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JasonTM

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  1. Thanks
    JasonTM reacted to salival in [Release] Zabns Take Clothes [Updated for 1.0.7]   
    Hi guys,
    Take Clothes has been updated for the latest version of Epoch 1.0.6.2: https://github.com/oiad/TakeClothes/commit/cb9c030c4e1e0a10549543057c97ca34a18b5059
     
  2. Thanks
    JasonTM reacted to salival in [Release] Bury and butcher body [Updated for 1.0.7]   
    Hi guys,
    Bury Actions has been updated for the latest Epoch 1.0.6.2: https://github.com/oiad/buryBodies/commit/7288174b9c0a6c83d2a3d0ceb3bdc9ee1ce34303
     
  3. Thanks
    JasonTM reacted to icomrade in Arma 2: DayZ Epoch 1.0.6.2   
    Hello all,
    We are pleased to announce the release of ArmA 2 DayZ Epoch 1.0.6.2, [will shortly be] available for download at: http://epochmod.com/a2dayzepoch.php
    or use the direct links.
    1.0.6.2 Client Package
    1.0.6.2 Server Package
    We've further refined Epoch 1.0.6/1.0.6.1, fixing and expanding many of the features that were added. Please see the change-log below for a list of new features, fixes, and changes. Throughout the update process we have kept up to date with changes from DayZ mod 1.9.0
    Server admins should read the README.TXT included in the server package. BE and server profile/config directories should be placed outside of the A2/OA folder, i.e. in a folder C:\DayZ_Epoch_Server_Config to prevent hackers from obtaining RCON/admin passwords!
    Addons from 1.0.5.1 and older are not guaranteed to be compatible with 1.0.6 releases and greater. Please see the updated resources forum for mods which are guaranteed to be compatible, otherwise please be thorough when testing older mods on your 1.0.6 server. A list of variables that have change is available as part of the 1.0.6 changelog txt file included in the client package.
    https://epochmod.com/forum/forum/122-resources/
    Single currency has been updated for 1.0.6 and newer, please see the following thread for DL and info: 
  4. Like
    JasonTM got a reaction from chi in Spawn coins on Zombies   
    _chance = random 1;
    if (_chance <= .05) then {    //5% chance that player gets 500 coins
        _addcoins = 500;
    } else {                     // 95% chance that player gets random amount from 0 to 150        
        _addcoins = round(random 150);
    };
  5. Like
    JasonTM got a reaction from theduke in Spawn coins on Zombies   
    _chance = random 1;
    if (_chance <= .05) then {    //5% chance that player gets 500 coins
        _addcoins = 500;
    } else {                     // 95% chance that player gets random amount from 0 to 150        
        _addcoins = round(random 150);
    };
  6. Thanks
    JasonTM got a reaction from Relentless in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Links added in the main topic for custom notification by @DAmNRelentless and auto-claim addon by @iben
     
    When I get some time, I can add these as to the main repos as toggleable options if people want it in there.
  7. Like
    JasonTM got a reaction from Schalldampfer in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Links added in the main topic for custom notification by @DAmNRelentless and auto-claim addon by @iben
     
    When I get some time, I can add these as to the main repos as toggleable options if people want it in there.
  8. Like
    JasonTM got a reaction from iben in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    You could turn on the user defined spawn points feature on WAI and turn off the dynamic spawning system. The missions spawn faster and it eliminates the constant looping when trying to find a "safe spot", so less server load. There is a wealth of static spawn points created by forum members here.
     
  9. Like
    JasonTM got a reaction from Cyrus in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Wicked AI 2.2.3
    This release is updated for DayZ Epoch/Overpoch 1.0.6.2.
    >>>Download Here<<<
    The install instructions are in the github readme file for each version.
    Updates for DayZ Epoch 1.0.6.2 (Release 2.2.3)
    Streatman's new attachment system L85 and SVD models. Optional dynamic text mission announcements. ZSC compatible remote message system using a modified version of Salival's remote_message.sqf iBen's mission auto claim addon. Two new options for mission vehicle keys: key in crate & key in vehicle gear. Minor bug fixes with missions. Updates for DayZ Epoch1.0.6.1 (Release 2.2.2)
    Integrated Caveman's mission pack. Optional AI counter in mission marker loops. ZSC check wallet option. Optional mission static spawn points. Updated with 1.0.6+ classnames in weapon arrays and vehicles. Pistol spawning in crates. Credits
    @f3cuk - WAI version 2.2.0
    @ebayShopper - 1.0.6+ updates (release 2.2.1), right click solution for ItemRadio, mod detection method.
    @Caveman - extended mission pack
    @salival - ZSC remote messaging (for dynamic text option), many additional fixes - too numerous to list
    @Zupa - ZSC check wallet
    @theduke - testing and class name updates
    @DAmNRelentless - additional configurable variable and check for ZSC option, dynamic text coding examples
    @iben Auto-claim addon
    @BigEgg Vehicle key in crate solution
     
     
    For complete instructions on how to use iben's autoclaim addon see the following topic
     
  10. Like
    JasonTM got a reaction from BigEgg in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Wicked AI 2.2.3
    This release is updated for DayZ Epoch/Overpoch 1.0.6.2.
    >>>Download Here<<<
    The install instructions are in the github readme file for each version.
    Updates for DayZ Epoch 1.0.6.2 (Release 2.2.3)
    Streatman's new attachment system L85 and SVD models. Optional dynamic text mission announcements. ZSC compatible remote message system using a modified version of Salival's remote_message.sqf iBen's mission auto claim addon. Two new options for mission vehicle keys: key in crate & key in vehicle gear. Minor bug fixes with missions. Updates for DayZ Epoch1.0.6.1 (Release 2.2.2)
    Integrated Caveman's mission pack. Optional AI counter in mission marker loops. ZSC check wallet option. Optional mission static spawn points. Updated with 1.0.6+ classnames in weapon arrays and vehicles. Pistol spawning in crates. Credits
    @f3cuk - WAI version 2.2.0
    @ebayShopper - 1.0.6+ updates (release 2.2.1), right click solution for ItemRadio, mod detection method.
    @Caveman - extended mission pack
    @salival - ZSC remote messaging (for dynamic text option), many additional fixes - too numerous to list
    @Zupa - ZSC check wallet
    @theduke - testing and class name updates
    @DAmNRelentless - additional configurable variable and check for ZSC option, dynamic text coding examples
    @iben Auto-claim addon
    @BigEgg Vehicle key in crate solution
     
