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Tarabas

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  1. Like
    Tarabas reacted to Helion4 in The Epoch Mod Hoverboard is here.   
    Better late than never.




  2. Thanks
    Tarabas got a reaction from Kenobi in Water purification tablets   
    https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EMPTY   
    Land_WaterPurificationTablets_F
    There they are.. :)
  3. Like
    Tarabas got a reaction from natoed in Epoch Altis zombielandepoch.clan.su GER|ENG   
    Added to action menu (Press space):
    everywhere:
    -tourist infos
    in safezones:
    -kill yourself
    -heal yourself
    -animations
    Added @natoed s fantastic mapaddons included refinery in salt desert and horizon oil rig..
    Added new vehicles from Tanks DLC
    IP:  arma.no-ip.info
    Port: 2402
  4. Like
    Tarabas reacted to Grahame in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    Anyone who is using @DirtySanchez's excellent update to the Virtual Garage who also wants vehicle persistence through a restart added back when a vehicle is removed from a garage can do the following to the server side files.
    First add the following line to  a3_epoch_virtualGarage/config.cpp:
    persistentVehicles = 1; // Are vehicles read from the garage made persistent on the server? Replace a3_epoch_virtualGarage/functions_VGS/fn_vgsReadFromGarage.sqf with this:
    RePBO a3_epoch_virtualGarage.pbo and upload back to @epochhive/addons on your server.
    Pull request submitted so hopefully this will be in his base repo. 
  5. Like
    Tarabas got a reaction from Grahame in EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers   
    All other stuff seemed to be working fine without that addition aswell..
    Thanks to all of you again for that very easy editable addon.. :)
  6. Like
    Tarabas reacted to natoed in EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers   
    @Tarabas
    well done, thou i did something similar awhile back leading to the same issue
    I use the ryan's modules to ensure i can enforce the settings i have set in epochz, I have tested without the modules and the settings work fine back at time can be weird....but that's arma/epoch lol
    just need to nut out the issue, 9/10 it was what i did lol
  7. Thanks
    Tarabas reacted to He-Man in Tanks DLC causing issue with vehicle maintenance   
    Hopefully I got everything.
    https://github.com/EpochModTeam/Epoch/commit/3966ad70105efc020a1203d68191f2022bbe5e33
  8. Like
    Tarabas got a reaction from Grahame in EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers   
    Thank you @natoed
    that's the plan now.. I will report back when I found what is bugging...
    Edit: Embarassing... I readded from your mission.sqm:
     
    Now with doubleclick the sound is playing and av works fine..
  9. Like
    Tarabas got a reaction from Razor1977 in Door remote script   
    I love this community.. The scripts works great.. it's even showing what components are missing.. the idea with energy using is brilliant aswell.
    thanks again to all of you.
    yayy :)
  10. Like
    Tarabas reacted to Grahame in EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers   
    By Grahame, @natoedand @Drokz (and others). Based on ExileZ 2.0 by Patrix87 which was forked from an original project named EXILE-Z created by SAM, Otto and CaptionJack of RelentlessServers.com based on Civilian Life by code34. Released under the same Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) license.
    Incorporates DayZ-style Heli Crash Site code from @rvg?!, based on the original script by @Richie 
    Feature List from the original ExileZ 2.0
    Dynamically spawns Ryan's Zombies. An infinite set of spawner configurations Harassing zombies aka Random encounters that will spawn near players wherever they are. Hordes! The number of zombies in a town is proportional to the number of player in that town (adjustable ratio) Very lightweight. Server Side only! A constant flow of zombies in towns. Fully configurable Supports any map! Map support included in base EpochZ 1.0 build for Altis, Tanoa, Chernarus Redux, Australia and Takistan Safezone protection. Zombie Missions! (Not tested in EpochZ 1.0) The possibility to display infested zones on map. Adjustable zombies health and damage. Zombies won't disappear if close to a player. Zombies won't spawn right next to a player. Turn off all lights on the map by setting the LightsOff variable to true in fn_init.sqf  (not working atm... we're working on a fix) New Features in EpochZ 1.0
    Reworked for use on Epoch servers. Infected will not be spawned within minJammerDistance of a frequency jammer. DayZ Style Heli Crash Site code incorporated within EpochZ so infected will spawn at a heli crash site. If you use it then remove the helicrash.pbo from @epochhive/addons Infected entering safe zones defined in fn_init.sqf in the SafeZonePositions[] array will be deleted. If SpawnWithinTriggerRadius is set to true in fn_init.sqf then the infected will spawn throughout the entire trigger area, otherwise they will spawn between MinSpawnDistance and MinSpawnDistance of the centre of the trigger. Download
    https://github.com/morgoth0/EpochZ
    Installation
    If you just want to use our default version on Altis then simply upload the epochz.pbo in @epochhive/addons in the GitHub repository into the same location on your Epoch server and restart.
