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Toby77

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  1. Like
    Toby77 got a reaction from natoed in [Improved] Statusbar Epoch-build(1070)   
    I decided to collaborate a couple of different statusbars.
    All credits goes to: Creampie -  Osef - All The Others!
     
    Screenshot
     
    Download: Github
    Installation: Drag the map status_bar into your mission.pbo.
    Init.sqf: add the lines in your existing init.sqf file, or drag init.sqf into your mission.pbo:
    // Status Bar [] execVM "status_bar\fn_statusBar.sqf"; Description.ext: open up your existing description.ext and add the lines on the bottom:
    class RscTitles { #include "status_bar\dialog\statusBar.hpp" };  
    BE Problems? Post your kicks.
     
    It is possible to add additional status information, for example: Energy status display,
    But keep in mind the background space is limited, Note: Toxicity will expand to 4/5 extra digits.
     
    Did i forget any other Author? please send me a message i will update the post asap.
     
    -Greetings
     

  2. Thanks
    Toby77 reacted to patmac in [Improved] Statusbar Epoch-build(1070)   
    great job :)
    in
    status_bar\dialog\statusBar.hpp edit ligne 29 by this :
    text = "status_bar\StatusBarBackground.paa";
    in
    status_bar\fn_statusBar.sqf edit ligne 40 at 47 by this :
             <t shadow='1' shadowColor='#000000'><img size='1.0'  shadowColor='#000000' image='status_bar\icons\fps.paa'/> %1</t>
            <t shadow='1' shadowColor='#000000'><img size='1.6'  shadowColor='#000000' image='status_bar\icons\hunger.paa'/> %2</t>
            <t shadow='1' shadowColor='#000000'><img size='1.6'  shadowColor='#000000' image='status_bar\icons\thirst.paa'/> %3</t>
            <t shadow='1' shadowColor='#000000'><img size='1.0'  shadowColor='#000000' image='status_bar\icons\health.paa'/> %4</t>
            <t shadow='1' shadowColor='#000000'><img size='1.0'  shadowColor='#000000' image='status_bar\icons\biohazard.paa'/> %5</t>
            <t shadow='1' shadowColor='#000000'><img size='1.0'  shadowColor='#000000' image='status_bar\icons\nuclear.paa'/> %6</t>
            <t shadow='1' shadowColor='#000000'><img size='1.0'  shadowColor='#000000' image='status_bar\icons\money.paa'/> %7</t>
            <t shadow='1' shadowColor='#000000'><img size='1.6'  shadowColor='#000000' image='status_bar\icons\restart.paa'/>%8:%9</t>",
     
    and All Right :)
    Thank You
     
  3. Like
    Toby77 got a reaction from Helion4 in [Improved] Statusbar Epoch-build(1070)   
    I decided to collaborate a couple of different statusbars.
    All credits goes to: Creampie -  Osef - All The Others!
     
    Screenshot
     
    Download: Github
    Installation: Drag the map status_bar into your mission.pbo.
    Init.sqf: add the lines in your existing init.sqf file, or drag init.sqf into your mission.pbo:
    // Status Bar [] execVM "status_bar\fn_statusBar.sqf"; Description.ext: open up your existing description.ext and add the lines on the bottom:
    class RscTitles { #include "status_bar\dialog\statusBar.hpp" };  
    BE Problems? Post your kicks.
     
    It is possible to add additional status information, for example: Energy status display,
    But keep in mind the background space is limited, Note: Toxicity will expand to 4/5 extra digits.
     
    Did i forget any other Author? please send me a message i will update the post asap.
     
    -Greetings
     

  4. Like
    Toby77 got a reaction from lesvieuxcrevards in [Improved] Statusbar Epoch-build(1070)   
    I decided to collaborate a couple of different statusbars.
    All credits goes to: Creampie -  Osef - All The Others!
     
    Screenshot
     
    Download: Github
    Installation: Drag the map status_bar into your mission.pbo.
    Init.sqf: add the lines in your existing init.sqf file, or drag init.sqf into your mission.pbo:
    // Status Bar [] execVM "status_bar\fn_statusBar.sqf"; Description.ext: open up your existing description.ext and add the lines on the bottom:
    class RscTitles { #include "status_bar\dialog\statusBar.hpp" };  
    BE Problems? Post your kicks.
     
