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Tarabas

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  1. Like
    Tarabas got a reaction from Grahame in Restrain player   
    This is a script to restrain a player you stand close to (needs a rope - until i find a better solution like handcuffs/zipties)
    all credits go to @He-Man Thank you for your support again
    The link to the action-pic and the prepared script is here:
    https://www.dropbox.com/s/xjmfqi9xywp8dpq/restrainscript.zip
  2. Like
    Tarabas reacted to Grahame in Vehicle Flip   
    @webbieAt a very simplistic level, add a script called custom/flip_vehicle.sqf with the following code:
    _target = cursorTarget; if((!isNull _target) && {alive _target} && {_target isKindOf 'Landvehicle' || _target isKindOf 'Air' || _target isKindOf 'Ship'})then { _target setVectorUp [0, 0, 1]; ['Flipped vehicle!',0,0.7,2,0] spawn bis_fnc_dynamictext; }; Add the following line to initPlayerLocal.sqf in the root of your mission file:
    flipvic = player addAction ["<t color=""#F8FF24"">" +"Flip Vehicle","custom\flip_vehicle.sqf","",1,false,false,"",""]; You now have a scroll wheel action to flip a vehicle. 
    Will add some code to check you are the driver (which as an aside also handles the locality issue in MP) and post an update later. 
  3. Like
    Tarabas reacted to Ghostrider-GRG in Yet another kill feed script for A3 Epoch   
    Final (I think) version pushed this evening.
     
     
  4. Thanks
    Tarabas reacted to Ghostrider-GRG in Yet another kill feed script for A3 Epoch   
    More bug fixes and features pushed today
  5. Like
    Tarabas got a reaction from Ghostrider-GRG in Restrain player   
    This is a script to restrain a player you stand close to (needs a rope - until i find a better solution like handcuffs/zipties)
    all credits go to @He-Man Thank you for your support again
    The link to the action-pic and the prepared script is here:
    https://www.dropbox.com/s/xjmfqi9xywp8dpq/restrainscript.zip
  6. Thanks
    Tarabas reacted to Ghostrider-GRG in VGFE (Virtual Vehicle Storage for Epoch   
    I just pushed an update that checks for invalid values for CfgVGFE \ vgfeExpiresAt and logs a message if you have one.
    That should fix the remaining issues with store/retrive vehicles
  7. Like
    Tarabas reacted to Ghostrider-GRG in Yet another kill feed script for A3 Epoch   
    Description:
        The script was inspired by Halv's killfeed script from 2015 but was rewritten from scratch.     Major changes are the script now ties in to the built-in epoch code for handling player deaths, does not rely on public variables, and uses remoteExec to tell the server when a player kill has to be handled. In addition, almost all of the     messaging functions have been moved from the server to the client.     Other changes include making available the use of the epoch messaging system as an optional way to tell players about kills, and optional logging of PVP kills. A dynamenu-accessed study body option A dynamenu bury body option Credits:
        The EpochMod team for the amazing framework thy have provided.
        Halv for the original killfeed for A3Epoch 
       Gr8 for some improvements in the GUI
        He-Man for helpful tips in dealing with deaths from sappers.
        Tarabass for many many helpful suggestions and extensive testing.
    Download:  https://github.com/Ghostrider-DbD-/kill-feed
    Installation:   https://github.com/Ghostrider-DbD-/kill-feed/blob/master/INSTALLATION.md
  8. Like
    Tarabas got a reaction from Liqu1dShadow in Put your server addons in a server side pbo   
    a3_custom.pbo <-- should be thatone
     
