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WLF

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  1. Like
    WLF reacted to looter809 in [RELEASE] Customized A2Logistics Tow/Lift [Updated for 1.0.7.1+]   
    I made some modifications to the A2Logistics tow/lift script a while ago and finally got around to making an official fork for anyone to use. It makes a better attempt at considering weights of vehicles to add a more realistic spin on towing and lifting. It should be fairly straightforward if you wish to modify anything.
    Here's some of the changes it brings:
    Adds tiers of vehicles by estimated weight such as Large, Medium, Small, and Tiny for Ground and Air vehicles. A vehicle can tow anything of it's own size or smaller. So a Large ground vehicle can tow any ground vehicle. A medium vehicle like an SUV can only tow other medium vehicles and smaller. A tank can tow any ground vehicle BUT can not be lifted A Large helicopter can lift small and tiny helicopters. A Large helicopter can lift any ground vehicle, whereas a medium helicopter can only lift medium and smaller. The airTug car (classname "TowingTractor" and other tractors) can tow any plane. Most boats are considered 'medium' cars Adds option to drop lifted vehicles when flying above 50 alt If you drop a vehicle above 50 alt, it will get a parachute and smoke grenade attached. "ParachuteBigWest" if large vehicle, otherwise "ParachuteMediumWest" Automatically translates for english, german, and french players on a per player basis. Previously the server developer had to choose one for all players You can find the download and install instructions HERE

    Enjoy!
  2. Like
    WLF reacted to Reaper5150 in [RELEASE] Taped Mags Scripts - Epoch 1.0.7   
    Just noticed I made a mistake in the Stanag.sqf here is the updated one. :)
    private ["_hasitems1","_hasitems2","_ressource1","_ressource2"];
    _ressource1 = ["30Rnd_556x45_Stanag",2];
    _ressource2 = ["equip_duct_tape",1];
    _hasitems1 = [_ressource1] call player_checkItems;
    _hasitems2 = [_ressource2] call player_checkItems;
    if (call {_hasitems1} && {_hasitems2}) then {
                player removeMagazine "30Rnd_556x45_Stanag",2;
                player removeMagazine "equip_duct_tape";
        player playActionNow "PutDown";
        player addMagazine "60Rnd_556x45_Stanag_Taped";
    };
  3. Like
    WLF reacted to Reaper5150 in [RELEASE] Taped Mags Scripts - Epoch 1.0.7   
    Super simple scripts I made to tape mags together increasing the amount of ammo for set mags. Based off right click functions!
    For use only on A2: Epoch 1.0.7 
    Credits go to @killerkiwi and @Mig for the edits using Stormz craft menu, I just edited the scripts to check for items needed to craft the mags.
     
    Download Here: https://github.com/DevReaper5150/TapedMags
     
    Install: Place the scripts in folder you keep your scripts. Remember to change the path in ClickActions/config.sqf
    Edited your ClickActions/config.sqf including the one provided. (Super simple)
     
    Two mags and one duct tape are required to craft taped mags and will remove the items needed from gear.
    Hope you enjoy :) 
     
     
  4. Like
    WLF reacted to BigEgg in [RELEASE] Plot Owner   
    Hello,
    Here is a simple script that prints the owner (or first friend in the list) of a base area when the player enters the plot radius. This could be useful for servers that enjoy base raiding, and overall allows players to map out base locations.
    https://github.com/BigEgg17/Plot-Owner
  5. Like
    WLF reacted to higgibaby in [Outdated][Release] Epoch-OriginsMod-Server-Package (Epoch 1.0.7 & Origins Mod 1.8.3)   
    Epoch-OriginsMod-Server-Package (Version 1.0)
    Updated: 08.07.2021
    Have FUN!
    >>>>>   Download: https://github.com/h1gg1baby/Epoch-OriginsMod-Server-Package
     
