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salival got a reaction from Joshyy in Vehicle on KoH not spawn
Your fnc_createvehicle.sqf is out of date, we now have authentication for vehicle creation.
[[_dir,_location],_vehClass,false,_keySelected,_nearPlayers select 0,dayz_authKey] call server_publishVeh2; Something like this may work instead but it's hard to see without testing/seeing your code.
*edit* This definitely won't work as dayz_authKey will not be present on the server.
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salival got a reaction from totis in [Release] Zabns Take Clothes [Updated for 1.0.7]
That won't work since he won't have _clothesTaken.
@Stefemanwithout seeing your files or client/server rpts it's hard to know.
You should also start fresh without the 1.0.6.1 files/hotfix files.
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salival got a reaction from oldmatechoc in [Release] Salivals Mod Pack [Updated for 1.0.7]
All mods of the mod pack except Deploy Anything are part of Epoch 1.0.7.1 now.
Hi guys,
I've had requests for a pack of all my mods that i've written or updated tested and working so here it is.
Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd)
The pack comes with Battleye filters.
# Supported mods:
Bury Bodies Click Actions Deploy Anything Garage Door Opener Locate Vehicle Safe Zone Relocate Service Points Take Clothes Virtual Garage Vehicle Key Changer Remote Vehicles
Please visit: https://github.com/oiad/modPack for more information. -
salival reacted to vbawol in Epoch 1.1 Release Changelog
Arma 3 Epoch 1.1 has been released!
Server Files:
https://github.com/EpochModTeam/Epoch/archive/1.1.0.1195.zip
File Changes:
https://github.com/EpochModTeam/Epoch/pull/969/files
Client Files
https://github.com/EpochModTeam/EpochCore/releases/download/1.1.0.1194/Epoch_Client_1.1.0.0.zip
Changelog:
Added
Plant Spawner: vehicle object for sunflower. @Helion4 MoneyDrop Event: Random Money lump with Mapmarker (like Plants) @he-man Examples for Vehicle upgrades for Server Admins into CfgVehicleUpgrades.hpp @he-man Make Lighter refillable at Fuel-Sources (Gasstations / Vehicles) @he-man Make Trader more configurable in epochconfig.hpp @he-man Added Examples for Batchfiles to control Server Restarts @DirtySanchez default pops for "center" marker @awol More map supports @awol Lighter is needed to imflame fires @DirtySanchez FireExtinguisher is needed to "put our fire" on Burn Barrel @DirtySanchez Rope is needed for SlingLoad (get back on release) @DirtySanchez R3F compatibility for SlingLoad @DirtySanchez Hints while using Vehicle Repair (MultiGun) @he-man Config to completely disable Simulation for BaseParts (if not needed) @he-man Made Radiation configureable by cfgepochclient.hpp @raymix Hints for lock / unlock Vehicles / Storages @he-man Nuisance multiplicator in cfgepochclient.hpp @he-man Reduce rads over time at cost of immunity @raymix Wearable Male & Female wearable full radiation suit @Helion4 December seasonal items (Santa hat / Snowman) @Helion4 Autorun function (suggested by Ghostrider) @he-man Default Key is "W" You can change the key in EPOCH ESC Menu If choosen key is same as "moveforward" (default), you have to 2x tap it, else you only have to 1x tap it If your legs are broken, you get a hint "can not autorun - legs are broken" If the terrain is too steep, you only walk in AutoRun Inside Water, you can not Autorun Helper 3D-Icon + Line on the part, where element is snapped on (while Base-Building) @he-man Config in cfgepochclient.hpp to block ATM's in Plotpole range @he-man Power Sword @helion Fixed
False BE kicks since Arma 3 1.80 update. Nightlight now also follow players inside Vehicles @he-man Fixed fault disabled DynamicDebris @morgoth0 SERVER_VARS (BaseSpawn) was not saved on revive @morgoth0 Without Advanced Vehicle Repair, Vehicle upgrade was not available @he-man Base Storages could be deleted if near Loot containers were auto-deleted @he-man Some Tarp Loot was spawned under the Floor @he-man Reworked wall check by getting out of Vehicles @he-man Garden Plot had no physical ground @Helion4 Some Vehicles were missing in EPOCH Admin Spawn Menu @he-man Changed
RCon Port is now set to 2307 by default since changes in A3 1.78 prevent use of 2306. @awol SnapPoints for Building objects (especially full / half / quarter Floors) @he-man Some performance tweaks Inventory will be opened automatically, if "you found something" @awol EPOCH Events reworked (Markers will change if players near / event looted) @DirtySanchez Traders will no longer refill sold magazines @he-man Magazines will automatic be repacked in Trader First the trader offers full magazines If no full magazine is available, the Trader offer the last not full magazine Not full magazines are colored: Yellow (nearly full) -> Red (nearly empty) You also get a Tooltip, how much bullets left in magazine The prices are calculated by the left bullets in the magazine Increased snap-distance for Foundations (much easier to find snap positions) @he-man Reworked and added EPOCH Vehicle Classes @he-man Each upgrade increase Speed, Torque, Fuel, Terrainbehaviour, Load and Armor Hatchback >= lvl2 will no longer stuck in forests Added M900 forced without Backseats -> "C_Heli_Light_01_civil_2seat_EPOCH" Added M900 forced with Backseats -> "C_Heli_Light_01_civil_4seat_EPOCH" The Random M900 will also stay available -> "C_Heli_Light_01_civil_EPOCH" Added very low EPOCH variants of VTOL and Xi'an (eventually we have to change them with the next update a bit) Added Door-Animations to some Vehicles by GetIn / GetOut -
salival got a reaction from JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]
Ohh whoops!
fixed it :D
https://github.com/f3cuk/WICKED-AI/pull/168
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salival got a reaction from Schalldampfer in [Release] Wicked AI 2.2.3 [1.0.6+]
Ohh whoops!
fixed it :D
https://github.com/f3cuk/WICKED-AI/pull/168
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salival reacted to Schalldampfer in [Release] Wicked AI 2.2.3 [1.0.6+]
I found a small mistake in heli_patrol.sqf
setvariable for crews in Line 66-70 is before creating _gunner2 unit.