    It is possible to add additional status information, for example: Energy status display,
    But keep in mind the background space is limited, Note: Toxicity will expand to 4/5 extra digits.
     
    Did i forget any other Author? please send me a message i will update the post asap.
     
    -Greetings
     

  5. Like
    Toby77 got a reaction from Sneer in [Improved] Statusbar Epoch-build(1070)   
    I decided to collaborate a couple of different statusbars.
    All credits goes to: Creampie -  Osef - All The Others!
     
    Screenshot
     
    Download: Github
    Installation: Drag the map status_bar into your mission.pbo.
    Init.sqf: add the lines in your existing init.sqf file, or drag init.sqf into your mission.pbo:
    // Status Bar [] execVM "status_bar\fn_statusBar.sqf"; Description.ext: open up your existing description.ext and add the lines on the bottom:
    class RscTitles { #include "status_bar\dialog\statusBar.hpp" };  
    BE Problems? Post your kicks.
     
    It is possible to add additional status information, for example: Energy status display,
    But keep in mind the background space is limited, Note: Toxicity will expand to 4/5 extra digits.
     
    Did i forget any other Author? please send me a message i will update the post asap.
     
    -Greetings
     

  6. Thanks
    Toby77 reacted to vbawol in Epoch 1.0 Release Changelog   
    Arma 3 Epoch 1.0 has been released!
    Client Files:
    http://epochmod.com/ - HTTP mirrors, Steam workshop, Play with Six, ModDB, Armaholic