  9. Like
    Tarabas reacted to Ghostrider-GRG in VGFE (Virtual Vehicle Storage for Epoch   
    Credits:
    Epoch Mod Team for a great mod.
    He-man for many helpful discussions.
    RedBaron for helpful discussion and extensive debugging.
    Shix who's VG for Exile stimulated this effort.
    Description: provides a set of GUI and scripts by which players can store vehicles in a virtual garage that preserves fuel, damage, weapons loadouts and inventory. The position and orientation of the vehicle at the time it is stored is also saved.
    Optional storage points can be added by placing pre-specified objects and locations such as airfields and docks. By interacting with these objects, players can store vehicles in virtual hangers or dry docks. The idea of the hangers is that it allows players who like winged aircraft a chance to safely store their jets. A similar logic applies to the dry dock.
    Provisions to prevent using the virtual vehicle storage to teleport is built in.
    Some examples of what the player sees are included below.
    Download:  https://github.com/Ghostrider-DbD-/Virtual-Vehicle-Storage-for-Epoch
    Installation: https://github.com/Ghostrider-DbD-/Virtual-Vehicle-Storage-for-Epoch
     
     
     
     
     
  10. Like
    Tarabas reacted to He-Man in A3 Epoch v1.3.3 Update   
    Arma 3 Epoch 1.3.3 has been released!

    Server Files:
    https://github.com/EpochModTeam/Epoch

    Gamemode File Changes:
    https://github.com/EpochModTeam/Epoch/pull/1011/files

    Full Changelog:
    https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Client Files:
    http://steamcommunity.com/sharedfiles/filedetails/?id=421839251
    http://www.moddb.com/mods/epoch/downloads/epoch
    http://www.armaholic.com/page.php?id=27245
     
    (Optional)
    Server Files are available here: 
    https://steamcommunity.com/sharedfiles/filedetails/?id=1642000412
    Note: this is meant for updates only as there is no DB folder and all configs appended with "-example". The first-time install would need this -example part removed from the file name and the DB folder from Server Files on GitHub. Other than that it should just override and update the server pbo's and mission files and dll's .
     
     
    Added
    Some Dupe fixes Fixed
    In some Cases, Players were not able to use Binocular in cargo of Vehicles by using R3F or AdvSlingLoad Player Krypto was not updated in Debug Monitor Ground Loot now shows as "ground" instead of "crate" in inventory Snappoint for half cinder walls on top was not 100% correct Changed
    Some cleanups for no longer needed scripts Reduced Server calls for Loot Spawn (but not reduced Loot in general!) Replaced Karma by AntagonistKills in Topstats (because Karma is currently broken a bit) Better randomize left Vehicles in Traders (Do not only store Vehicles in Trader Slots order) Removed Thermal from assembled UAVs (by default) Server Owners
    Reworked CfgServicePoint a bit (added Vehicles + smaller tweaks) Cleaned up some scripts - more usage of already existing sub functions (EPOCH_server_CargoSave / EPOCH_server_CargoLoad) Option in cfgepochclient "SupressBaseSpawnOnHomekillTime" to prevent Base spawn for xxx seconds after BaseKill Karma variable is currently broken and caused community stats to not save correctly. Community save should be fixed now. Karma is still WIP Added a Config "BaseCamOnlyHome" in cfgepochclient to allow Players to use Basecamterminal (from Inventory) outside their Base Picture get more and more noisy by distance Fixed an issue, that new expansion Backpacks could get doubled on restarts Added some more IDAP-Uniforms that don't require the Orange-DLC: U_C_IDAP_Man_cargo_F U_C_IDAP_Man_jeans_F U_C_IDAP_Man_TeeShorts_F U_C_IDAP_Man_Tee_F U_C_IDAP_Man_casual_F U_C_IDAP_Man_shorts_F
  11. Like
    Tarabas got a reaction from He-Man in BRANDNEW !!! [Eng/Ger] Tanoa Zombieland-Epoch| zombielandepoch.clan.su   WE WANT YOU !!!I   
    Tanoa Server is up to date
    Arma 3: 1.98
    Epoch: 1.3.3
    IP:  arma.no-ip.info
    Port: 2302
     
    Discord Zombielandepoch
  12. Like
    Tarabas reacted to Porkeld in A3_vemf_Re_reloaded   
    A3_vemf_Re_reloaded
    Vemf_reloaded was originally made by IT07 and last commit on vemf_reloaded was in 2017....
    I really like this mission script, but in my opinion it was missing some essential features compared to other mission systems.
    So I decided to add and fix some of the stuff for vemf.
    Check the Changelog for fixes and new stuff.