    Epoch 1.0.7 & Origins Mod 1.8.3 (Taviana 3.0)
    No Credit for me. Here, you see the list, you must send Credit to.
    Special Credit to MigSDev5 for inspirations. GitHub repo
    Tested with infiStar Admin Panel.  
    Used mods:
    DZAI 2.2.4 - AI Addon for Epoch 1.0.7 | GitHub repo WICKED AI 2.2.7 | GitHub repo ESSV3 | GitHub repo epoch-right-click-actions for Epoch 1.0.7+ | GitHub repo deployAnything for Epoch 1.0.7+ | GitHub repo Advanced-Gem-Crafting | GitHub repo OriginsBandage | GitHub repo Virtual Garage for Epoch 1.0.7 | GitHub repo Vehicle Key Changer for Epoch 1.0.7 | GitHub repo TakeClothes | GitHub repo Service Points for Epoch 1.0.7 | GitHub repo Epoch-Trader-Catalog | GitHub repo Epoch-Recipes | GitHub repo safe_zones | GitHub repo | Used edited Version from https://pastebin.com/aSsP1vjZ Bury and butcher bodies for Epoch 1.0.7 | GitHub repo Remote Vehicle Locking/Engine Status and kick out non group members. | GitHub repo BTC_Logistic_Modified_Epoch_Version | GitHub repo (forked from Sandbird/BTC_Logistic_Modified_Epoch_Version) Custom Tradercities
    I added custom traders! Taviana-Zoo, Antonovka, Ilya, Shtangrad, Aliencamp, Sevastopol ...
    (WAI) Custom static events with rewards ;-)
    Bandit Camp SectorB  
    Known problem:
    Origins-Status-Menu must be hidden.
    Users, who join the server, gets a "blood.paa-error". The error must be confirmed. Then the user can toggle with the key "F3" the Origins-Status-Menu for hiding. This setting will be saved in the client "ArmA 2 Profile".
     
    Install:
    Copy the DayZ_Epoch_13.Taviana folder (or *.pbo / use "PBO tool" for packing) to your Arma2 OA\MPMissions folder
    1.1 Enabling or disableing your own settings: dayz_code\configVariables.sqf
    Copy the dayz_server.pbo folder to your Arma 2 OA@dayz_epoch_server\addons folder
    The file "HiveExt.dll" is custom! For using "Virtual Garage", you must change it. So, replace the offical HiveExt.dll! You can find it in my package. Attention: Look in the area "mySQL database setup fresh install" at https://github.com/oiad/virtualGarage for more Install instructions.
    Import the SQL\virtualGarage.sql into your database
    Replace the Battleye-filters on your server with the package files.
    Copy the Bikey-Key "OriginsMod.info_by_Hades_1.8.3.bikey" into your server key folder.
    Mod serversettings for start order: ca, @originsmod, @dayz_epoch, @dayz_epoch_server
     
    infiStar
    If you use infiStar then deactivate the following setting in your dayz_code\configVariables.sqf
    Set it from "1" to "0"
    like this:
    dayz_antihack = 0;  
    You use ESSV3 & InfiStar?
    You have a Problem at spawning with HALO? Clients spawn left down the map into water?
    Then use the following fix. Credits to Cherdenko for fixing that bug! klick me!
    Look at your AH.sqf in your dayz_server.pbo (infiSTAR folder). Open that file and seach for:
    _driver = driver _curVeh; _aidriver = false; if(!isNull _driver)then { if(!isPlayer _driver)then { _aidriver = true; player setVectorUp [0,0,1]; player setVelocity [0,0,0]; player setPosATL _lastPos; }; }; if(_aidriver)exitWith{hint 'Bad boys, bad boys whatcha gonna do? Whatcha gonna do when they come for you?';systemchat 'AI Drivers not allowed!';};  
    Delete it!
     
