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JasonTM last won the day on October 31 2021
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About JasonTM
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I have uploaded the fix for the exploding patrol vehicles. Just replace the whole file called vehicle_patrol.sqf. For some reason the update to CfgAISkill in 1.0.7 is causing the driver and the gunner to exit the vehicle when shot at. This fix prevents them from leaving the vehicle. https://github.com/f3cuk/WICKED-AI/blob/master/WAI/compile/vehicle_patrol.sqf Remember that the vehicle is designed to go up in flames by setting damage to full when both the driver and the gunner are dead. If you do not want the vehicle to do this then edit function wai_monitor_ai_vehicles. Take out the setDamage part. https://github.com/f3cuk/WICKED-AI/blob/master/WAI/compile/functions.sqf#L126-L137 So it's like this: wai_monitor_ai_vehicles = { { local _vehicle = _x; if (alive _vehicle && ({alive _x} count crew _vehicle > 0)) then { _vehicle setVehicleAmmo 1; _vehicle setFuel 1; }; } count _this; };
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These events have been audited and tested to work on 1.0.7. The loot selection could use some work though.
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This event has been updated for 1.0.7.
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[RELEASE] JAEM - Just another Evac-Chopper Mod v1.6
JasonTM replied to JasonTM's topic in A2: Epoch Mods
This mod has been updated to work with 1.0.7. -
If someone wants to take over as developer for WAI, you have my blessing. I no longer have any interest in it.
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[Release] Zabns Take Clothes [Updated for 1.0.7]
JasonTM replied to salival's topic in A2: Epoch Mods
You need to have the string table on the root of your mission file. https://github.com/oiad/communityLocalizations- 52 replies
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I don't think those particle definitions work in Arma 2. A2 uses the universal particle effects. The way to accomplish a moving tornado would be to spawn an AI with the invisible skin and attach your particle source to the AI. Have the AI move through the list of waypoints. You would need a fail-safe like a timer in case the AI's movement was blocked by something.
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If you comment out the line then you are disabling that feature of the anticheat. I put that in there on purpose because Epoch Admin Tools is based on commanding menus. You need to read what the kicks say. The kicks are for additional commanding menus on that mod. Add them to the array like the other one. Like this: #define MENUS ["","RscTeam","RscMainMenu","RscGroupRootMenu"] Look through the files for that mod and see if there are any other commanding menus to white list. Testing should not be done on a live server if possible.
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What does the server rpt say?
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I just changed the file so you can whitelist commanding menus. Download the new antiCheat.sqf and add your commanding menu to the array here: https://github.com/worldwidesorrow/Epoch-Admin-Tools/blob/TestBranch/AdminTools/AntiCheat/antiCheat.sqf#L3 So your line should look like this: #define MENUS ["","RscTeam"]
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[RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"
JasonTM replied to JasonTM's topic in A2: Epoch Mods
Are you referring to the status icons in the lower right of the screen? The admin tools shouldn't disable those. They can be toggled off and on with the F3 key in game. -
[RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"
JasonTM replied to JasonTM's topic in A2: Epoch Mods
The debug monitors are in the same folder: https://github.com/worldwidesorrow/Epoch-Admin-Tools/tree/TestBranch/AdminTools/DebugMonitors You just have to modify the line so that it references the other file. So instead of: #include "\z\addons\dayz_server\adminTools\DebugMonitors\debugMonitor2.sqf" you have: #include "\z\addons\dayz_server\adminTools\DebugMonitors\debugMonitor.sqf" -
[RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"
JasonTM replied to JasonTM's topic in A2: Epoch Mods
For regular players, the debug is loaded at the bottom of the anticheat here: https://github.com/worldwidesorrow/Epoch-Admin-Tools/blob/TestBranch/AdminTools/AntiCheat/antiCheat.sqf#L99 For admins/mods it is loaded near the bottom of the activate.sqf file here: https://github.com/worldwidesorrow/Epoch-Admin-Tools/blob/TestBranch/AdminTools/Admin/activate.sqf#L51 You can comment out the lines to disable the debug or change the file name to use the old style debug monitor. -
The mission file is defined here: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/Server Files/DZE_Server_Config/11_chernarus.cfg#L36 It doesn't sound like the server is set up correctly. At the top of your server rpt, there should be an entry like this. It will show you what is being loaded. == C:\path\arma2oaserver.exe -port=2302 "-config=C:\DZE_Server_Config\2_chernarus_winter.cfg" "-cfg=C:\DZE_Server_Config\basic.cfg" "-profiles=C:\DZE_Server_Config" -name=server "[email protected]_Epoch;@DayZ_Epoch_Server;"