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    Teacher reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Originally concieved by Blckeagls and supported here with permission
    Completely rewritten  to remove bugs and add functionallity.
     
     
    Current Version: Version 7.06
    Current Build: 239
    Description.
    Built-in support for Epoch or Exile.
    Updated: Built in Headless client support.
    New: includes tools to export missions from A3EDEN Editor - minimal editing/scripting required to generate new missions once the design is completed in the editr.
    A complete static and dynamic mission system rolled into one.
    New:
    Many new Missions (Thanks to Thomas_TKO)
    CHANGES:   https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/changeLog.sqf To download go to: https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC
    For installation see: https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/INSTALLATION.txt
    For a complete changelog see: https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/changeLog.sqf
    Credits:
        Epoch Mod developer team, and in particular AWOL whose code has provided many lessons in scripting.
      blckeagls - Original developer of mission system 2.0.2   Narines - bug fixes and improvements.   Bill (DBD Clan) example compositions.   cyncrwler for help with troubleshooting and testing   Brian Soanes for helpful changes and performance tweaks.   Grahame for many rounds of testing, feedback and suggestions regarding features.   zxbutchxz for extensive testing of AI behavior. MGTDB for the fix for an issue with interacting with captives/targets on Exile servers. Porkeld for the CBA compatability fixes and debugging. Thomas_TKO for debugging and many new missions. * Additional Credits include authors of other missions systems and scripts who's work influenced this release:
       Halve and He-Man.     Face (A3EAI)     KiloSwiss (SEM)     Hogscrapper (HC missions for A3)     the Vampire (DZMS and VEMF)     The FUCHS (EMS)     lazylink (early A2 Epoch mission system)     Matt11 (Wicked AI) Updates: License
    This Mission System is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
    http://creativecommons.org/licenses/by-nc-sa/4.0/
     
     

     
  2. Like
    Teacher got a reaction from Helion4 in BattlEye Kick   
    Thanks for the help, now I've sorted it out, all set up no problems, thanks again for the help.
  3. Like
    Teacher got a reaction from vbawol in Adding loot from the RHS   
    Hello! Dear friends, show for illustrative purposes how to add spawn loot items and weapons for example: I want to add the following classes
    rhs_6b23_6sh116_flora
    rhs_6b23_6sh116_vog_flora
    rhs_weap_t5000
    rhs_weap_svdp_wd_npz
    rhs_weap_ak74mr
    rhs_weap_ak74m_camo
     
    add the example that is in the file CfgLootTable.h but nothing works, the topics that are on the forum, or not what you need, or deleted!
     
    P.S. Is there somewhere in the compiler or something like exile, but on Epoch? well, or a detailed description that would alter this table?
     
    Thanks in advance.
  4. Thanks
    Teacher 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.  
     
     
  5. Like
    Teacher reacted to Sp4rkY in ESVP - Extended Safezones with Vehicle Protection   
    Title:                 SPK_ESVP
    Author:            Sp4rkY (Github)
    Description:   Extended Safezones with Vehicle Protection for Arma 3 Epoch
    Version:           0.9
    Required:        Arma 3 1.66+ / Epoch 0.4+
    Credits:            IT07 (Thx for many brain) (Github)
                              |V.I.P.| CH!LL3R (Thx for thoughts & testing!)

    DOWNLOAD & INSTALL INSTRUCTIONS:
    >>> >> > CLICK ME < << <<<
    Edit by EpochMod - 2019-11-08:
    There came some issues up with the Arma 1.96 update.
    Unfortunately @Sp4rkY currently seems to be not active here, so we have added a pull request for his GitHub files.
    So if you want to use this addon, check / add this changes:
    https://github.com/SPKcoding/A3_Epoch_ESVP/pull/2/files

    FEATURES:
    * Fully customizable
    * Works with all maps
    * Works for players and vehicles
    * No more `"ProtectionZone_Invisible_F"` is needed (usually found in map config in a3_epoch_server_settings.pbo)
    * Fired bullets will automatically be deleted in safezones
    * (optional) Teleport players out of safezones after restart
    * (optional) Teleport players away from the parking place (if used) after restart
    * Protection from idiots trying to drive over other players (including traders)
    * Check vehicle ownership of bought vehicles
    * (optional) Teleport vehicles out of safezones at server restart to:
        - (optional) a given distance from the respective safezone
        - (optional) a static parking place (you can use your own map addition and define as many parking lots you want)
    * (optional) Restricted vehicle´s access in safezones (only the owner(s) can enter the vehicle)
    * (optional) Restricted vehicle´s gear-access in safezones (only the owner(s) can access the vehicle´s inventory)
    * (optional) Protection for lifted vehicle´s
        - If using this feature, there will be also a check for the owner, so stealing is not possible
    * (optional) Unlock teleported vehicles
    * 2 ways of info messages (depends on if vehicle protection is used or not)
    * (optional) Vehicle Access Menu:
        - "Refresh" button to update the player-list while menu is open
        - "Registered" listing to see which players are added to your vehicle
        - "Clear" button to remove the added players
    * (optional) restrict access to driver seat for primary vehicle owner
    * slingload check for bought vehicles (you can not steal cars or ships)
    * (optional) info messages for prohibited lifting
    * (optional) Prevent spawning of antagonists (UAV, Sappers, Snakes, Cultists) in safezones
    * (optional) Allow/disallow to chop/sledge/chainsaw anything in safezones
    * (optional) Feature to set map markers directly from this script (no need to define them anywhere else)
    * If using the "vehicle teleporting WITHOUT Parking Place" - function:
        - the vehicles get teleported to a random position within the given radius out of the safezones
    * If using the "vehicle teleporting WITH Parking Place" - function, it will works like this:
        - server restarts, vehicles in safezones will be teleported to a parking place
        - vehicles which are present at the parking place are getting teleported to a random location on the map, new vehicles (in safezones) are ported to the parking place
    * If the respective safezone contains water, ships are treated like this:
        - if ships are located at water surface, they gets teleported close to the safezone´s shore at given radius
        - if ships are located at terrain surface because of lifting or simliar, they gets ported random at the maps shore
    * If not using "vehicle teleporting" - function, remaining vehicles in safezones are indestructible after restart
    * Debug option for better determine errors (client & server)
     
    Enjoy this stuff and have fun!
    cheers
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