    Extra/optional:
    You don`t want to use any launcher? Then use "Start - Oripoch.bat". Set your own Arma2-path and set your IP with server-port. Dubbleklick to start.
    Serverstart with "Steamlink":
    steam://run/33930//-connect=99.999.999.99%20-port=2302%20-mod=EXPANSION;@OriginsMod;@DayZ_Epoch;%20-nosplash%20-world=empty%20-nopause  
    with password usage:
    steam://run/33930//-connect=99.999.999.99%20-port=2302%20-PASSWORD=password%20-mod=EXPANSION;@OriginsMod;@DayZ_Epoch;%20-nosplash%20-world=empty%20-nopause  
    Contact
    seppo{at}posteo.de | No support for used mods! Send your Server-IP. I will visit you! ;-)
  6. Thanks
    WLF reacted to oldmatechoc in [Release] Epoch Recipes Previews   
    - Searches Epoch files for items that can be built by players.


    The coding could be better optimized but I had trouble getting the return recipe outputs in a way I could display nicely.
    please have a crack at fixing this! :D
     


    https://github.com/ch0c/epoch-recipes


     
  7. Thanks
    WLF reacted to oldmatechoc in [Release] Debug Menu   
    https://github.com/ch0c/debug-monitor-display
  8. Thanks
    WLF reacted to oldmatechoc in [Outdated] [Release] Trader Catalogue / Previews   
    https://github.com/ch0c/trader-catalogue
  9. Thanks
    WLF reacted to sam_ in Mission SQF Manager   
    MissionSQFManager
    Download:    https://github.com/sam563/MissionSQFManager/releases/tag/1.2
    Video Preview: 
     
     
    Tools for managing Arma generated SQF mission files to make the creation of custom map addons and custom missions easier.
    Output Formats
    Formatted SQF Biedi SQM Features
    User inputted formatting of SQF including prefix and suffix lines. Presets that predetermine almost all options defined in and expandable from the config. Option to automatically sort objects by their classname Option to replace object classnames from the config (This is primarily for switching map_eu classnames with their lootable and standard Arma counterparts). Option for converting all positions to positions relative to either a user inputted position, or an automatically determined point (the center point of all objects) Options to filter out Units, Vehicles and Objects
  10. Like
    WLF got a reaction from Vladick in Epoch Antihack / Admin Tools   
    Sorry, it was private pastebin. Try one more time.
  11. Like
    WLF reacted to Airwaves Man in Epoch 1.0.7 Release   
    This is the official Epoch 1.0.7 Release. Thanks to everbody who took part on this especially helion4.
     
    Changelog: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.7/CHANGE LOG 1.0.7.txt
    Report bugs: https://github.com/EpochModTeam/DayZ-Epoch/issues/2123
    Download via Google Drive at the moment: https://drive.google.com/drive/folders/1z94OU_-yz8SGz14Se2txNbcIYu8sEV-p
    The password for the Server Files is: 123456
     
    Edit: Epoch 1.0.7 is now in the DayZ Launcher. Unfortunately Epoch 1.0.6.2 got completely removed. Server Admins have to update to Epoch 1.0.7 now.
  12. Thanks
    WLF reacted to Airwaves Man in Epoch 1.0.7 Pre-Release   
    Guys, RC4 is up and should be the last RC before the release. If everything goes as planned we should be ready in about 4 weeks.
    https://github.com/EpochModTeam/DayZ-Epoch/issues/2117
     