    All credit goes to IT07 for coding this and also a big THANK YOU to Ghostrider [GRG] for helping and always being helpfull when needed :-)
    Check readme and how to install.txt
     
                                                   Download https://github.com/Porkeld/A3_vemf_re-reloaded
     
    If you have any questions/bug reports or ideas for vemf_re_reloaded then find me on discord Porkeld#1506 
  13. Like
    Tarabas got a reaction from Schalldampfer in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    i used that till now. It did work, but inconsistant, and i wasn't able to find out when it changes to halv and when to epoch spawn :D.
    So now it's optional, as one prefer and it's another option for serveradmins too
  14. Thanks
    Tarabas reacted to He-Man in Extended Bridges for Tanoa Map   
    My Brother made some awesome bridges for the Tanoa Map for our Server a while ago.
    But we no longer run a Tanoa Map. So I have decided to not trash these nice Bridges..
    I have packet it in a single Server Side addon. So you can simply add this pbo into your @epochhive\addons folder (when using Tanoa, of course!!!)
    Download: https://github.com/Ignatz-HeMan/Ignatz_Tanoa_Bridges
    Preview: https://plays.tv/video/5d360a4d352caab41e/tanoa-bridges
     
    Special thanks for this work goes to my Brother "Forelle Vierkant" !!!
  15. Like
    Tarabas reacted to He-Man in [Semi - Completed] Crash Loot Script - Arma 3   
    @Schalldampfer
    I found out, that Epoch_server_cargosave will not 100% work on killed Vehicles.
    It will not pushback backpacks and items, but weapons, magazines and subcontainers.
    Maybe an issue in Arma, not sure.
    But I have added a workaround to the experimental files, that Backpacks (and items within Backpacks) will also work now.
    But Items are still an issue (this means ItemGPS, ItemCompass, ItemWatch, weapon attachments ..., but no Epoch Items like mortar, metal....)

    So here is the needed change in the Epoch Files:
    https://github.com/EpochModTeam/Epoch/commit/297b2c04734b872b8769c3f972cf29c4b80c000e

    And I have another (in the case better code) you can simply run in your Init (without any other changes in any other files):
    if (isserver) then { addMissionEventHandler ["EntityKilled",{ params ["_killed", "_killer", "_instigator"]; if (_killed isKindOf "Landvehicle" || _killed isKindOf "SHIP" || _killed isKindOf "AIR") then { if (!istouchingGround _killed) exitwith { _killed spawn { _start = diag_ticktime; waituntil {uisleep 2; (isTouchingGround _this && speed _this < 1) || diag_ticktime - _start > 10}; if (!isnull _this && !(surfaceiswater (getpos _this))) then { _pos = getPos _this; ["groundWeaponHolder" createVehicle [_pos select 0, _pos select 1, 0], _this call EPOCH_server_CargoSave] call EPOCH_server_CargoFill; }; }; }; _pos = getPos _killed; ["groundWeaponHolder" createVehicle [_pos select 0, _pos select 1, 0], _killed call EPOCH_server_CargoSave] call EPOCH_server_CargoFill; }; }]; }; You can call in any script, the Server is running on startup.
    Oh and thx to @Tarabas for his hint about the Eventhandler "EntityKilled". I was not aware about it before
  16. Thanks
    Tarabas reacted to He-Man in ESVP - Extended Safezones with Vehicle Protection   
    I think BI have changed the behavior for waituntil loops with the latest update.
    I do not know this scripts, but you could try the following:
    Replace this line:
    waitUntil{if({if(cursorTarget isKindOf _x)exitWith{1}}count['Car','Air','Motorcycle','Tank','Ship'] == 0)then{uiSleep .2;false};if(({if(cursorTarget isKindOf _x)exitWith{1}}count['Car','Air','Motorcycle','Tank','Ship'] == 1) || !isESVP)then{true}}; with:
    waituntil {{cursorTarget isKindOf _x} count ['Car','Air','Motorcycle','Tank','Ship'] > 0 || !isESVP};  
     
    And replace this line:
    waitUntil{if(locked cursorTarget isEqualTo 0)then[{uiSleep .2;false},{if((locked cursorTarget isEqualTo 1) || !isESVP)then{true}}]}; with:
    waitUntil {(locked cursorTarget isEqualTo 1) || !isESVP};  
  17. Like
    Tarabas reacted to He-Man in A3 Epoch v1.3.2 Update   
    Arma 3 Epoch 1.3.2 has been released!