    Server Files:
    https://github.com/EpochModTeam/Epoch/releases/tag/1.0.0.1070
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/948/files
    Notes: 
    https://epochmod.com/forum/topic/44467-epoch-10-release-changelog/
  7. Like
    Toby77 reacted to vbawol in Epoch 1.0 Release Changelog   
    I am proud to present to you Arma 3 Epoch Mod version 1.0. This update represents the cumulative volunteer effort over 4 years by me and more than a dozen people and this latest update would not possible without help from these great developers: @He-Man, @DirtySanchez, @Raymix, @orangesherbet , @pumba and @Helion4. An extra thanks go to our donors and GSP sponsors for your ongoing support.
    Full Changelogs:
    https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Release Notes:
    Added
    Favorites bar - Players can pin (almost) any item to the bar by dragging items from inventory to equip/un-equip (Weapons, attachments, headgear, etc.) or consume (eat, drink, build etc) using keyboard mapping without having gear open. Use ESC menu to change the mappings. Server admins, see client_init.sqf for config. Advanced Vehicle Repair System - Repairing your vehicle just got more realistic. Patch a leaky fuel tank with Duct Tape. If you blow a tire you now need to find a Spare. Engine too damaged? you'll need to grab an engine block to repair it.  Repair Items: Duct Tape - Used to repair fuel tanks. Fuel Tank - Replacement fuel tank. Spare Tire -  Repairs a blown out tire. Engine Parts - Repair parts for Engines. Engine Block - Replacement engine block. Glass - Fixes broken window glass. Rotors - Repairs helicopter rotors. Vehicles Armed Mosquito: helicopter variant that comes with 3 Grenades. Vehicle Upgrade System - Upgrade your ride by using one of the new vehicle upgrade documents found in the world. Vehicle Ammo Reloading from Inventory and Vehicle Ammo. Vector Base Building - Build in any direction or angle you want. (uses Arrow keys by default and with SHIFT / ALT you can control the steps). Base Building: Quarter and Half wood floors. Concrete floor. Cinder wall with a window. Cinder wall with a metal door and window shutter. Barbed Wire. Concrete and Metal Towers. A-frame and Domed Tents. Burn Barrel Wooden Light Pole Small (forest and desert) Camo Nets Large (forest and desert) Camo Nets Camp Fire Field Toilet Scaffolding Sink (water source), Single and Double Portable Lights Lifeguard Tower Sun Shade Fuel Pump Small Sandbag Bunker Short Sandbag Wall Long Sandbag Wall Bar Gate Water Pump Crafting Canvas Smelting Tools Female outfits 84 new outfits based on 20 top designs and 4 new pairs of jeans. Halloween masks Witch Skull Ghostface Plague Hockey Medical items: Adrenaline Shot Caffeine Pills Orlistat Pills Vitamins Antibiotic Atropine (Radiation Toxicity) Nanite Pills, Cream, and Shot (Radiation Toxicity) Iodide Pills (Radiation Toxicity) Food items: 100 Krypto Candy Bar RedKing Burger BluKing Burger Gyro Wrap Ice Cream Cereal Powdered Milk Box o Rice Farming System: Craftable farm garden plot, Just place seeds and watch it grow. Seeds for growing: Goldenseal, Hemp, Poppy, Pumpkin, Sunflower. Karma System: Will affect your ability to perform certain missions and purchase some items in the future. Karma changes for deaths, suicides, PvP, trader kills, revives, trading sales and purchases. Radiation System Out of bounds radiation Digital Geiger counter Satellite crash event Dynamic Debris Vehicle wrecks that can be broken down to scrap metal using the sledgehammer. Trash and other debris on the roadways that can be "Examined" for loot.  Epoch Events 3.0: Support for external pbo based events. see epoch_server_vip_event or epoch_server_debris_event for examples. VIP Event: Reveals the map location of a random player that possesses a specific item (default: ItemBriefcaseGold100oz) every X (default: 15) minutes. Epoch Dev Libs: See https://github.com/EpochModTeam/Epoch/tree/experimental/Tools/DevFrameWork for more info. Dynamic Simulation is now fully enabled. See "CfgDynamicSimulation" for configs. Misc Items: Seed-based dynamic "underground" bunker concept using VR map.    Barrel Bomb: large craft-able explosive that can be placed and detonated. Brown Briefcase: that contains 100oz Silver. Bio Hazard bag "Zombie Parts Bag". Custom map markers and icons. Option to drink with your hands from water sources found in the world with an added chance for toxicity. Md5 hash function, See usage example with EPOCH_fnc_server_hiveMD5 SQF function. Map support for Malden 2035. Map support for Chernarus Redux. Changed
    Crafting recipes can now have item requirements and Crafting metal bars now require Smelting Tools. Karma now persists death and was moved to community stats. Optimized player saving and loading. CBA extended event handler and zeus curator support for Epoch Vehicles. Base PlotPole ESP added to Epoch Admin Panel. Helper arrow to indicate the door-opening direction for Base Building.  Made ServicePoint more configurable. Base Building: Elements can be detached to walk around the Element before saving. Replaced 0/90/180/270° direction build mode with "Rotate 90°". Max building height now will be checked directly at building element placement. Separated Hunger and Thirst loss values. Hunger and Thirst loss rates are now affected by server time Multiplier. Gas Station Auto-Refuel is now disabled on all maps by default. Note that this update requires extension (epochserver.dll/so) updates server side. Fixed
    Player stats variables are now obfuscated, and hitpoints tracked via the server. Bad conversion: bool RPT spam caused by incorrect usage of configClasses. Snapping issues with base building. Sounds not working due to changes to 3dSay command in recent A3 updates. Spawning at base above Water was not working correctly. One step is higher on stairs, can't run up while crouched. L85 Elcan optic issues. Zombie falsely triggers Mission success. Base Building 90° and 270° Snap was broken. Sometimes snapped Base Building elements rotated back on save. BE kicks since 1.76.  
     
     
  8. Like
    Toby77 got a reaction from natoed in Arma 3 Vehicle "Bad Token" Urban Rappelling   
    Thank you He-Man for your quick reply!
     