  13. Like
    WLF reacted to Airwaves Man in Epoch 1.0.7 Pre-Release   
    Ladies and Gentlemen, this is the Epoch 1.0.7 Pre-Release with signed pbos and the needed server key. This will be in test until the 15th of April to make sure everything works correctly.
    Joining with the DayZ Launcher
    Download and install 7-zip from this website: https://7-zip.de/download.html Download the Epoch 1.0.7 Client Files from google drive: https://drive.google.com/drive/folders/1Xx0wq8QJFG4AqeXquxMQADm8y73FYeYO If you have finished the download, unpack the Epoch 1.0.7 Client Files. You need at least 7,4 GB of disk space. Go into the folder where you have installed all your of Arma 2 OA DayZ mods. It depends on where the DayZ Launcher has set the path. Once you found the folder with your mods rename @DayZ_Epoch to @DayZ_Epoch_old. Copy and paste the downloaded and unpacked folder from 3. into the mods folder where you have renamed the Epoch Mod. Keep in mind you need at least 7,4 GB of disk space. There should be a folder with the name @DayZ_Epoch_old and @DayZ_Epoch now. Click on @DayZ_Epoch and check if there is a sub folder called addons. @DayZ_Epoch\addons. If there is another folder called @DayZ_Epoch copy everything from this folder into the root folder called @DayZ_Epoch. So it looks like: that @DayZ_Epoch\addons and not: @DayZ_Epoch@DayZ_Epoch\addons. You are ready to join an Epoch 1.0.7 Server now. Open the DayZ Launcher and join 94.130.68.169 - Offical DayZ Epoch 1.0.7 Pre-Release Version You will get a message that Epoch needs validating/updating. Click ok and ignore it. You can join the Test Server now. If you want to join any other Epoch non 1.0.7 server, just rename @DayZ_Epoch_old back to @DayZ_Epoch For Server Admins: You have to update to the new server files that coming with this Pre-Release update.
    Download and install 7-zip from this website: https://7-zip.de/download.html Download the Epoch 1.0.7 Server Files from google drive: https://drive.google.com/drive/folders/1gHNE4VBCeYXi0P_hosAI8k-49v15WNdr Take the DayZEpoch107.bikey from the Server Files keys folder and put them into your server keys folder. Also set verifySignatures = 2; in your config.cfg to activate the signatures check. How to test:
    Do not use any third party scripts or tools. Do not use infistar as an admin tool. Use this testkit: https://github.com/worldwidesorrow/TestKit Enable -showscripterrors in the DayZ Launcher and never ever use -nologs for testing. If you have bugs and problems on testing always provide logs. Server(if you are the admin) and Client Logs. You can find the Client Logs under C:\Users\YourUsername\AppData\Local\ArmA 2 OA It is possbile that the folder is hidden in windows. You can make it visible: https://support.microsoft.com/en-us/help/4028316/windows-view-hidden-files-and-folders-in-windows-10 Do not post the logs directly, use pastebin.com, google drive, or something like that and add the link. Report all bugs under this topic.
  14. Like
    WLF reacted to killerkiwi in post moved   
    ......
     
  15. Thanks
    WLF reacted to Schalldampfer in [RELEASE] WAI 2.2.6   
    I'm now testing enemy artillery in my server, and got it working (not balanced yet)
    1. Activate artillery module by adding this in dayz_server/WAI/init.sqf
    (Because I use this BIS_ARTY_LOGIC for all mortars, we can use only 1 type of mortar in the the server.
    I think I'd better create new BIS_ARTY_LOGIC in spawn_static.sqf and use it in arty_fire.sqf .. but I haven't tried this yet)
    2. To add brain of artillery to each mortar (which you will spawn by using spawn_static function), add this into dayz_server/WAI/complie/spawn_static.sqf 's Line183 or around - where one of the static weapon is prepared for battle.
     
    3. Now this is the brain of artillery. Create dayz_server/WAI/complie/arty_fire.sqf with this content
    (Most settings are hard-coded here so far, and may be inbalanced)
     
    Notes:
    To spawn artillery, put this code in the random mission
    If the mortar's group find a player, they will try to bombard him.
    I think the mortar unit doesn't have good eye, so I'm combining the group to another static weapons or cars like
     
     
     
  16. Thanks
    WLF reacted to sam_ in Skalka City: Map edit   
    https://youtu.be/b-MtH3sAKvU
     
     
     