    Server Files:
    https://github.com/EpochModTeam/Epoch

    Gamemode File Changes:
    https://github.com/EpochModTeam/Epoch/pull/1008/files

    Release Notes:
    https://epochmod.com/forum/topic/46253-a3-epoch-v132-update/

    Full Changelog:
    https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Client Files:
    http://steamcommunity.com/sharedfiles/filedetails/?id=421839251
    http://www.moddb.com/mods/epoch/downloads/epoch
    http://www.armaholic.com/page.php?id=27245
     
    (Optional)
    Server Files are available here: 
    https://steamcommunity.com/sharedfiles/filedetails/?id=1642000412
    Note: this is meant for updates only as there is no DB folder and all configs appended with "-example". The first-time install would need this -example part removed from the file name and the DB folder from Server Files on GitHub. Other than that it should just override and update the server pbo's and mission files and dll's .
     
    Added
    Non Lethal Weapons Make opponents unconscious with special weapons Unconscious players can be woken up by a MultiGun with Heal Player attachment after a random timer (60-180 seconds) Paint Garages (with optional map markers) around the map for painting Vehicles Park your Vehicle in / on the Garage and hold Space (DynaMenu) on the Terminal Costs: 500 Krypto (Configurable by Admins) https://plays.tv/video/5d5d721191c8f06d14 Player / Server Statistics (within the E-Pad) Times connected / Playtime (hours) / Max Alivetime (hours) / Distance Walked (Km) Objects Looted / Trades at Trader / Placed Buildings / Crafted Items Karma / Player Revived / Tradermissions Player Kills / AI Kills / Antagonist Kills / Zombie Kills Deaths by Player / Deaths by AI / Suicides K/D PvP / K/D PvE https://plays.tv/video/5d5d716b0b171855fe Hint in Inventory for Heal / Revive / Repair to be used as MultiGun Attachment Item description to Trader items https://cdn.discordapp.com/attachments/474595539107971072/622554669830373399/unknown.png UAV Backpacks - Assemble and then use via DynaMenu (SpaceMenu) Animated Heli Crash (with scattered loot) https://plays.tv/video/5d8a717407926fbfc2 Some Chinese translations (thx to @CHL198011) Fixed
    Players could instant get killed on contact with new placed BaseBuilding Parts Players Glasses (Goggles) were not correctly added on login / revive Some Building Parts where falling down on build (also when snapped correctly) Texture for Solar Generator / Charger was broken Changed
    Weapon attachments are no longer dismounted within containers on restarts Clothings (BackPacks / Vests / Uniforms) in storages will no longer get unpacked on restarts Vehicle / Storage Lock Colorized Vehicle / Storage Lock messages Hint how long your Vehicle will stay locked on lock Vehicles locked inside your own PlotPole-Range have now a longer Locktime Inside your PlotPole-Range: 3 days Outside your PlotPole-Range: 30 minutes https://plays.tv/video/5d5d71d2137413ba08 Increased UAV sounds Changed Taru / Huron / Mohawk Door Sounds (more decent sound) changed unarmed jump animation UAV-Support (AI's) will now spawn a bit more away from your Position Changed / Fixed some Epoch asset models Reduced Rain by default Hunger / Thirst / Alcohol loss no longer depends on time multiplier by default Reworked Looting function (Epoch furnitures + additional ground Loot) Server Owners