    This addon is incredibly customizable and I am working on full documentation for it to help people set it up the way they want. In the meantime the code is very well commented and, assuming you have a reasonable knowledge of configuring addons then here are the files in which you can change it to suit your needs:
    epochz/init/fn_init.sqf: contains all configuration settings and trigger definitions
    epochz/init/TriggerPositions.sqf: defines all locations for infected spawns and which trigger class they are in
    epochz/init/ZClasses: defines the classes of infected spawned in each trigger type
    epochz/init/ZLoot.sqf: what loot is found on the infected
    epochz/init/ZVest: what vests are worn by the infected
    Screenshot
    http://www.grahamecurtis.com/images/epochz_spawns.jpg
  11. Thanks
    Tarabas reacted to Grahame in Fully Integrated Vector Building System   
    What's Exile? 
  12. Like
    Tarabas got a reaction from natoed in A3E Take Clothes   
    No duping for me till now :)
    Great!
  13. Like
    Tarabas reacted to Grahame in Vehicle Flip   
    And here is a better solution, now using the dynaMenu and checking that the vehicle is unlocked and you were the last driver (thus dealing with the issue of object locality). All changes are in the mission file.
    Add the following to epoch_config/Configs/CfgActionMenu/CfgActionMenu_target.hpp:
    // Flip Vehicle class flip_vic { condition = "dyna_isVehicle && !dyna_locked"; action = "[dyna_cursorTarget] call FlipVic;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\build_upgrade.paa"; tooltip = "Flip Vehicle"; }; Add a script in the folder where you store your custom ones, for example custom/, called FlipVehicle.sqf with the following contents:
    private ["_target"]; _target = _this select 0; if (local _target) then { _target setVectorUp [0, 0, 1]; ["Flipped vehicle",5] call epoch_message; } else { ["You were not the driver of this vehicle",5] call epoch_message; }; Add the following lines into your mission's init.sqf replacing the script's folder with where ever you put yours:
    if(hasInterface) then{ FlipVic = compileFinal preprocessFileLineNumbers "custom\FlipVehicle.sqf"; }; RePBO the mission, upload to the server...
  14. Like
    Tarabas got a reaction from Grahame in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    Oh yes.. it just needed time to load aswell. now it's shown and all buyable.
    I didn't notice that it took so long as it was in addAction before.
     
    Edit:
    That's strange.. I need to switch between buy and sell everytime after switch back from lobby to game. Think it's maybe not because of loadingtime.
  15. Thanks
    Tarabas reacted to Grahame in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    Yes. Try switching between BUY and SELL and see whether that resolves. I had to first time but my price list is so large it takes a while the first time after server start to load. If that works for you we can isolate the issue further
  16. Like
    Tarabas got a reaction from Grahame in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    Hello there..
    I'm trying to get this to the action menu. It works by //ing out the addaction and add this to the CfgActionMenu_target.hpp:
     
    class blackmarket
    {
        condition = "dyna_cursorTargetType isEqualTo 'I_G_resistanceLeader_F' && alive dyna_cursorTarget";
        action = "createDialog 'HS_trader_dialog';call HS_trader_menu;";
        icon = "x\addons\a3_epoch_code\Data\UI\buttons\group_requests_ca.paa";
        tooltip = "Blackmarket Trader";
    };
     
    But somehow no items are showing up. Someone has an idea what I forgot to add ?