    Download Link
    https://github.com/sam563/map/blob/master/skalka.sqf
     
    Before
    https://imgur.com/FAxEtFH
    After
    https://i.imgur.com/wDCll41_d.jpg?maxwidth=640&shape=thumb&fidelity=medium
    HOW TO INSTALL
    add map\skalka.sqf to your mission file
    In your init.sqf in
    if (isServer) then { 
    add the line: 
    call compile preprocessFileLineNumbers "map\skalka.sqf";
     
    INFO
    To disable vehicle wrecks, dead bodies, tents etc... to fit better into epoch change:
    _apocalyptic = true;
    to
    _apocalyptic = false;
     
  17. Sad
    WLF reacted to Affraid in AI Skalisty Island, not so easy   
    Thank You @Waylon194 for posting that.
    Just So people Know , Unfortunately My friend   @Thug Passed away back in November. As of now I can't get access to His GitHub account to make the changes.But will be trying to do so.  Me and him did a lot of work together with TBsGaming.com  servers and building AI cities. I know he also helped a lot of other people out through the years. We still have an Active Arma 2 OverPock Chernarus server up and running in his Honor.  Server Ip: 107.173.81.134:3302 . 
  18. Like
    WLF reacted to Helion4 in Dayz Epoch (2019)   
  19. Thanks
    WLF got a reaction from Schalldampfer in out of range in arrays   
    Yes, it works! Thx!
  20. Like
    WLF reacted to salival in Why 'dayz_rollingMessages' not work?   
    I'm guessing because that script is running server side and not client side like dayz_rollingMessages would be.
  21. Like
    WLF reacted to freakneek in [TUTORIAL] How to make Custom map content 1.0.6.2   
    G'day, Guys and Girls,
    you might want grab another Rabbitman Beer or R4Z0R soda (if your not allowed beer). This is gonna be a long one!
    This tutorial goes into some length and is for the most part, copy/paste, from @Poncho's How to make Custom map content [ Tutorial & Ongoing Support ] tutorial. I had a major issue today trying to figure out why my map edit wasn't working. but after many thanks to the awesome @JasonTM, for identifying the issue, It has been found that you need to use a compiles line instead of a execVM line in the code.
    ***NOTE***
    This tutorial is not my work.... BUT, I felt that this could use an update.
    ***for those of you who already know how to do this scroll down to the server_functions.sqf part!***

    Most people create these map additions, simply by launching dayz through an epoch server via dayz commander will give you a working editor, but some buildings (such as Barracks, Hospitals, and Fire Stations) will not spawn any loot.
    This is because of their class names. The default ARMA editor makes most building classnames begin with "Map_" . All buildings of this type will not spawn loot in dayz, this is inherited from the EU_ update to the editor. You may simply read through your code and change all these manually to (for example) "Land_A_Hospital" instead of the original "Map_A_Hospital" to trigger loot spawns within those buildings.
    There is however an easier way for those of you unfamiliar with code, which also adds a few extra items in. This will however remove some options brought by the EU_ update such as being able to place rocks/cliffs e.t.c so it is important to pick when you want to use the editor I am about to show you.
    It is called the Jon-C5- Editor Update by (surprisingly enough) Jon-C5-. It is available  here http://www.armaholic.com/page.php?id=5932
     
    To turn your map edits into functioning dayz map additions simply follow the instructions below (If you do not wish to use the Jon-C5-Editor, skip to step 4):
    1) Download the zip file linked above.
     
    2) Drag/copy&paste it into your Arma2 Operation Arrowhead folder (where your @dayz and @dayzepoch folder are stored)
     
    3) Launch dayz with the following launch options (set via steam or dayz commander):
    -mod=@Jon_EditorUpdate  
    4) Once you are in the main menus press ALT+E
     
    5) This will open up the editor click the Chernarus map then click ok.
     
