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Tarabas

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  1. Like
    Tarabas reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Version 6.79 Build 109 is on the github and contains:
    1) a fix for the issues with the underwater missions.
    2) a fix for the case in which players vehicles were damaged incorrectly for AI kills using vehicle-mounted guns when all checks for illegal kills were off.
    All you need to change is
    the file \custom_server\Missions\UMS\dynamicMissions\default.sqf.
    and \custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf
    Cheers - Ghost
  2. Like
    Tarabas 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/
  3. Like
    Tarabas 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.  
     
     
  4. Like
    Tarabas reacted to He-Man in Disable Radar (Sonsors of Vehicles)   
    If somebody is also looking for a script function to disable the Radar of Vehicles:
     
    { _sensor = _x; if (_sensor isequaltype []) then { if (count _sensor > 0) then { _sensor = _x select 0; }; }; _vehicle enableVehicleSensor [_sensor,false]; } foreach (listVehicleSensors _vehicle);  
  5. Like
    Tarabas got a reaction from lesvieuxcrevards in [LOOKING FOR] : Halo respawn system   
    It's still not working fine with Epoch AH. Players will get teleported back in the air without parachute (admins will not). It's a milestone for 0.6.
    https://github.com/EpochModTeam/Epoch/issues/648
  6. Like
    Tarabas got a reaction from natoed in [LOOKING FOR] : Halo respawn system   
    It's still not working fine with Epoch AH. Players will get teleported back in the air without parachute (admins will not). It's a milestone for 0.6.
    https://github.com/EpochModTeam/Epoch/issues/648
  7. Like
    Tarabas got a reaction from Sneer in [LOOKING FOR] : Halo respawn system   
    It's still not working fine with Epoch AH. Players will get teleported back in the air without parachute (admins will not). It's a milestone for 0.6.
    https://github.com/EpochModTeam/Epoch/issues/648
  8. Like
    Tarabas got a reaction from lesvieuxcrevards in Dead body marker   
    https://github.com/EpochModTeam/Epoch/issues/760
    It's already changed in experimental version
  9. Like
    Tarabas got a reaction from TheVampire in Dead body marker   
    https://github.com/EpochModTeam/Epoch/issues/760
    It's already changed in experimental version
  10. Like
    Tarabas got a reaction from vbawol in Epoch Altis zombielandepoch.clan.su GER|ENG   
    We run a 24/7 server-- Epoch Altis zombielandepoch.clan.su GER|ENG
    Mods:  Epoch (Always up to date) + Zombies and Demons
    Optional:
    JSRS Soundmod  ( http://steamcommunity.com/sharedfiles/filedetails/?id=861133494 )
    Enhanced Movement ( https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=333310405 )
    ASDG Joint Rails  ( https://steamcommunity.com/sharedfiles/filedetails/?id=1261297982&searchtext= )
     
    We also added some map Addons and the most known scripts+ missions from zombielandepoch Tanoa Server.
    All armed vehicles are buyable and rearmable.
    Have fun surviving
    IP:  arma.no-ip.info
    Port: 2402
  11. Like
    Tarabas reacted to Sp4rkY in ESVP - Extended Safezones with Vehicle Protection   
    @Tarabas
    Yo, ofcourse i will check it out and try to fix it as soon as possible...
    Only problem actually is the real-life... new work -> new chaos -> less time for anything else  lol

    cheers
  12. Like
    Tarabas reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    One at a time! Please have your documents and identification out and ready to be checked!