    Added an option to force the Gender for Players on Spawn / Respawn with "ForceGender" in cfgEpochClient.hpp Added the FastNights Epoch Event by default to epochconfig.hpp Added Compatibility to Lythium and Livonia Map Added a MultiMap compatibility Make it possible to run also not official supported maps Use the mission.sqm within the epoch._ChangeMe folder Spawn (Debug-Box) is set to [0,0] and spawn positions are random created on restarts Custom Textures (e.g. from Paintshop) can now be saved to the Database set "UseCustomTextures" in epochconfig.hpp to "true" force saving Vehicles after painting by: Client side Scripts: _vehicle call EPOCH_interact; Server side Scripts: _vehicle call EPOCH_server_save_vehicle; To adjust the new BaseLock-Time, use "vehicleLockTimeHome" in epochconfig.hpp Configs for the Painting Garage (available colors / Costs) can be found in CfgPainting.hpp SetUnitLoadout has been replaced by an Epoch function. To simply strip and reload Inventory, use "call EPOCH_ReloadLoadout"; Player Login Mass-Check Another fix to prevent login issues If you still have issues, make sure these positions are very close in your mission.sqm: respawn_east respawn_west all VirtualMan_EPOCH Entities Players playtimes are now shown in the Playerlist in Adminmenu https://cdn.discordapp.com/attachments/474595539107971072/613059969943601208/unknown.png Added a function to jump up for Admins in Adminmenu Admin Teleport on mapclick now use ALT instead of CTRL (prevent creating Linemarkers) Added an option "EnablePhysicsOnBuild" to cfgEpochClient.hpp to disable physics while Building Changed syntax in cfgServicePoints to allow inherits from other Vehicle Classes Some more infos can be found here: https://epochmod.com/forum/topic/34454-repair-rearming-script/?do=findComment&comment=307310 Added a config for the already available FastNight Event to epochconfig.hpp New Weapons + Mags: pvcrifle_01_F NL_pvc_bb_mag -> Knockout nl_Shotgun NL_shot_bb_mag -> Knockout nl_auto_xbow xbow_mag_bolt -> Kill xbow_mag_tranq -> Knockout xbow_mag_exp -> small explosion -> Kill hgun_Pistol_tranq_01 tranq_dart_mag -> Knockout If you run Infistar lower then v260 (not published for now), you have to change this inside your Infistar files! A3AH: 1
    Search for: "_addCaseHDMG = 0;" add a new line behind it with: "_addCaseHDMG = player addEventHandler ['HandleDamage',(['CfgEpochClient', 'HandleDamage', ''] call EPOCH_fnc_returnConfigEntryV2)];" 2
    Search for: "if(_addCaseHDMG == _roundRandomNumberHDMG)then" change it to: "if(_addCaseHDMG == (_roundRandomNumberHDMG+1))then" 3
    Search for: "player addEventHandler ['HandleDamage',''];" change it to: "player addEventHandler ['HandleDamage',(['CfgEpochClient', 'HandleDamage', ''] call EPOCH_fnc_returnConfigEntryV2)];" A3AT: 1 Search for: "player addEventHandler ['HandleDamage',{}];" replace it with: "if (infiSTAR_MOD == 'Epoch') then {player addEventHandler ['HandleDamage',(['CfgEpochClient', 'HandleDamage', ''] call EPOCH_fnc_returnConfigEntryV2)];}else {player addEventHandler ['HandleDamage',{}];};"  
  18. Thanks
    Tarabas reacted to He-Man in Deployable Sleeping Bags as Spawn Points   
    _jammers = nearestObjects[_CheckLocation, ["PlotPole_EPOCH","SleepingBagGreen_EPOCH","SleepingBagBlue_EPOCH","SleepingBagBrown_EPOCH"], 6]; This should still work.
    "call EPOCH_JammerClasses" is only needed, when you have defined other types than the default Jammers as PlotPoles.
    But you can also use:
    _jammers = nearestObjects[_CheckLocation, call EPOCH_JammerClasses + ["SleepingBagGreen_EPOCH","SleepingBagBlue_EPOCH","SleepingBagBrown_EPOCH"], 6]; @Tarabas
  19. Like
    Tarabas got a reaction from He-Man in Epoch Altis zombielandepoch.clan.su GER|ENG   
    Updated: A3 1.94
    Added Uniforms/Weapons/Vehicles from A3 Contact
     