    6) A map view will then pop up, on the right hand side you will see a list of categories:
                - First click 'Centre' then right click on the map, select 'new',  and press ok,
                - Next click 'Group' then right click on the map, slect 'new'. and press ok,
                - Now click 'Unit' then right click on the map, select the unit you want - default may be 'Alsatian' the change from 'non playable' to 'playable'.
     
    7) You are now ready to start editing. To begin, enter the '3D View' and click on 'Vehicle' (this is where all the buildings are listed). Right click on the map and select 'new', The list will then appear.
     
    8) Once you have selected an item, the ALT key will allow you to raise or lower items, with the SHIFT key allowing you to spin it around.
     
    9) Once you are happy with the edit, save it (Name it something relative to the edit). Then check your edits, sometimes large items may shift from where you placed them.
     
    10) Locate the mission.sqf file, usually in My Documents > Arma 2 > Missions > "Your mission name"
     
    11) Open up the mission.sqf file, you must now make some small edits to allow it to add these items to your server. Example Below:
    Default mission.sqf code example, areas to edit show indicated.
    ----------------------------------------------------------Remove start Here activateAddons [ ]; Replace with: if (isServer) then { activateAddons []; initAmbientLife; ----------------------------------------------------------Remove End Here _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; ------------------------------------------------------------------------------------------ Remove Start Here _this = createCenter west; _center_0 = _this; _group_0 = createGroup _center_0; _unit_2 = objNull; if (true) then { _this = _group_0 createUnit ["GER_Soldier_EP1", [14116.508, 2764.6309, 4.0054321e-005], [], 0, "CAN_COLLIDE"]; _unit_2 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; if (true) then {selectPlayer _this;}; if (true) then {setPlayable _this;}; }; ----------------------------------------------------------------------------------------- Remove End Here _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; ----------------------------------------------------------------------------------------Remove Start Here processInitCommands; runInitScript; Replace with: }; By Mr. Smith e.t.c finishMissionInit; ----------------------------------------------------------------------------------------Remove End Here Edited mission.sqf code example:
    if (isServer) then { _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; }; // By Mr. Smith e.t.c **If the code editing is not done as follows, it will crash your server on start up. Mainly because of the unit spawn (in this example "GER_Soldier_EP1"), follow the instructions for editing the code and it will work fine**
     
    The Custom Content is now ready for publishing! Here is a quick, safe and guaranteed way to get your [working] edits into your server:
     
    1. Unpack your server.pbo
     
    2. Create a folder in the root of the server.pbo called: Maps     3. Drag your mapedit.sqf into this folder.     ***UPDATED PART FOR 1.0.6.2*** 4. In the init folder you will find a file called server_functions.sqf . Find these lines: // Precise base building 1.0.5 call compile preprocessFileLineNumbers Just above it add this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; so now it looks like this....
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\maps\mapedit.sqf"; // Precise base building 1.0.5 call compile preprocessFileLineNumbers  NOTE**:  Be sure to change the mapedit.sqf to whatever it is you have named your file, and that it corresponds with the execVM in your server_functions.sqf
    ***END UPDATED PART FOR 1.0.6.2)***
     
    EXTRA HINTS AND TIPS:
    Having trouble moving roads and other similar items to where you want them?
     
    Want your buildings spawn straight and level like they do with the new epoch build system?
    _this setDir -415.88132; _this setVehicleInit "this setVectorUp [0,0,1];"; _this setPos [1939.5042, 14563.26, -0.068630017]; Beidi file should look as follows:
    Add the "INIT" line between the "AZIMUT" and "PARENT" lines.
    AZIMUT="-67.231117"; INIT="_this setVehicleInit "this setVectorUp [0,0,1];";"; PARENT=""; - Big thanks to @Wesley for that one!
     
    Want to edit the trader camps / locations (Chernarus Only)?
     