  17. Like
    Tarabas got a reaction from Grahame in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    Hihi.. that was it.. Teamwork for a nice together.
    Thank you
  18. Like
    Tarabas reacted to Grahame in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    Works great for me @TarabasThanks very much 
    You didn't remove too much of the addaction section did you? Should just comment like this:
    // Client stuff... if(hasInterface)then{ diag_log "[HSBlackmarket]: Client waiting for Trader ..."; waitUntil {sleep 1;(!isNil "HSPV_HSBlackmarket")}; // { // _x addAction ["<img size='1.5'image='\a3\Ui_f\data\gui\Rsc\RscDisplayArcadeMap\icon_layout_ca.paa'/> <t color='#0096ff'>HS Trader Menu</t>", // { // /* // systemChat "WARNING:"; // systemChat "This trader is NOT finished yet ..."; // systemChat "... you might loose items and / or crypto trading here!"; // */ // HS_SWITCH = false; // createDialog "HS_trader_dialog"; // call HS_trader_menu; // },_x, -9, true, true, "", "player distance _target < 5"]; // }forEach HSPV_HSBlackmarket; HSPV_HSBlackmarket = nil; call compile preprocessFileLineNumbers "trader\tradermenu.sqf"; diag_log "[HSBlackmarket]: Client Done ..."; }; After that and adding your CfgActionMenu change it works great!
  19. Thanks
    Tarabas reacted to Grahame in A3E Take Clothes   
    Thanks @TarabasFirst post updated with the latest code
  20. Like
    Tarabas got a reaction from Grahame in A3E Take Clothes   
    No duping for me till now :)
    Great!
  21. Like
    Tarabas reacted to Grahame in A3E Take Clothes   
    New version of the script provided by @He-Man (cheers buddy!):
    private ["_target_uniform","_player_uniform"]; params ["_target","_player"]; _nearentities = (((_player nearEntities 7) select {isplayer _x && alive _x && !(_x iskindof "HeadlessClient_F")}) - [_player]); if !(_nearentities isequalto []) exitwith { ["Cannot take clothes when other players are nearby",5] call epoch_message; }; if (uniform _target isequalto "") exitwith { ["Target has no uniform to take",5] call epoch_message; }; _playerloadout = getunitloadout _player; _targetloadout = getunitloadout _target; _player_uniform = _playerloadout param [3,""]; _target_uniform = _targetloadout param [3,""]; _playerloadout set [3,_target_uniform]; _targetloadout set [3,_player_uniform]; _player setunitloadout _playerloadout; _target setunitloadout _targetloadout; Tested on my server this afternoon. If others can check it out and confirm no issues then I will update the thread's first post.
  22. Like
    Tarabas reacted to Grahame in New Missions for A3E Wicked AI   
    I have ported some of the Extra Wicked AI missions from ARMA2/DayZ/Epoch's Wicked AI system. They are a purely derivative product based on this work:
    Missions ported so far are: Abandoned Trader, Ambushed HMMWV, Army Base, Drone Pilot, Old MacDonald's Farm and Slaughter House. 
    I will be continuing this work with the others when I have time.
    NOTE: In order to use these missions you will require CUP Terrains Core on your server. For those running non-vanilla ARMA3 maps, for example Chernarus Redux that should not be an issue.
    Download
    https://www.dropbox.com/s/19ln1t6yhsmbldw/Extra_WAI_Missions.zip?dl=0
    Installation
    (1) Copy the files in the downloadable archive to your Wicked AI's missions/bandit folder.
    (2) Add the missions to the mission array in WAI's config.sqf, for example:
    wai_bandit_missions = [ ["abandoned_trader",5], ["ambushed_hmmwv",5], ["army_base",5], ["drone_pilot",4], ["macdonald",5], ["slaughter_house",5], ["nuke",4], ["Mi_48",6], ["MV_22",6], ["sniper_team",8], ["rebel_base",5], ["medi_camp",5], ["dropside",5], ["comm_center",10], ["C_192",11], ["destroyed_ural",11] RePBO Wicked AI and upload to @epochhive/addons and enjoy!