     
    For complete instructions on how to use iben's autoclaim addon see the following topic
     
  11. Like
    JasonTM got a reaction from Petite in Breath fog on Namalsk   
    I did a youtube series on how to setup a Namalsk 1.0.6.1 server with Nightstalker features.
    Here is the video for the cold weather stuff
    https://www.youtube.com/watch?v=oloXGblYzAY
    Object A2 with custom rail gun spawn script
    https://www.youtube.com/watch?v=DabGIpnmQcY
    EVR storms AKA "blowouts"
    https://www.youtube.com/watch?v=3jmbFmb9UGE
    Bloodsuckers
    https://www.youtube.com/watch?v=RdoWB-e_m6A
     
  12. Like
    JasonTM got a reaction from vbawol in how do i fix this   
    You have the wrong style bracket after
    ["V3S_Refuel_TK_GUE_EP1_DZ",_Ratio2] An array closes with ];
    Change
    ["V3S_Refuel_TK_GUE_EP1_DZ",_Ratio2] }; To
    ["V3S_Refuel_TK_GUE_EP1_DZ",_Ratio2] ];  
  13. Like
    JasonTM reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]   
    Hi guys,
    Pushed a commit today that many people have wanted since the start, it's a good starting place to get it dialed in to work better.
    At the moment it's tied to a plot pole but this can be expanded on in the future (with ideas from you guys)
    Basically how it works, if vg_tiedToPole = true then the script will use the PUID of the person who placed the pole for getting/storing vehicles instead of the players UID as it did when released.
    If no plot pole is found or vg_tiedToPole = false, it will default back to the players UID
    I've tested this but there could be issues, please test and let me know how it goes for you/your players.
    https://github.com/oiad/virtualGarage/commit/d9ad17ef2e5d02bfb82e0921b58cc0a7db4fdd2e
  14. Like
    JasonTM reacted to Schalldampfer in Skalisty Island Treasure Hunting   
    This is a Treasure hunting event on Skalisty Island.
    This script spawns crates somewhere on the island. The mission for players is to find them.
    You can configure the number and reward of crates.
    This script also spawns some boats, graves and ore veins.
    No AI Included. 
    GitHub link: https://github.com/Schalldampfer/SIPTH


  15. Like
    JasonTM got a reaction from salival in how do i fix this   
    You have the wrong style bracket after
    ["V3S_Refuel_TK_GUE_EP1_DZ",_Ratio2] An array closes with ];
    Change
    ["V3S_Refuel_TK_GUE_EP1_DZ",_Ratio2] }; To
    ["V3S_Refuel_TK_GUE_EP1_DZ",_Ratio2] ];  
  16. Like
    JasonTM reacted to salival in how do i fix this   
    Remove the ] after ["caribou"
  17. Like
    JasonTM got a reaction from salival in [Release] Wicked AI 2.2.0   
    Install the latest version of WAI version 2.2.1. It has a fix for this provided by @salival
     
  18. Like
    JasonTM got a reaction from salival in [Release] Wicked AI 2.2.0   
    These are the pull requests that Salival submitted to fix that error. There are two of them because there is a crop raider mission for both hero and bandit.
    https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/commit/0a5c54a280816723e37d928f194a971fbdfe5696
    https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/commit/3624f826341ac292f15f795cbc3de65058208d6d
  19. Thanks
    JasonTM got a reaction from nova in [Release]Custom infiSTAR tools   
    These are not admin tools, they are hacks obtained from a public hack menu and added as "admin tools."
  20. Like
    JasonTM got a reaction from theduke in [Release]Custom infiSTAR tools   
    The problem I see with them is that they were originally created to troll players. Adding them to infistar enables badmins to troll players.
    On that note, if we are going to add cheeky scripts, then I request parachuting cows.
  21. Like
    JasonTM got a reaction from salival in [Release]Custom infiSTAR tools   
    These are not admin tools, they are hacks obtained from a public hack menu and added as "admin tools."
  22. Like
    JasonTM got a reaction from BigEgg in [Release]Custom infiSTAR tools   
    These are not admin tools, they are hacks obtained from a public hack menu and added as "admin tools."
  23. Like
    JasonTM got a reaction from looter809 in [Release]Custom infiSTAR tools   
    These are not admin tools, they are hacks obtained from a public hack menu and added as "admin tools."
  24. Like
    JasonTM got a reaction from juandayz in Bec not working   
    You got the wrong IP address typed in there. It should be 127.0.0.1 not 172.0.0.1.
  25. Like
    JasonTM reacted to salival in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Here's what works (tested) UPDATED!!:
    change:
    _weapon = _gun; to:
    _aiweapon = _gun; change:
    _weapon = _aiweapon call BIS_fnc_selectRandom; to:
    _weapon = if (typeName (_aiweapon) == "ARRAY") then {_aiweapon call BIS_fnc_selectRandom} else {_aiweapon}; [[_position select 0,_position select 1,0],_rndnum,"Medium",["Mosin_Belt_DZ","AT"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group; This gave me 3 AI using the mosin belt rifle, works great :)
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