    Your awnser worked for me, The mod is now working fine, i had to adjust some other stuff in the script aswel...
    For other people trying to get this mod running; "device (attached to player) = (object)" is not white-listed or allowed in Epoch, Change that object to something that is allowed, Before that my .rpt log was spamming with weird Dimension errors..   Ps: Advanced Rappelling uses the same Device Object.
  9. Like
    Toby77 reacted to Tarabas in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    I just //ed out addAction in fn_vgsInitClient.sqf like
    /* Author: IT07 Description: init file for Virtual Garage System menu */ if not hasInterface exitWith {}; [] spawn { if not isNull(findDisplay 46) exitWith { if not isNil"EPOCH_loadingScreenDone" then { ["[EPOCH VGS] ERROR! fn_initClientVGS called when display 46 AND EPOCH_loadingScreenDone are not(isNull/isNil)"] call BIS_fnc_errorMsg }; }; waitUntil { uiSleep 2; (not(isNull(findDisplay 46)) AND not(isNil"EPOCH_loadingScreenDone")) }; //_aa = player addAction ["<t size='2' shadow='0'>VGS</t>",{createDialog'SC_vgsDiag';}, "", -1, false, true]; "DynamicBlur" ppEffectEnable false; waitUntil { uiSleep 0.5; not isNil"EPOCH_vgsMyKey" }; if not(EPOCH_vgsMyKey isEqualTo "") then { EPOCH_vgsPV = ["Request",[player,EPOCH_vgsMyKey]]; publicVariableServer "EPOCH_vgsPV"; EPOCH_vgsPV = nil; }; }; then I added to CfgActionMenu_target.hpp
    class VirtualGarageSystem { condition = "dyna_cursorTargetType isEqualTo 'Land_MapBoard_F' && (damage dyna_cursorTarget < 2)"; action = "dyna_cursorTarget call createDialog'SC_vgsDiag'"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\player_inspect.paa"; tooltip = "VGS"; }; What gives a spacebar interact menu for it.
    On editor I added a Land_MapBoard_F with a mapmarker and it works for me for only that item.. I also tested it with the Frequency Jammer + worked
    But I think it's a very noobie way and if someone can support my Idea and make it better, that would be nice
     
  10. Like
    Toby77 got a reaction from Drokz in Simple Player Marker   
    So i wanted to share a script that make's players navigate a bit easier.
    I do not know who created this script its been out there for awhile otherwise i would've share'd his Credits for making this.
    In your init.sqf :
    // Player Location execVM "marker.sqf"; Create a file called marker.sqf and paste this code into it:
    if(hasInterface)then{ [] spawn { waitUntil{uiSleep 0.2;!isNil "EPOCH_playerEnergyMax"}; //wait for player to load _playerPos = createMarkerLocal ["PlayerPOS", position player]; //create marker "PlayerPOS" setMarkerTextLocal ""; // Player marker text eg: You "PlayerPOS" setMarkerTypeLocal "Select"; // Player Marker icon "PlayerPOS" setMarkerColorLocal "ColorBlack"; while{true}do{ waitUntil {uiSleep 0.2;visibleMap}; //update marker only while map is open "PlayerPOS" setMarkerPosLocal position player; }; }; }; Now paste both .sqf files into your mission.pbo.
    I can't remember wich BE filters i added to prevent kicking, But if you need help paste your BE kicks here.
     

  11. Like
    Toby77 reacted to IT07 in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    EPOCH VGS by IT07
    Here it is :D
    Detailed info is in the README.md on GitHub
    https://github.com/IT07/Game_code/tree/master/ArmA_3/A3_EPOCH_virtualGarage

    Updated code: https://github.com/ravmustang/Game_code/tree/VGS-Overhaul/ArmA_3/A3_EPOCH_virtualGarage
  12. Like
    Toby77 reacted to Halvhjearne in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    Please bear with me if this spawn dialog is not perfect, as it is my first time creating one ...
     
    The Short intro:
     
    This is an easy 2 line install, "complete" Spawn system with everything described in the headline and more ...
     
