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salival

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  1. Thanks
    salival reacted to Relentless in [Release] Wicked AI 2.2.3 [1.0.6+]   
    @thegdog You should use the newest version:
    @salival could you lock this post? So people aren't confused.
  2. Thanks
    salival got a reaction from nova in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    @nova Your infistar is breaking the icon: https://forum.infistar.de/index.php/Thread/1452-Issue-with-1450-Infistar/
    Your stringtable.xml is also broken and needs replacing:
    Unexpected stringtable format inside <Text ID="STR_VKC_FAIL_MONEY"><Package>
    Unexpected stringtable format inside <Text ID="STR_VKC_FAIL_MONEY"><Key>
  3. Thanks
    salival got a reaction from JakeQue in Bases are decaying after force maintain   
    I sent you an email, it is definitely infistar breaking it.
  4. Like
    salival got a reaction from JakeQue in Bases are decaying after force maintain   
    Hey,
    Check events are running in the database, mySQL ships with it disabled
    You need to check if objects are actually being maintained correctly when you force maintain as well.
    So force maintain a base, then go check in the database and sort by last updated, your recently maintained base should be top of the listing, if it isn't then you have issues.
  5. Thanks
    salival reacted to JasonTM in [RELEASE] WAI 2.2.6   
    A server owner was having trouble with para dropped AI ending up in the water on his custom Skalisty Island mission, so I made the paradrops more configurable.
    Affected Files
    WAI\compile\heli_para.sqf
    WAI\static\default.sqf
    WAI\static\chernarus.sqf
    WAI\missions\bandit\hero_base.sqf
    WAI\missions\bandit\ikea_convoy.sqf
    WAI\missions\bandit\presidents_mansion.sqf
    WAI\missions\bandit\crop_raider.sqf
    WAI\missions\hero\bandit_base.sqf
    WAI\missions\hero\mayors_mansion.sqf
    WAI\missions\hero\ikea_convoy.sqf
    WAI\missions\hero\crop_raider.sqf
    I have already adjusted for the new formats in all of these files.
    Since the hero side did not have an "extreme" mission, I converted the Mayor's Mansion.
    For ease of update, just download the new files from github and swap the above files out.
    The new format for the paradrops in missions is like this:
    [position of mission, player check radius, heli classname, direction of approach, distance from mission for heli spawn, fly in height, time between each para drop, distance from mission to start drop,number of paratroopers, mission type, AI skill, weapon selection, number of magazines, skin type, AI gear, AI type, patrol or not, optional mission variable] spawn heli_para; //Example [[(_position select 0), (_position select 1), 0],200,"UH1H_DZ","North",[3000,4000],150,1.0,200,10,"Hard","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para; This is the new format in default.sqf and chernarus.sqf
    /* Paradropped unit custom spawn Eg. [ [911.21545,4532.7612,2.6292224], // Position that units will be dropped by 400, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) "North", // Direction of approach for the helicopter. Options: "North","South","East","West" [3000,4000], // Random distance from the mission the helicopter should start. [min distance, max distance]. 150, // Fly in height of the helicopter. Be careful that the height is not too low or the AI might die when they hit the ground 1.0, // Time in seconds between each deployed paratrooper. Higher number means paradropped AI will be more spread apart. Time of 0 means they all jump out rapidly. 200, // Distance from the mission the helicopter should start dropping paratroopers 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */  
  6. Thanks
    salival got a reaction from JakeQue in [Release] Virtual Garage [Updated for 1.0.7]   
    When I get a chance I'll look into it.
  7. Like
    salival got a reaction from Tricks 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
  8. Thanks
    salival 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
     
     
  9. Thanks
    salival got a reaction from Relentless in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]   
    He wants it per uid, though
    Short answer, no ESSv3 will not do what you want, you'd need a custom script for that.
  10. Thanks
    salival reacted to BigEgg in Vehicles Lokced No Damage   
  11. Thanks
    salival got a reaction from Voltan in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    If you still have any issues, I guess you still have my email address? Just email me your dayz_server and mission pbo
  12. Thanks
    salival got a reaction from Voltan in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    Hey,
    I just did a fresh install and I can't replicate what you are seeing, the current github repo is up to date and is what I used to test.
  13. Like
    salival got a reaction from WLF 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
  14. Like
    salival got a reaction from JasonTM in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    Hey guys,
    I merged in my safe, lockbox and door code changing script, see this thread for information: https://epochmod.com/forum/topic/45116-change-code-change-lockbox-safe-and-door-codes/
    GitHub link to commit: https://github.com/oiad/modPack/commit/1bc7bccde81b34c014b5d67cf51298f45da74753
     