     
    Checkpoints generated dynamically on the roads in infected territory coming soon.
  13. Like
    Tarabas got a reaction from Toby77 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
     
  14. Like
    Tarabas reacted to xXLeVeLXx in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    i figured it out. if someone need to know this just ask 
  15. Like
    Tarabas reacted to vbawol in Enhanced Arma 3 Inventory   
    Enhanced Arma 3 Inventory 
    by Aaron Clark - http://www.epochmod.com
    Requires: Arma 3 version 1.66 or greater.
    Features: 
    - Dynamic Inventory (Double-Click) SubMenu. 
    Extendable with from mission config 'CfgItemInteractions' 
    Example: https://github.com/EpochModTeam/Enhanced-Arma-3-Inventory/blob/master/Sources/epoch_enhanced_a3_inventory/config.cpp#L86-L121
    - Armor Stats.
    Adds visual representation to inventory (progress bars) that show armor levels of Uniform, Vests, and Headgear as well as total armor at the bottom. When selecting or dragging the total armor bar shows a preview to show if you are gaining or reducing armor. Max armor levels are dynamically calculated from all available armor bearing items. 
    Licence: 
    Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
    Github: 
    https://github.com/EpochModTeam/Enhanced-Arma-3-Inventory
    Download: 
    http://steamcommunity.com/sharedfiles/filedetails/?id=809527168
    Please Note: This mod is not needed if you already run Epoch as this functionality is already built-in.
  16. Like
    Tarabas got a reaction from Sp4rkY in ESVP - Extended Safezones with Vehicle Protection   
    Now it works very well again :)
    Good job Sp4rkY
  17. Like
    Tarabas reacted to Sp4rkY in ESVP - Extended Safezones with Vehicle Protection   
    updated to v0.893
     
    * [fixed] projectiles of armed vehicles are still getting deleted after leaving safezones
    * [updated] BE filters (scripts.txt)


    Thanks to @Tarabasfor letting me know about this fail. :)
    There will be a better way of code to handle such things in the next bigger update.
    cheers
  18. Like
  19. Like
    Tarabas reacted to Sp4rkY in ESVP - Extended Safezones with Vehicle Protection   
    Thats a good question.
    Maybe I will insert the Epoch group system with a later update, but for now it works like this:

    First of all, the option for using the access check is optional.
    If enabled it works like this:

    You drive into a SZ and no other player is sitting in your vehicle, then you are the "only" owner of that vehicle.
    Now you have the option to use the access menu to grant access for the players you want (they have to be in the same safezone ofcourse and outside of any vehicle).
    If you did this, they have the same access to the vehicle as for yourself (depends on if you use the check for restriced driver check. if you enabled this check, only you will be able to drive the vehicle but noone else).

    If you drive into a SZ with some players sitting in your vehicle then they have the access automatically and there is no need to add them via the access menu, but you still are able to remove them. If you do that, they will get ejected from your vehicle. :)

    I found it is a good way to control something. Let´s see how its working for you.
    Tested it many, many times and couldnt find any issues.

    There will come 1 or 2 updates more at minimum and perhaps I will implement the Epoch group system check as an option.

    cheers
  20. Like
    Tarabas got a reaction from He-Man 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
     
  21. Like
    Tarabas reacted to He-Man in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    This is not noobie, this is the best way!
    The only I would change is:
     
     condition = "dyna_cursorTargetType isEqualTo 'Land_MapBoard_F' && alive dyna_cursorTarget";
     action = "createDialog 'SC_vgsDiag'";
  22. Like
    Tarabas got a reaction from He-Man in [Ignatz] Earplug Script   
    Yes, I tested it with one player on my homebase server. You're such a genious. :) thank you. It works very fine now, without that EH Ban message.
    Also the auto- hints are working fine, but they still don't do at manual put in/off and also get no notification there.
  23. Like
    Tarabas reacted to He-Man in [Ignatz] Earplug Script   
    Okay, I have merged the experimental to the master branch now.
    Thanks for testing Terabas.
  24. Like
    Tarabas got a reaction from Froanta in Trader Prices   
    All same.. just tax is how much + u give trader
  25. Like
    Tarabas got a reaction from vbawol in Trader Prices   
    Welcome Froanta.. Happy new year
    in your missionfile.pbo its's in \epoch_config\Configs\CfgPricing.hpp
    for example
    class ItemSafe {price = 625; tax = 0.5;};  
    change the tax however u want.
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