  23. Like
    Tarabas reacted to Grahame in Deployable Sleeping Bags as Spawn Points   
    Another class of item added to EpochCore client-side in 1.1 are deployable sleeping bags. Here is the code for placing them and a suggestion (and code) for actually making use of them to provide greater flexibility at respawn for your players.
    Installation Instructions
    (1) Add the sleeping bag "kits" to your loot tables and trader price lists. The class names are KitSleepingBagGreen, KitSleepingBagBlue and KitSleepingBagBrown
    (2) Add the following to epoch_config/Configs/CfgItemInteractions.hpp:
    class KitSleepingBagGreen : Item_Build_base { buildClass = "SleepingBagGreen_SIM_EPOCH"; }; class KitSleepingBagBlue : Item_Build_base { buildClass = "SleepingBagBlue_SIM_EPOCH"; }; class KitSleepingBagBrown : Item_Build_base { buildClass = "SleepingBagBrown_SIM_EPOCH"; }; (3) Add the following to epoch_config/Configs/CfgBaseBuilding.hpp:
    class SleepingBagGreen_EPOCH : Default { removeParts[] = {{"KitSleepingBagGreen",1}}; GhostPreview = "SleepingBagGreen_Ghost_EPOCH"; staticClass = "SleepingBagGreen_EPOCH"; simulClass = "SleepingBagGreen_SIM_EPOCH"; bypassJammer = 1; }; class SleepingBagGreen_SIM_EPOCH : SleepingBagGreen_EPOCH { removeParts[] = {}; }; class SleepingBagGreen_Ghost_EPOCH : SleepingBagGreen_SIM_EPOCH {}; class SleepingBagBlue_EPOCH : Default { removeParts[] = {{"KitSleepingBagBlue",1}}; GhostPreview = "SleepingBagBlue_Ghost_EPOCH"; staticClass = "SleepingBagBlue_EPOCH"; simulClass = "SleepingBagBlue_SIM_EPOCH"; bypassJammer = 1; }; class SleepingBagBlue_SIM_EPOCH : SleepingBagBlue_EPOCH { removeParts[] = {}; }; class SleepingBagBlue_Ghost_EPOCH : SleepingBagBlue_SIM_EPOCH {}; class SleepingBagBrown_EPOCH : Default { removeParts[] = {{"KitSleepingBagBrown",1}}; GhostPreview = "SleepingBagBrown_Ghost_EPOCH"; staticClass = "SleepingBagBrown_EPOCH"; simulClass = "SleepingBagBrown_SIM_EPOCH"; bypassJammer = 1; }; class SleepingBagBrown_SIM_EPOCH : SleepingBagBrown_EPOCH { removeParts[] = {}; }; class SleepingBagBrown_Ghost_EPOCH : SleepingBagBrown_SIM_EPOCH {}; So, at this point you can place sleeping bags and they look pretty nice, but what's the point. Well, say for example that you would like to seal your jammer away in a dark place in your base but don't want to respawn in that room, but do want to respawn somewhere in a base; or perhaps you are doing a mission or you're off hunting heroes and don't want to make your way from the coast all over again... well, you can set sleeping bags to be spawn points too!
    (4) Change the definition for the select_jammer class in epoch_config/Configs/CfgActionMenu/cfgActionMenu_target.hpp to:
    class select_jammer { condition = "((dyna_cursorTargetType isEqualTo 'PlotPole_EPOCH') || (dyna_cursorTargetType isEqualTo 'SleepingBagGreen_EPOCH') || (dyna_cursorTargetType isEqualTo 'SleepingBagBlue_EPOCH') || (dyna_cursorTargetType isEqualTo 'SleepingBagBrown_EPOCH')) && (damage dyna_cursorTarget < 1)"; action = "[dyna_cursorTarget,player,Epoch_personalToken] remoteExec [""EPOCH_server_makeSP"",2];"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\player_inspect.paa"; tooltip = "Make Spawnpoint"; }; RePBO your mission file and upload it to the server.
