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Tarabas

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  1. Like
    Tarabas reacted to vbawol in Disappearing Mags on login / revive fix   
    Thanks He-Man! Got this added to 0.3.9 
  2. Like
    Tarabas got a reaction from ReDBaroN in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    Since A3 Update 1.60 players get this message at the blackmarket trader:
    https://steamcommunity.com/sharedfiles/filedetails/?id=694644791
    found file but no colorPicture entry for the HS_trader_tree ..
  3. Like
    Tarabas 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
  4. Like
    Tarabas reacted to ReDBaroN in ESVP - Extended Safezones with Vehicle Protection   
    Nothing bad dude, our twins were born at 4am yesterday :) Now have 3 kids....I must be mad... :D
  5. Like
    Tarabas got a reaction from Grahame in A3 1.60 Epoch 0.3.8 440   
    Thank you Grahame... works fine now again.
    Finally we can choose in which channel you can only write or speak too .
    For remember:
    0 = Global
    1 = Side
    2 = Command
    3 = Group
    4 = Vehicle
    5 = Direct
    6-15 = Custom Radio
    Mine:
    disableChannels[]={{0,false,true},{1,false,true},{2,true,true},{6,true,false}};
     
  6. Like
    Tarabas reacted to Grahame in A3 1.60 Epoch 0.3.8 440   
    Didn't see anyone respond to this, but BIS have changed the syntax for channel permissioning, as per:
    disableChannels[] = {channelID<number>, channelID<number>...}; // old syntax Example: disableChannels[] = {0,1,2}; disableChannels[] = {{channelID<number>, disableChat<bool>, disableVoice<bool>},{channelID<number>, disableChat<bool>, disableVoice<bool>},...}; // new syntax Example: disableChannels[]={{0,true,true},{1,true,false}...};  
  7. Like
    Tarabas reacted to He-Man in Disappearing Mags on login / revive fix   
    Hi,
    everybody of you know the problem with disappearing mags out of current weapon on login (only with 6,5mm weapons, especially GL-Weapons) and revive (every weapon).
    Now I took some time to search for the Problem and I found it.
    I also found some other things, that I was able to tune.
    Let's begin with EPOCH_server_loadplayer.sqf:
    If count _weaponsAndItems is >= 2, it can be 2. But then, _equipped can not be _weaponsaAndItems select 2!
    So it must be "if (count _weaponsAndItems >= 3)"
     
    _weaponsAndItems select 1 is defined in EPOCH_server_savePlayer.sqf as "weaponsItems _player".
    If the Player have a GL Weapon within a normal mag AND rnd Greande Shell, "weaponsItems _player" gives an array of: ['attach1','attach2','attach3',[magazine1],[magazine2],'bipod'].
    Because there can come 2 arrays of mags, it must be: "_wMagsarray PUSHBACK _x"
     
    In this Part, you can trim the code a bit. There is no need for running "if (_wMags) then ..." in IF and in ELSE. So just move it before the if/else.
    The second part is, because we made an array of more then one mag in _wMagsArray, we have to load it as follows:
                            if (_wMags) then {
                                {
                                    _newPlyr addMagazine _x;
                                } foreach _wMagsArray;
                            };
     
    Now we come to EPOCH_server_revivePlayer.sqf:
    Because the load player script and the revive player script are very similar, a have assumed the _fnc_addItemToX from the load player script to the top of the revive player script
     
    Everybody knows, that often the revived Player have another weapon, as before he died. That is because the script is looking for all nearestObjects WeaponHolderSimulated from near to far and the last Weaponholder overwrite the first.
    The solution is reversing the array of weaponholders.
    In this part we also can fix the problem, that weapons can be duped by reviving. We delete the weponholders with our primary and secondary weapon instant.
    Here the "old" code:
    and here the new:
     
    Next the same as in load player:  
    "if (count _weapons >= 3) then {..."
    And for loading the Inventory I have taken the same codes as in load player.
     
    It is already tested and working for us.
    Here the complete files:
     
    Epoch_server_loadPlayer.sqf:
    https://www.dropbox.com/s/yaepsos0b11x5m4/EPOCH_server_loadPlayer.sqf?dl=0
     
    EPOCH_server_revivePlayer.sqf:
    https://www.dropbox.com/s/vb8ayuwlc2x0fb4/EPOCH_server_revivePlayer.sqf?dl=0
  8. Like
    Tarabas got a reaction from vialis in A3 1.60 Epoch 0.3.8 440   
    Okay, I look forward to it.. thank you for your reply and work..
  9. Like
    Tarabas reacted to vbawol in A3 1.60 Epoch 0.3.8 440   
    I am pushing to get 0.3.9 released this week with support for A3 1.60+. had some issues on my dev servers and steamcmd resulting in mod corruption. Got that sorted so I will be checking the logs and fixing what I can. You can check the progress on the experimental branch here: https://github.com/EpochModTeam/Epoch/tree/experimental
  10. Like
    Tarabas reacted to Grahame in Support for Ryan's Zombies and Demons   
    Hi Lord [VB]AWOL. I just noticed the following line in the 0.3.9 changelog and my heart lept with joy 
    [Added] (Optional) Support for Ryan's Zombies and Demons mod: http://steamcommunity.com/sharedfiles/filedetails/?id=501966277 with custom Epoch implementation. I was wondering whether you might have some time to fill us in on more details of the implementation - I'll be checking the code but probably won't get the chance to do so until tomorrow. If you need any help or have any questions then I've been using that mod for quite some time. I'd also be interested in experimenting with any scripts you may have for spawning and would certainly be willing to test them out on my production server.
    As you may know I use Civilian Occupation System to spawn the infected in order to get around the issue that Ryan's native spawners don't respawn, but I've also been looking at the scripts developed for another, unamed, survival sand box mod for new ideas...
  11. Like
    Tarabas reacted to Grahame in [TUTORIAL] Putting the Z in EpochZ   
    I'm away from my computer tight now but.just.quickly from memory:
    (1) the.setdamage filter doesn't exist anymore but you do.still need the entry for setdammage
    (2) I can't remember offhand and offline the exact place game logics have gone in Eden but.I'll get back with this in the morning.
    (3) The mission folder.is the folder.created when you de-PBOed the.epoch.Altis.PBO file. When you repack it it is uploaded to the mpmissions folder on your server.
    I'll be updating and reworking this tutorial in the next few days to bring it in line with all the.latest changes in Epoch and Ryan's.Z&D
  12. Like
    Tarabas reacted to computermancer in SUPERFUNMENU - possum, earplugs, suicide, animations   
    Finally learned how to work with PVEH's.
     
    Will be updating SFM soon using new techniques.
     
    https://www.youtube.com/watch?v=tisIA7cavPs&feature=youtu.be
  13. Like
    Tarabas reacted to vbawol in EDEN 3D support missions?   
    Yes, I will look into supporting the new format now that 1.56 is released.
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