     
    Having trouble with buildings 'double-spawning'? (often creating duplicate doors in a building)
     
     
    Here is a little example of how to remove grass from in/around your buildings:
     
    OK i think that is pretty much it.....
    HAPPY MAP EDITING!!
    -Freak
  22. Like
    WLF reacted to JasonTM in [RELEASE] WAI 2.2.6   
    Wicked AI 2.2.6
    This release is for DayZ Epoch/Overpoch 1.0.6.2.
    <<<Download Here>>>
    Due to reports of poor performance on high population servers. I have rewritten this mod so it runs more efficiently.
    Most of the work is code optimization and bug fixes, but I did add some new features.
    Review of changes
    Each mission only spawns one thread with one loop unless it has a para-drop, then it spawns two. The patrol missions also spawn two threads for now. The mission files no longer suspend, waiting for the mission to complete to spawn the crate loot and remove the mission data. The minefield feature no longer spawns an individual thread for each mine. It uses a player check radius. Players in vehicles receive a bold red warning when they are 200 meters from the edge of a mine field. Optional mission vehicle entry messages. Improved mission clean up. All mission objects and data are deleted including unclaimed vehicles and AI unit groups. The AI monitor loop has been replaced by a modified version of the server scheduled function sched_corpses. AI vehicles no longer spawn their own vehicle monitoring threads. It is all handled in the mission thread in a queue. The invisible static gun glitch has been fixed. The static spawns have a dedicated monitoring loop much like the mission system. One loop manages all vehicles and deletes AI unit groups. Where possible, I moved commonly used code blocks to compiled functions. I made a few new missions - hero outpost, bandit outpost, and farmer. Captured MV-22, medical camp, and weapon cache missions have been reworked for improved aesthetics and/or functionality. Rewritten auto claim feature that is fully integrated. Boat patrols - examples in the static mission files. Redundant and\or unnecessary code has been removed from some of the files. I cleaned up and standardized the formatting in the mission files and elsewhere. Helicopters for AI drops and patrols start at a random distance of 3k to 4k away from the mission instead of way down by debug island. Added a new check for mission locations. As they are used, positions get added to an array and checked in find_position.sqf, so missions will not spawn in the same spot twice. Optional indestructible mission vehicles. The AI and mission clean up times and spawn schedule in config.sqf have been converted to minutes for easier reading. Fixed an issue with the spawn time delays in the mission init file. Adjusted the distance the vehicles spawn from the crate so there is no trouble with accessing gear when near a locked vehicle. You can disable static gun placements, vehicle patrols, and paratrooper drops on missions with variables in config.sqf AI numbers have been standardized on all missions. You can adjust the numbers. Easy = 5-10, Medium = 10-15, Hard = 15-20, Extreme = 20-25. I removed the cache units feature because it spawns a thread with a monitoring loop for each unit group and it only works on ground troops. I moved the Dynamic Text mission announcements up the screen and made the text a little smaller so it is not so overwhelming. Added a second dynamic text option for the minefield warnings. Fixed the "auto-repair" glitch on mission vehicles. This also fixes the inability to repair mission vehicles due to the hitpoint variables not being set. Notes
    The AK_74 and RPK_74 variants have been disabled in config.sqf until the 1.0.6.3 patch because the 45rnd 5.45mm magazine was removed in the A2 OA 1.64 corepatch and they post errors to the logs. The format of the missions has changed, so if you have your own custom missions they will have to be adjusted. I have updated the mission example file and created a new mission example file for a single spawn point mission. They are heavy on comments to help server owners create their own missions. I have left extensive comments throughout the updated files if you want to understand more about how the updated code and functions work. Since this is a major coding overhaul, this release will not be merged into the main github repository until all potential bugs, errors, and incompatibilities have been corrected. Please report errors, discrepancies, and general weirdness in this topic.
    Also, most of the files have been altered, so please use this version as a base and merge your custom files into it, paying attention to the changes.
     