     
    The Long Intro:
     
    This is an easy 2 line install, "complete" spawn system (3lines if you want dead body check, 4 if you do not have my killfeed installed already)
     
    you can:
     
    Select gear screen (can be switched off) Add random gear (if above is switched off or not all items are selected) 2 levels of Custom gear for donors setup custom spawns setup 2 levels of donor spawns set a custom name to any custom location (if none is added it will just use nearest city name if one is avalible) add pictures to your spawn room (one for each wall, no pictures included) replace default teleporters with custom ones (to disable the default teleport option) or just add an extra scroll option to the default teleporters spawn near group leader (can be switched off) spawn near jammer (can be switched off completly now so nobody gets any errors) disable spawns near players dead body, with configurable distance (requires my killfeed installed) run credits or other script on spawn (simple credits file is included) User can select to spawn with halo jump or ground spawn (or can be set to forced in any way you want) will work on any map that spawns a "Debug_static_F" (even unsupported maps, alltho you might need to add spawn locations)  
    i have already added spawn locations for altis, stratis, bornholm and chernarus any other map will ned custom locations added.
     
    NOTE: a player that has already spawned or did not spawn in near the clone room, will NOT have the option to spawn, if you teleport there to test it, pls relog before clicking the scroll action on the console, or it will NOT show anything.
     
    to install this you will need to download the attached files and add them to your mission, then add this line in your init.sqf (outside any if statements):
    [] execVM "addons\halv_spawn\init.sqf"; now in description.ext add the very top:
     
    if you already have a Halv_defines.hpp, then you can skip the step below, as you do not need another, infact your server will fail to load if you have more than one in description.ext!.
    (but perhaps check when it was last edited and see if you perhaps need to update it).
     
    if you do not have a Halv_defines.hpp, then you need to add this line:
    #include "addons\halv_spawn\Halv_defines.hpp" once you have the above line, add directly below it:
    #include "addons\halv_spawn\spawndialog.hpp" VERY IMPORTANT:
     
    most text is translated to multiple languges, so put this file in the root folder of your mission.pbo along side with your init.sqf, mission.sqm and description.ext or NO text will be shown in ANY dialog EVEN ENGLISH!!!
     
    http://pastebin.com/t3gYneqE <<== Stringtable.xml  
    you are now done, the rest is extra ...
     
     
     
    if you want dead body check to work, you will need to install (or update) this:
     

     
    if/when you have installed that, open up halv_fnc_playerdied.sqf and right after this:
     
    if you want donor spawns to work, you will have to add your or whoever you want on the lists uid in spawn_settings.sqf like this:
    //UID's for lvl 1 spawn's _level1UIDs = ["12312453","12312453","12312453"]; //UID's for lvl 2 spawn's _level2UIDs = ["12312453","12312453","12312453"]; //this is to allow any lvl 2 to spawn on lvl 1, comment out to seperate the two _level1UIDs = _level1UIDs + _level2UIDs; same goes for spawn_gear_settings.sqf, you will need to add your uid in both or only the one where you added yours will work.
     
    besides that, please check ALL the settings files or for more info you can ask me here ... (but please refrain from stupid questins already answered in the settings files)
     
     
    if you have infistar antihack, you will need to in run.sqf add this number here, like this:
    _allowedDialogs = [-1,602]; to this:
    _allowedDialogs = [-1,602,7777];   i do not currently have a good picture of the dialog, so if someone could share could pls one i can use?   I will not support changing this so players cannot get all items (including donor items) or locations on random spawns.
    If you have problems with players killing themself to get better weapons/spawns, it means you have too good options for donors or only shit options for non donors, level it out instead of giving donors OP spawns!
      have fun
     
    regards
    Halv
     
    Link:
    https://github.com/Halvhjearne/halv_spawn
  13. Like
    Toby77 reacted to He-Man in [RELEASE] Attach Explosives   
    Could, that the Addaction is loaded to fast.
    Try:
    waituntil {!isNull player};
    waituntil {time > 25};
    waituntil {alive player};
    waituntil {getPlayerUID player != ''};
    waitUntil {!isNull (findDisplay 46)};
    waituntil {typeof player in ["Epoch_Male_F","Epoch_Female_F"]};
    waituntil {!isNil "Epoch_my_GroupUID"};
    uisleep 2;
  14. Like
    Toby77 reacted to He-Man in [RELEASE] Attach Explosives   
    Try to Add in your Init:
    inSafeZone = false;
  15. Like
    Toby77 reacted to natoed in [RELEASE] Attach Explosives   
    Ok I was completely wrong about the " EtVInitialized " in my above post, its cause major issues client side, do not try it.
    First off added this to your init.sqf thx to He-Man
    I now have the script working correctly by calling for it in my initPlayerLocal.sqf
    Using DarthRogue install.txt
     