    Please let me know if there are any installation issues.
  15. Like
    salival got a reaction from JasonTM 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
  16. Like
    salival got a reaction from Relentless 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
  17. Thanks
    salival got a reaction from LadyVal in [RELEASE] Vehicle Key Changer [Updated for 1.0.7]   
    I can't answer the issue with Virtual Garage, it's obviously on  GTX's end. If anything, they are missing the Visual C++ redistributables.
    As for the key being removed: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/configVariables.sqf#L68
    You need to set that to true
  18. Haha
    salival got a reaction from DIO in Harvesting Sunflowers and Pumpkins in 1.0.6.2   
    Fuck, maybe less epoch more sleep
    MAP_p_Helianthus
  19. Like
    salival got a reaction from DIO in Epoch 1.0.6.2 Class names full lists   
    Pinned, thanks for posting it, I should have done it when I commited it to github
  20. Like
    salival reacted to Cyrus in Epoch 1.0.6.2 Class names full lists   
    i have seen a lot of people looking for epoch 1.0.6.2 class names with very little information available on where to find the full lists if you are planning on doing some custom loot crates for static mission spawns. I found on the Epoch Github Repo all the items available to 1.0.6.2.
    I hope that others find it as useful as I have.
    >Full lists here<
  21. Thanks
    salival reacted to Airwaves Man in How to Report Bugs and Getting Help   
    How to report script bugs and problems:
    This small guide will give you an overview what we need to help you resolving bugs.
    Write your problem as exact as possible and please provide more information as only one sentence. If you show no logs we cannot or will not help you. Write a meaningful headline.
    What mods do you have installed and on what map do you play? Epoch, Overpoch (Overwatch+Epoch), Overpochins (Overwatch+Origins+Epoch) Chernarus, Napf, Namalsk, Taviana, Sauerland, Panthera, Lingor and other What scripts do you have installed? This is very important because there can be relations betwenn different scripts. What Anti Hack do you have installed? At the moment there are two common Anti Hacks out there: Epoch Admin Tools(free) infistar(not free) What ist the name of your server host? Certain Gameserver Hoster will not work very well with a custom epoch. If you have a dedicated server you should be good. Check your launch parameters from your server and your client. Do not start the server or the client with -nologs Add to your client –showScriptErrors You can do that in the DayZ Launcher --> settings --> Check Show Script Errors or you start your game with a batch file. Provide Logs from 5. This mean show us your server and client logs. Client logs can be found 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 If you have Battleye kicks show the kick logs from your battleye folder. If you have problems with lost gear you can add the HiveExt.log as well. The file is in the same folder like the server.rpt Do not post the logs directly here, use pastebin.com, google drive or something like that and add the link. If you provide all these information there is a good chance we can help fast and efficient.
    Only for the record:
    If you are new to the Arma 2 Epoch Community and new to start servers. Please stay away from the Legacy Resources in the forum and use only the normal Resources. Legacy Resources are outdated. If you have a better knowlegde in scripting you can try to adjust the scripts from Legacy Resources  but for now please stay at the normal Resources forum.
    @JasonTM Install Guide
    If you want to add the most common scripts try @salival modpack.
     
  22. Like
    salival got a reaction from JakeQue in Can't gut animal (No text displaying error)   
    By default, animals and zombies should not get the option since i'm using _isMan to check, unless they fall into that category which I doubt
    https://github.com/oiad/TakeClothes/blob/master/dayz_code/compile/fn_selfActions.sqf#L807-L814
  23. Like
    salival got a reaction from JakeQue in Loot is appearing and disappearing on a cycle in front of face   
    If using custom loot tables CfgLoot.hpp must include this line:
    https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/CfgLoot/CfgLoot.hpp#L111
    [NEW] Admins can now change the lootRefreshTimer for each building type from the default 15 minutes. CfgLoot.hpp must be updated if using custom loot https://github.com/EpochModTeam/DayZ-Epoch/blob/master/CHANGE LOG 1.0.6.2.txt#L17
  24. Thanks
    salival got a reaction from Thug in [SOLVED] Hero Trader problem with AH6J_EP1   
    This sells for me fine as expected:
    16:54:04 "salival (7656119799XXXXXX) sold 1x AH6J_EP1 from gear at Hero Trader for 200,000 Coins"  
  25. Thanks
    salival got a reaction from CharlesDarwin in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    Outdated, already built into Epoch 1.0.7
    Hi,
    This is my modified version of Zupas single currency framework. This drops into an Epoch 1.0.6.1+ server and just "works".
    Credits to Zupa for his amazing work, There's quite a few fixes mentioned in his original release thread in this version to make it more secure.
    GitHub link with install instructions: https://github.com/oiad/ZSC
    Tested as working on a blank Epoch 1.0.6.1+ and OverWatch 0.25 server. Designed to minimize duping/glitching of bank related saving with nearby players (checkWallet etc). Lots of code snippets taken from the original Zupa release thread to stop multiple people checking wallet/depositing into the same safe etc. Supports multiple configuration types, Safes/lockboxes only, vehicles only, safes/lockboxes AND vehicles. Supports any map, currently only has server_traders files for Chernarus (default), napf and tavi. To install global banking: https://github.com/oiad/ZSC#changing-to-global-banking Install:
    This install basically assumes you have NO custom variables.sqf or compiles.sqf or fn_selfActions.sqf, I would recommend diffmerging where possible.  This has all the config traders set up for epoch 1.0.6 items and OverWatch guns/items. You will need to install the specific version you want to use, See install notes further down.
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