     
    Optional Mission Vehicle Entry Messages
    If you turn this option on players will get a message that says either "You have claimed this vehicle! It is now saved to the database." or "WARNING: This vehicle will be deleted at restart!" depending on if you have vehicle hive saving turned on or not. This feature can be toggled with this variable:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L101
    Indestructible Mission Vehicles
    This option will disable the damage handlers on mission vehicles until a player enters them. It can be toggled on and off with this variable:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L99
    Avoid Same Spot
    This option will prevent a mission spawning in the same spot twice by adding the position to an array. The find position function will check that a new position will not be selected that is within 200 meters of one that was previously used.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L80
    Enable/Disable Static Gun Placements, Vehicle Patrols, and Paradrops
    I added this feature for scalability and because someone asked for it. These are the variables to set true or false.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L115-L117
    Auto-Claim
    The original author of the auto-claim feature is no longer a part of this community. I wrote my own version of it which is fully integrated. I never really used this mod myself in the past, so please let me know if I need to add features that were there previously.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L222-L229
    Boat Patrols
    There is really no difference between a boat patrol and a land vehicle patrol other than the classname of the vehicle the fact that they spawn offshore. I have placed examples in the static mission files and I left my Skalisty Island test boat patrols commented in the chernarus.sqf file. To activate them, enable the static_per_world feature in config.sqf and remove the comments from this section:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L114-L147
    When creating boat patrols you should make sure that the distance you place them offshore is at least the distance of the radius used for waypoints, otherwise the waypoints will be on land and the AI might not handle the boat correctly.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L140
    Mission Cleanup
    All mission data and mission objects will be removed from the map after mission completion or mission timeout, including the ai unit groups and unclaimed mission vehicles. You can remove the crates from cleanup if  you want them to remain on the map for looting by toggling this variable to false:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L94
    If a player is within 75 meters of the crate, it will not be deleted as it is assumed that it is still being looted.
    To "claim" a mission vehicle, a player simply has to get into it and it will not be deleted.
    Invisible Static Gun Glitch
    Credit to salival for discovering that this was a JIP issue and the fix is to have the AI get out and back into the static gun at regular intervals. During testing, I could not even see this happening unless I added a sleep, so players shouldn't notice.
    Static Spawn Manager
    Instead of having each static spawned group and vehicle spawn its own monitoring thread, the data is added to a multi-dimensional array and monitored in one loop. The monitor is spawned from the static init.sqf file and will shut down when all null AI groups have been removed from the array.
     
    The Overwatch configs have been moved to its own file in the configs folder. The file is not loaded unless the Overwatch mod is detected.
    According to KillZone Kid and other Arma super nerds, when selecting random things from arrays, it is faster to use a statement like this: selection = array select (floor (random (count array))); instead of calling BIS_fnc_selectRandom. I replaced several instances in files where it is called repeatedly like dynamic crate and group spawning. This might save a millisecond or two :).
    That is all of the updates I can think of right now. If I can remember more, I will add them.
     
     
    Thanks to @MerlijnD and @LadyVal for testing my initial files.
    Credit to @salivalfor the invisible static gun glitch fix.
    Credit to @ibenfor the original IWAC.
    Credit to @BigEgg for the localization solution
    Credit to @Schalldampfer for testing and finding bugs
    Credit to @Grahame for assistance in discord with mission vehicle spawning issue
     
     
  23. Like
    WLF reacted to He-Man in Epoch 1.2 Release Changelog   
    updated
  24. Like
    WLF got a reaction from Voltan in Call Car Script   
    I think this will help you:
     
  25. Like
    WLF reacted to salival in [Outdated] Change Code - Change LockBox, Safe and door codes.   
    Outdated, already built into Epoch 1.0.7
    Hi guys,
    Quite a few admins asked me to release my Change Code script so here it is, It comes with BattlEye filters, too.
    This will allow players to set the code on placement/upgrade of doors, lockboxes and safes as well as changing them after they are placed.
    https://github.com/oiad/changeCode
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