     
     
     
     
  16. Like
    Toby77 reacted to Darth_Rogue in [POLL] Epoch & CBA   
    I am well aware that Epoch is still in the VERY early Alpha stage.  Even at this point in development the dev team has done an amazing job on the mod, and I for one can't wait to see what the future holds.  This is truly a very exciting time and I feel privileged and honored to be a part of the best gaming community around.  All you guys and girls are amazing with helping one another and sharing knowledge.  I've learned so much since I've been working with you, and for that I thank you!
     
    As awesome as the devs are, without this community's interest and participation Epoch couldn't make it to the level that it currently enjoys.  We are tinkerers and modders.....all of us passionate with an intense love for what we do for our respective communities.  Without that passion we simply wouldn't be here.  We server owners and admins know all too well the sleepless nights and thankless days of pouring over log files checking for errors or cheaters.....playing with this and that setting trying to squeeze every last drop of performance out of our servers....looking for every possible way to provide a better experience for our community members and guests alike.  One of the ways that we do so is by customizing the gaming experience within the boundaries of what we are permitted.  Epoch is a great mod, and it has much development left ahead of it.  That being the case, now would be a perfect time for the dev team to seriously consider utilizing or at least supporting the use of Community Base Addons (CBA).  Many of you who have experience with running Arma servers will already be familiar with what CBA is and what it brings to the table in terms of modding and functionality.  But for those of you who don't know please take a few minutes to educate yourselves here.  
     
    In short, CBA allows the use of Extended Event Handlers, function libraries, events systems, and custom user interfaces.  Many popular mods and addons utilize CBA as a base, and for good reason, since Arma by default does not support or allow many of the features and functions that can help make a great game like Arma even better.  Addons like JSRS and ASR_AI3 make use of CBA, because without it they could not do the things that they do - make Arma better!  CBA is a stand-alone addon and does not require any licensing or usage permissions.  All that's needed is for it to be run along side Epoch, just like the AllInArmaTerrainPack for Chernarus.  
     
    So where am I going with this?  Well I had a short discussion with AWOL a month or so ago and was asking about CBA support and he stated that it wasn't planned.  So I wanted to put this together to respectfully ask AWOL and the rest of the dev team to reconsider and to gain some community support for the use of CBA.  I realize that a lot of work has gone into Epoch already, but development is still in its early stages, and if a change needs to be made now is the time to consider it versus 6 months from now when the mod is nearing beta.  CBA brings a lot of options to the table for Epoch itself and also opens the doors for the community to "run with the ball" once Epoch hits 1.0, just like we did with A2 Epoch.  So please vote and discuss the issue here, both pros and cons.  Hopefully we will get some feedback from the dev team and can get CBA included or at least supported for the benefit of Epoch and all the communities involved.  
  17. Like
    Toby77 reacted to He-Man in [Ignatz] Earplug Script   
    Here a simple Earplug Script, special for the new Epoch Custom functions since Epoch 0.5
    https://github.com/Ignatz-HeMan/Ignatz_Client_Earplugs
  18. Like
    Toby77 reacted to IT07 in a3_vemf_reloaded by IT07   
    a3_vemf_reloaded by IT07
    - ABOUT -
    a3_vemf_reloaded is based on VEMF (Vampire's Epoch Mission Framework).
    VEMFr is meant to be very stable, reliable and best for performance.
    - DOWNLOAD -
    https://github.com/IT07/a3_vemf_reloaded
  19. Like
    Toby77 reacted to Face in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    What is A3EAI:
     
    A3EAI is a general-purpose AI addon designed specifically around A3 Epoch and its unique features, built from a heavily modified version of DZAI 2.2.1. "A3EAI" simply stands for "ArmA 3 Epoch AI". For users of DZAI, you'll know exactly what to expect from A3EAI.
     
