    18:39:38 "DEBUG: _event ChangeWeather"
    18:39:38 "Epoch: Weather Change - fog: [0,0,0] rain: 0.3 overcast: 0 windx: 0.3 windz: 0.3 forced: false"
    19:26:34 "DEBUG: _event ChangeWeather"
    19:26:34 "DEBUG: _event ContainerSpawner"
    19:26:34 "DEBUG: _event PlantSpawner"
    19:26:34 Server: Object 2:7965 not found (message Type_119)
    19:26:34 "Epoch: Weather Change - fog: [0,0,0] rain: 0.3 overcast: 0 windx: 0.3 windz: 0.3 forced: false"
  4. Like
    arc7r7 reacted to BetterDeadThanZed in Whats happened to EPOCH ??   
    After you disappeared, no one was ever quite the same. Sure, we tried to pretend that everything was ok, but after a while, the forced laughter and the uneasy silence was too much. People started taking their own lives. They sought out Sappers and began charging at them, hugging their armless bodies until they blew up into little pieces. After a while, almost everyone was gone. The world was never the same. Those who remained behind scavenged the world trying to survive, sometimes banding together but mostly wandering the wastelands alone. I don't even know what year it is anymore. God, I'm thirsty.
  5. Like
    arc7r7 reacted to Grahame in EpochZ: Black Tide   
    "Orders from the Colonel: we're to start providing aid to the survivors to get infected levels down to a point where they can self-extract. The word's gone out that we'll be establishing re-ammo and repair centres around the island as soon as possible"
    Added Halv's Repair & Rearming Script - the vehicle repair/reammo centres are established in the mechanic's shops that exist in some gas stations around the island.
    There are NO Safe Zones, it's a Zombie Apocalypse. Removed all player protection in the spawn centres and black market traders. This was done for two reasons, the first being that it's a ZA and the second that the AI (UAVs, then militia) would spawn near or (specifically the infected) would follow you back to the spawn centres and, while they can kill you, you can't kill them. This is not a change to allow a free-for-all in the traders and if it becomes a problem I will revert this change and act with extreme prejudice against the transgressors. We're all fine with PvP, no problem, but don't be a douche or you'll find yourself 500m in the air without a parachute!
    Upgraded SEM to 0.8.3beta and added Convoy Missions including a new Mechanized Column variant.
    Lots of new vehicles from the latest CUP Vehicles update (primarily BAF) have been added to the vehicle spawn list (which is a custom list not the default Epoch/CUP one).
    Epoch mod updated to build 427
  6. Like
    arc7r7 got a reaction from TheStainlessSteelRat in Harvester of Hemp   
    [Added] Players can now harvest Hemp from maps that it grows wild. I'm wondering how to harvest the hemp patches. I have a Takistan server and have tried to hatchet down some Hemp patches that grow, with no results.
  7. Like
    arc7r7 reacted to vbawol in Thermals and 0.3.8   
    You will also need to change it here https://github.com/EpochModTeam/Epoch/blob/master/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L119 so that existing vehicles are set to false also.
  8. Like
    arc7r7 got a reaction from Excaliber_47 in Group Management Help   
    As far as I know it is a default epoch system. Anyone in your group has access to your vehicles and base and groups are persistent by default. I've never seen an option to change it. It would be great though if we could get a recruit rank in a group that just had the marker and no other access. Maybe someday.
  9. Like
    arc7r7 got a reaction from Grahame in Missing Objects   
    Looks like some of the ID's from the player slots and the objects are the same. This is most likely the cause of my missing objects. Thank you
    **SOLVED**
  10. Like
    arc7r7 reacted to Grahame in Missing Objects   
    Probably a silly question I know (I'm good at them) but you ensured they had unique IDs? That was what got me initially as you know.
  11. Like
    arc7r7 got a reaction from TheStainlessSteelRat in Group Management Help   
    As far as I know it is a default epoch system. Anyone in your group has access to your vehicles and base and groups are persistent by default. I've never seen an option to change it. It would be great though if we could get a recruit rank in a group that just had the marker and no other access. Maybe someday.
  12. Like
    arc7r7 got a reaction from Grahame 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.
  13. Like
    arc7r7 got a reaction from PryMary in CUP Terrains and Mission.sqm   
    Thanks PryMary and vbAwol. I've had this working for awhile now by adding those errors into my mission.sqm , but it is a long list. I think you have provided a better solution than the fix I was using.
    Thanks for the Info, I appreciate it.
  14. Like
    arc7r7 got a reaction from elbolo in Build Count Limit (frequency jammer overload)   
    I've had several people suggest ways to do this, but this is what worked for me. Add this in your Description.ext, modify the values as you see fit
    class CfgEpochClient
    {
         epochVersion = "0.3.7.0";
          buildingNearbyMilitary = 0; //1 to allow building nearby
          buildingNearbyMilitaryRange = 300; //Define radius of blocked area
          buildingRequireJammer = 0; // 1 = to allow building without a jammer
          buildingCountLimit = 300; // how many objects can be built within range of a jammer
          buildingJammerRange = 125; // jammer range in meters
    #include "\x\addons\a3_epoch_config\Configs\CfgEpochClient\WorldInteractions.hpp"
    };
  15. Like
    arc7r7 got a reaction from kayzee in HELP :(   
    Looks Nice.
  16. Like
    arc7r7 got a reaction from Cavadus in Anyone have a clean a3_epoch_config.pbo I could download?   
    I may be missing something here but couldn't you just redownload epoch and use the a3_epoch_config.pbo inside?
  17. Like
    arc7r7 reacted to vbawol in Epoch 0.3.6 Released   
    This update is more of a general maintenance update as most of my time spent on this patch has been working out issues since the Arma 1.54 update. While still not perfect nor complete I feel what has been done so far does help balance the A3 stamina systems for use with Epoch.
    Next patch in another few weeks will be adding more content, fixes and continue to refine on our features as we push towards 0.4+.
    0.3.6 Update is released.
    As always you can report any bugs or feedback you may have on the forum or on the github.
    Client Downloads:
    http://epochmod.com/download.php
    Server Downloads:
     http://epochmod.com/download_server.php
    Changes:
    https://github.com/EpochModTeam/Epoch/pull/448/files
    Changelogs:
     
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