    (5) Now unpack epoch_server.pbo. There is one file in there that needs a change which is compile/epoch_player/EPOCH_server_loadPlayer.sqf. Change line 145 from:
    _jammers = nearestObjects[_CheckLocation, ["PlotPole_EPOCH"], 6]; to:
    _jammers = nearestObjects[_CheckLocation, ["PlotPole_EPOCH","SleepingBagGreen_EPOCH","SleepingBagBlue_EPOCH","SleepingBagBrown_EPOCH"], 6]; RePBO epoch_server.pbo and upload to your server. You now have sleeping bags that can be built anywhere and used as respawn points.
    Be aware though! Anyone can pick yours up in the wild (as they should be able to) and you will no longer spawn at its location!
    (Optional 6) Also note that should you give these as starting gear you may want to add energy to a player at spawn by changing the energy entry in the CustomVarsDefaults array in epoch_config/CfgEpochClient.hpp to something like the following (which gives 1250 energy to a new spawned player):
    {"Energy",1250,{2500,0}},  
  24. Like
    Tarabas got a reaction from He-Man in Epoch 1.1.0 scrap metal bug   
    Thank you again @He-Man
    defibrillator works fine aswell already like that :)
  25. Like
    Tarabas reacted to Grahame in DayZ-Style Portable Generators for A3E   
    I got certain configs updated in the EpochCore client files allowing a few extra nice features to be deployed in A3/Epoch, and I'll start off by posting the information to set up portable generators to allow fuel pumps to be used for refueling vehicles if auto-refueling is turned off on your server. 
    Installation Instructions
    (1) Add the portable generator "kit" to your loot tables and trader price lists. The class name is KitGenerator
    (2) Add the files in this downloadable archive to a folder in your mission called, for example, sounds:
    https://www.dropbox.com/s/75gq2rezy1tcbe2/generator_sounds.zip?dl=0
    The license file is required! It is a Creative Commons Attribution Only license for the sound file.
    (3) Add the following lines to your mission file's custom description.ext (replacing the path for the generator1.ogg sound with the location in which you put it):
    // Portable Generator Sounds class CfgSFX { class Generator { sounds[] = {"Generator"}; name = "Generator"; Generator[] = {"sounds\generator1.ogg","db+10",1,200,1,0,0,0}; Empty[] = {"",0,0,0,0,0,0,0}; }; }; class CfgVehicles // NOTE: CfgVehicles definitions are only permitted in description.ext for sound sources. It cannot be used for CfgVehicles customizations { class PortableGenerator { sound = "Generator"; }; }; (4) Create a file in the folder of your mission file where you store your own scripts, e.g. custom called PortableGenerator.sqf and paste the following code into it:
    (5) Add the following lines to your mission's init.sqf (replacing the path with whatever you used in step (4)):
    if(hasInterface) then{ PortableGenerator = compileFinal preprocessFileLineNumbers "custom\PortableGenerator.sqf"; }; (6) Add the following to epoch_config/Configs/CfgItemInteractions.hpp:
    class KitGenerator : Item_Build_base { buildClass = "Generator_EPOCH"; }; (7) Add the following to epoch_config/Configs/CfgBaseBuilding.hpp:
    class Generator_EPOCH : Default { removeParts[] = {{"KitGenerator",1}}; GhostPreview = "Generator_Ghost_EPOCH"; staticClass = "Generator_EPOCH"; simulClass = "Generator_SIM_EPOCH"; limitNearby = 2; bypassJammer = 1; }; class Generator_SIM_EPOCH : Generator_EPOCH { removeParts[] = {}; }; class Generator_Ghost_EPOCH : Generator_SIM_EPOCH {}; (8) Add the following code to epoch_config/Configs/CfgActionMenu/cfgActionMenu_target.hpp:
    // Portable Generators class generator_refill { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && !(dyna_cursorTarget getVariable [""GeneratorFueled"",false]) && !(dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 2] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\vehicle_refuel.paa"; tooltip = "Refuel generator"; }; class generator_start { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && (dyna_cursorTarget getVariable [""GeneratorFueled"",false]) && !(dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 1] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\Replace_Engine.paa"; tooltip = "Start generator"; }; class generator_stop { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && (dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 0] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\Remove_Engine.paa"; tooltip = "Stop generator"; }; RePBO your mission file and upload it to the server. That should be it.
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