    A3EAI Features:
     
    Automatically-generated static AI spawns: A3EAI will spawn an AI group at various named locations on the map if players are nearby.
    Dynamic AI spawns: A3EAI will create ambient threat for each player by periodically spawning AI to create unexpected ambush encounters. These AI may occasionally seek out and hunt a player. Random AI spawns: A3EAI will create spawns that are randomly placed around the map and are periodically relocated. These spawns are preferentially created in named locations, but may be also created anywhere in the world. Air and land vehicle AI: AI patrol in vehicles around the map, looking for players to hunt down. Cars and trucks may roam the road, and helicopters (or jets) search the skies for players. Helicopters with available cargo space may also occasionally deploy an AI group by parachute. Dynamic AI may also sometimes summon an air vehicle to their location for support. Custom AI spawns: Users may also define custom infantry and vehicle AI spawns at specified locations. Adaptive classname system: A3EAI reads Epoch's loot tables to find items that AI can use, such as weapons and equipment. Users may also choose to manually specify classnames to use instead. Error-checking ability: A3EAI checks config files for errors upon startup. If errors are found, A3EAI will use backup settings and continue operating as normal. Classname verification: A3EAI filters out invalid or banned classnames and prevents them from being used by AI. Universal map support: A3EAI supports any and every map for Arma 3 without changing any settings. Plug-and-play installation: Installing and upgrading A3EAI is a simple copy and paste job and does not require modifying any Epoch files. Easy configuration: A single configuration file contains all settings for A3EAI. This config file is external to the A3EAI pbo, so configuration changes can be made without ever having to unpack or repack the pbo file.  
    What's new about A3EAI:
     
    A3EAI is intended to be a near-total redesign of DZAI in terms of how the three major AI spawning systems (Static, Dynamic, and Random) work together. In DZAI, the 3 systems worked mostly in isolation: Static AI was for cities and towns, dynamic was for everywhere else, and random was just... random.
     
    A3EAI seeks to change things up by using "zero-configuration heterogenous spawning system" that lets all three major spawning systems to work together as one. Instead of having manual static spawn definitions for each city, town, etc, A3EAI will place a single spawn area at each city/town/etc directly. The upgraded dynamic and random AI spawning systems will fill in the gaps by spawning AI wherever necessary. AI group sizes, skill levels, and to a certain extent, loadouts, will be assigned to suit the location - small villages will have the lowest level AI, with larger cities having tougher AI. "Remote" areas such as factories and military bases will have the highest difficulty AI.
     
    To put it simply, many changes have been made to A3EAI that I simply can't list here. You will have to see for yourself when it is released.
     
    Where to download A3EAI:
     
    Download at: https://github.com/dayzai/A3EAI
     
     
    How to install A3EAI:
     
    A3EAI install instructions are located in the download package as well as the A3EAI Wikia site: http://a3eai.wikia.com/wiki/A3EAI_Installation.
  20. Like
    Toby77 reacted to He-Man in Arma 3 Vehicle "Bad Token" Urban Rappelling   
    You have to spawn Vehicles serverside with this code:
    _veh = createVehicle ["I_Heli_Transport_02_EPOCH", _startpos, [], 0, "FLY"];
    _veh call EPOCH_server_setVToken;
     
  21. Like
    Toby77 reacted to vbawol in Ingame Fog issues   
    Might just be the weather settings on the server, maybe check your WeatherStaticForecast setting in the epochconfig.hpp, if its set to {} then the weather should be random.
  22. Like
    Toby77 reacted to IT07 in [scarCODE] introCamera by IT07   
    introCamera (for ArmA 3 EPOCH)
    by IT07
     
    ABOUT
    This tiny script does a cool movie-like camera intro into the character of the player that logs in.
     