    IP:  arma.no-ip.info
    Port: 2402
  20. Like
    Tarabas reacted to Grahame in most current/user friendly AI mission build.   
    Best A3E mission system at this time is BlckEagl's... 
    By default there is no init.sqf in the Epoch mission PBO no.
  21. Like
    Tarabas reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I just pushed Build 176 which includes some bug fixes to the github master branch.
  22. Thanks
    Tarabas reacted to Sneer in [SOLVED] Major glitch with Enhanced Movement and Epoch   
    adding this here, it wasn't in the recent update.
    Epoch_custom_EH_KeyDown
    params ["_display","_dikCode","_shift","_ctrl","_alt"];
    _handled = false;
    private ["_key"];
    for "_key" from 1 to 20 do {
        If (_dikCode in (actionKeys (format ["User%1",_key]))) exitwith {
            if !((player nearObjects ["Constructions_static_F", 5]) isEqualTo []) then {
                _handled = true;
            };
        };
    };
    _handled
  23. Thanks
    Tarabas reacted to Ghostrider-GRG in Painshop ... paint/set custom textures on Backpack, Uniforms and vehicles.   
    I have made a fork of Halve's github entry for his paintshop scripts and added a few lines to support saving textures on bases and vehicles to the database when this is available sometime down the road. Many thanks to He-Man for his help with this and for considering adding the needed database calls to Epoch.
     
    https://github.com/Ghostrider-DbD-/paintshop
  24. Thanks
    Tarabas reacted to Ghostrider-GRG in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    I guess I'll go through it and test all those options at some point. I do not use the features that add gear on my server so was not aware there were issues.
    Glad you got it working.
  25. Like
    Tarabas reacted to He-Man in A3 Epoch v1.3.1 Update   
    Arma 3 Epoch 1.3.1 has been released!

    Server Files:
    https://github.com/EpochModTeam/Epoch/releases

    Gamemode File Changes:
    https://github.com/EpochModTeam/Epoch/pull/999/files

    Release Notes:
    https://epochmod.com/forum/topic/45461-a3-epoch-v131-update/

    Full Changelog:
    https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Client Files:
    http://steamcommunity.com/sharedfiles/filedetails/?id=421839251
    http://www.moddb.com/mods/epoch/downloads/epoch
    http://www.armaholic.com/page.php?id=27245
     
    (Optional)
    Server Files are available here: 
    https://steamcommunity.com/sharedfiles/filedetails/?id=1642000412
    Note: this is meant for updates only as there is no DB folder and all configs appended with "-example". The first-time install would need this -example part removed from the file name and the DB folder from Server Files on GitHub. Other than that it should just override and update the server pbo's and mission files and dll's .
     
    Changelog:
    Added
    Upgradeable PlotPoles (S/M/L/XL/XXL) with different Range / Limits https://plays.tv/video/5c9925a6770ac037e4 On entering temp Vehicles, Payers will get a hint "Vehicle will despawn after restart" 2nd Variant of a lockable Safe "GunSafe_EPOCH" https://plays.tv/video/5c9926466b9589c5c6 License Plates of Vehicles can now be changed by Dyna-Menu (Space-Menu) https://plays.tv/video/5c99293fdea086f319 Put Krypto to ground (within Inventory) https://plays.tv/video/5c992604c58e543366 Fixed
    Prevent Traders from spawning on containers Advanced Vehicle Repair was not working as expected within custom "SafeZones" Reset Toxic after revive Delay for accurate position on swap building while basebuilding Changed
    Server Owners
    Configs for upgradeable PlotPoles are located in ("CfgEpochclient" >> "CfgJammers") Fixed BE-Kicks in DLC Shop Another login stuck fix (Loadabs-Check) Added possibility the usage of "Krypto" as needed material for building upgrades Example CfgBaseBuilding: upgradeBuilding[] = {{"PlotPole_L_EPOCH",{{"Krypto",1500}}}}; Fixed Ban for "commandMenu - RscMenuEngage" New var "AutoLockStorages" in epochconfig.hpp to auto-lock storages on server start Added optional safe variant with less Load than the normal Safe "ItemSafe_s"
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