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arc7r7

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  1. Like
    arc7r7 got a reaction from KIDFOS in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    In the Halv_takegive_crypto.sqf make these changes from He-mans post
    an easy search would have turned this up..
  2. Like
    arc7r7 reacted to TheStainlessSteelRat in EpochZ: Down Under [EpochZ + ACE3]   
    Jumped on as Australia map is one of my all time favourite maps.
    Thanks to Grahame for putting this together as the server is very playable and has much to offer the pve player even though server is set up as pvp.
    I know there is some pieces still wip which can only add to this fantastic server.
  3. Like
    arc7r7 got a reaction from ozzeh in Antagonist Avoidance   
    Snakes: Drop a grenade at your feet and run like hell.
  4. Like
    arc7r7 reacted to Grahame in EpochZ: Black Tide   
    New IP:
    167.114.116.235 port 2327
  5. Like
    arc7r7 reacted to TheStainlessSteelRat in Tanoa out on dev version   
    I can forgive them no snow on a Polynesian Island  but no beach babes, no civilian women, no jungle warriors fighting for the Shining Path, no female pilots, no female troops....I know i know i need to get out more....
  6. Like
    arc7r7 reacted to vbawol in Disappearing Mags on login / revive fix   
    Thanks He-Man! Got this added to 0.3.9 
  7. Like
    arc7r7 reacted to Richie in Tanoa out on dev version   
    Nothing else to say just now but
     

     
    For now though it has a license issue, it won't launch and Arma will ask to purchase, it won't hopefully take long to fix </hype>
    Launch issues resolved, happy hunting
  8. Like
    arc7r7 reacted to vbawol in Tanoa out on dev version   
    Nice! Will get a dev server running it soon as I can.
  9. Like
    arc7r7 got a reaction from axeman in New update   
    I'll bring you back a Rib :)
  10. Like
    arc7r7 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
  11. Like
    arc7r7 reacted to Grahame 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!
  12. Like
    arc7r7 reacted to Richie in Noobs need help   
    Everything you asked and more has already been answered, read the forums, you'll learn so much.
  13. Like
    arc7r7 reacted to Grahame 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 
  14. Like
    arc7r7 reacted to Grahame 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? 
  15. Like
    arc7r7 reacted to Grahame 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?
  16. Like
    arc7r7 reacted to Grahame 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
    arc7r7 reacted to ReDBaroN in Unlock vehicles parked in safezones at restarts   
    Hi,
    On our old DayZ Epoch server we used to have a great script from Halvjhearne that unlocked vehicles parked at traders through the restart and TP'd them up to 500m outside the zone.
    Seeing as our traders in arma 3 epoch are beginning to look like the car park outside a supermarket selling free beer, I wondered if anyone has managed to write something similar or port from arma 2?
    Any help would be greatly appreciated.
    Thanks
  18. Like
    arc7r7 reacted to Grahame in Is loot spawning working as supposed to?   
    One more thing though. If it is true that the spawn model has changed so that loot spawns around, rather than in front of, a player then I would suggest that this could be sub-optimal. I too have had players report that it is tougher to find spawned loot containers (I have the standard lootBias setting of "30") since the change was made.
    While some groups may work in a diamond pattern, as someone suggested, I don't think most do - and they certainly rarely do on my server because of the ever-present threat from the infected. Maybe a group of four will sweep each side of a street in pairs, with one in each pair keeping an eye out for infected or AI. They certainly don't think of revisiting a building that they have already searched. For lone players, and a lot of new players come on board by themselves and then find a group to join, I would suggest that it's a bit disheartening not to find loot.
    I'd thought when one player said that they'd swept from one side of Pyrgos to the other and not found loot that they'd simply been unlucky or not visited that many buildings - it's problematic to tell them that they have to backtrack in order to find the loot they would have found in previous versions IMHO.
    It hasn't been a big deal on my server yet since I combine standard loot with LootSpawner but people are now raising the lack of standard Epoch loot as an issue. Would be good if we could choose between the old and new spawning mechanisms. I'd choose the old method personally.
  19. Like
    arc7r7 reacted to Grahame 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!"
  20. Like
    arc7r7 reacted to TheStainlessSteelRat in Antagonist Avoidance   
    Red Sapper entice him to explode by running close past him, keep running to avoid blast radius.
    Green Sapper anti personnel mines can work as above or i take a knee put some well placed shots if possible retreat and repeat until dead
    Cultist yep exactly what was said above, although i do find aiming a slow walk back to avoid cultist effect is also helpful but can mean he blinks out on me if line of sight is lost.
    Snakes are much harder to 'stamp on', kill since latest patch, have died once trying, running away is simplest.
    The migration i find if i just run in different direction they leave you alone. Nests are another matter altogether, opening a building full of them is disastrous
    UAV shoot it down shoot it down now, panic starts to set in! Although once in a while if in a good defend-able position I will let the AI spawn and test myself.  (On dev server other day and uav spawned over safe zone at central on altis so i took to water as i had pistol with one mag only, I swam diving to avoid shots surfacing for air briefly as possible, until they had exhausted their ammo and then i emerged like a colossus from the sea to wreak my vengeance upon them).
  21. Like
    arc7r7 got a reaction from TheStainlessSteelRat in Antagonist Avoidance   
    Snakes: Drop a grenade at your feet and run like hell.
  22. Like
    arc7r7 got a reaction from waynewr in Antagonist Avoidance   
    Snakes: Drop a grenade at your feet and run like hell.
  23. Like
    arc7r7 reacted to waynewr in CUP versions and trouble getting into servers   
    Hey all.
    Cheers for the advice.
    Checked versions and keys to make sure they were correct and matched server versions but they were still coming up as red in the game launcher
    I tried unsubscribing and reloading mods from steam, they then came out as corrupted. So deleted them and reloaded them again and they were fine.
    Got into Epoch Z by Grahame and its all good, must have been corrupted files.
  24. Like
    arc7r7 reacted to ProjectViper72 in Stuck with Unable to get file version size: epochserver.dll   
    Yea sorry you all are right. I asked my provider and they toff me to reinstall the mod and if that didn't work, reinstall the server. So I went to reinstall the server and there it was, the issue, they had the "start database" in the section to reinstall the server lol. So where I thought the database was active, outit was not. As soon as I stated the database, boom an active and running server lol. Sorry for all of this, I have been used to the databases already running and not where I had to start it.
  25. Like
    arc7r7 reacted to KPABATOK in Is loot spawning working as supposed to?   
    After trying out new patch I noticed that loot hardly spawns now, my only chance of survival is trashpiles, not furniture anymore. If I am in a town, I find only one house with furniture loot at best, even though I am running around it for almost half an hour, loot just does not spawn or maybe the timer between spawns now is bigger?
    Was there any changes in loot spawning and/or timer? Out of 2 hours of me playing Epoch I found only 3 houses/buildings with furniture and I am pretty sure it hasn't been like this before, loot used to spawn almost instantly once you aproach for instance two houses, one of them usually will have loot and same thing was in tows, almost in every 5th or 6th building loot spawned once you spent some time in the vicinity.
    In this patch, however, it's not the case anymore. Tested on 3 different servers.
     
    Important note: my internet is currently 3Mb/s download speed (but is literally cheaper than pack of cigarettes so can't complain), but I doubt that this is the problem, since other loot, for example, scripted loot (server specific), spawns instantly and I tried both, low and high ping servers. So maybe it is just Epoch loot which is bugged? Any ideas and similar experience?
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