    VIDEO
     
    DOWNLOAD & INSTALL
    https://github.com/IT07/Game_code/tree/master/ArmA_3/A3_scarCODE_Bundle
  23. Like
    Toby77 reacted to He-Man in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    Based on this Status Bar, I made a complete rewrite. (without a difference between PlayerBar / AdminBar, because it is not needed for us).
    - Completely removed external config file
    - Only 1 File for all
    - Config section on the top of the Script-File
    - Blinking Icons, if in a dangerous value
    - Easy changeable Status Bar Content
    - Toggleable between 3 Statusbar sizes (right shift key / configurable)
    - 0-No Status Bar
    - 1 Full Status Bar
    - 2 Half Status Bar
    - 3 Small Status Bar
     
    I made it only for our Server.
    But I want to share it now, if someone also want it.
    Download: https://github.com/Ignatz-HeMan/Ignatz_Statusbar
  24. Like
    Toby77 reacted to Darth_Rogue in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    Status Bar With Icons & Server FPS display

    After seeing all the struggles people were having in other threads I decided to redo this script to make it easier for folks to understand and edit. This has much of the same functionality and generally appears similar to Scarr's build but the back end code is much simpler and should therefore be easier for scripting noobs like myself to see what's going on where and make changes as needed.

    The color gradients can be edited to suite your liking, but I feel it's pretty well spot on the way it is. Your mileage may vary.

    Admins can add their UIDs to have the status bar show a real-time server FPS reading and also display their world space coords, which will be very helpful when doing map edits and object placement without having to use an editor just for a few small items.
     
     
    UPDATE - v1.36 Released
     
    Due to multiple requests I have added a feature to the status bar where the bar will resize automatically based on player interface size.
     
    To update:  Remove the current 'status_bar' folder from your mission file and replace it with the 'status_bar' folder you will download from Github.  No other changes should be needed.  BE filters are the same.  
    Here are a couple screenshot showing what it looks like

    For Admins

    For Players

    Install Instructions





    DOWNLOAD

    Credits: See Github
  25. Like
    Toby77 reacted to Suppe in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    /*
        HS Blackmarket
        by Halv & Suppe
    */

    The HS Blackmarket is a 'new' Trader-system for A3 Epoch, it was created in collaboration with Halv, Halv wrote the main part of the script, he is the true genius.

    Features:
    - Trader with Custom Dialog (Menu)
    - Trader with unlimited supply
    - You control how many Trader will spawn
    - Trader will spawn random over the Map
    - Trader will spawn in 5 different "Camps"
    - With persistent Vehicles or not persistent Vehicles
    - Easily edit/add Prices, Items, Vehicles, Weapons
    - Easily Blacklist Items, Vehicles, Weapons
    - Easily control about Vehicleammo
    - Vehicleammo count over restart (10 bullets left for the restart = 10 bullets left after restart)
    - Static and Random Traders
    - Work with stock Epoch AH and infistar
    - Work without emod !
    - Work on every Map
     
    Pictures:



     
    Download:
    https://github.com/GBR-Suppe/a3_epoch_HSBlackmarket
     
     
    Install:
    - Copy the "trader" Folder and the Stringtable.xml in your epoch.Mission

    - Add to your init:
      [] execVM "trader\init.sqf"; [] execVM "trader\resetvehicleammo.sqf";   [] execVM "trader\HALV_takegive_crypto_init.sqf";  - Add to your description.ext  ( on the very top and if you use Halv's spawn script as well, you need only 1x the Halv_defines.hpp)
      #include "trader\Halv_defines.hpp" #include "trader\tradedialog.hpp"   #include "trader\HSPricing.hpp" - (optional) Open epoch.Mission/trader/init.sqf to configurate the HS Blackmarket
     
    - (optional) Open epoch.Mission/trader/settings.sqf and resetvehicleammo.sqf to configurate the Vehicleammo

    - (optional) Open epoch.Mission/trader/HSPricing.hpp to configurate prices, or to add Items, Vehicles, Weapons and so on

    - (optional) Remove 1 Epoch Trader for every Blackmarket Trader you added (remove Epoch Trader: \Arma 3\@epochhive\epochconfig.hpp  ,search for NPCSlotsLimit)
     
    - (optional) To get all messages of the traders (like the vehicleworldlimit check) you need:
     
    Edit your BE Filter:



     
    For infistar Server:



     
     
      for Halv                              for Suppe
     
    Copyright © 2015 Halvhjearne & Suppe

    This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your    option) any later version.

    This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

    You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/.
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