Those lines must be after creating the unit in Line 74-77
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salival got a reaction from Schalldampfer in [RELEASE] Vehicle Key Changer [Updated for 1.0.7]
Hey guys,
I have finally fixed the bouncing vehicles issue!
This has been running on a few test servers for a few weeks and I haven't heard any issues since so we can maybe classify it as fixed!
https://github.com/oiad/vkc/commit/01bd4df8140d9d3465eeba0831b2780ea22f7dba
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salival got a reaction from kingpapawawa in [RELEASE] Vehicle Key Changer [Updated for 1.0.7]
Hey guys,
I have finally fixed the bouncing vehicles issue!
This has been running on a few test servers for a few weeks and I haven't heard any issues since so we can maybe classify it as fixed!
https://github.com/oiad/vkc/commit/01bd4df8140d9d3465eeba0831b2780ea22f7dba
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salival got a reaction from totis in [RELEASE] Vehicle Key Changer [Updated for 1.0.7]
Hey guys,
I have finally fixed the bouncing vehicles issue!
This has been running on a few test servers for a few weeks and I haven't heard any issues since so we can maybe classify it as fixed!
https://github.com/oiad/vkc/commit/01bd4df8140d9d3465eeba0831b2780ea22f7dba
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salival reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]
f3cuk added me as a collaborator on the WickedAI repo. I have merged this pull request.
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salival got a reaction from Schalldampfer in [Release] Wicked AI 2.2.3 [1.0.6+]
@JasonTM @totis I have fixed this issue and submitted a pull request to @f3cuk
Vehicle patrols, static guns and heli patrols now correctly give humanity.
https://github.com/f3cuk/WICKED-AI/pull/166
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salival got a reaction from JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]
@JasonTM @totis I have fixed this issue and submitted a pull request to @f3cuk
Vehicle patrols, static guns and heli patrols now correctly give humanity.
https://github.com/f3cuk/WICKED-AI/pull/166
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salival got a reaction from totis in [Release] Wicked AI 2.2.3 [1.0.6+]
@JasonTM @totis I have fixed this issue and submitted a pull request to @f3cuk
Vehicle patrols, static guns and heli patrols now correctly give humanity.
https://github.com/f3cuk/WICKED-AI/pull/166
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salival got a reaction from Tricks in Reducing Loot
Hello,
You would need to copy the loot configs to your mission file as described here: https://github.com/EpochModTeam/DayZ-Epoch/tree/master/SQF/dayz_code/Configs/CfgLoot
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salival got a reaction from totis in [Release] Salivals Mod Pack [Updated for 1.0.7]
All mods of the mod pack except Deploy Anything are part of Epoch 1.0.7.1 now.
Hi guys,
I've had requests for a pack of all my mods that i've written or updated tested and working so here it is.
Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd)
The pack comes with Battleye filters.
# Supported mods:
Bury Bodies Click Actions Deploy Anything Garage Door Opener Locate Vehicle Safe Zone Relocate Service Points Take Clothes Virtual Garage Vehicle Key Changer Remote Vehicles
Please visit: https://github.com/oiad/modPack for more information. -
salival got a reaction from Relentless in remove thermo from vehicles
See this thread for examples:
I found it by using the search function and by entering: disable thermal
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salival reacted to Thug in Script server_traders.sqf not found
I think I can speak for a lot of people, Thank you for your hard work. Server Admins know what it takes to get a server running. Without people like you and others I know there are times that I would be lost. Again Thank you
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salival got a reaction from PetuniaEpoch in [Release] Salivals Mod Pack [Updated for 1.0.7]
Hello, you don't copy anything to the overwatch directory at all, you just reference it in your startup path and change your mission.sqm to include the overwatch mods.
The error you mention is normally because your clients are loading epoch before overwatch. Overwatch needs to be called on the command line first
I'm on my phone so this could be a terrible explanation, long story short it's not the modpack causing this
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salival got a reaction from Steven1230 in Script server_traders.sqf not found
Hi,
it's from the hotfix to fix an exploit.
To remove that call to server_traders (since we're using a custom one for ZSC) edit your dayz_server\init\mission_check.sqf and find this text on line 8:
'description.ext','init.sqf','mission.sqm','rules.sqf','server_traders.sqf', and replace it with this:
'description.ext','init.sqf','mission.sqm','rules.sqf',
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salival got a reaction from Heavy in ZSC Not showing text in menus? [SOLVED]
This is because you are not running the latest Stringtable.xml as @DAmNRelentlessmentioned, please get the new one from here: https://github.com/oiad/communityLocalizations/blob/master/stringtable.xml
Also please only post in the thread of the mod, don't start a new one as this keeps them all together and makes them easy to search for people having the same issue.
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salival reacted to Relentless in ZSC Not showing text in menus? [SOLVED]
For me that looks like a stringtable error. All the localized strings are gone. Either he has an unsupported language or didn't insert the stringtable.xml in the mission. But the RPTs would help, I agree.
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salival reacted to Grahame in A3E Animated Crash Spawner
I always liked the animated helicopter crash spawner in ARMA2/DayZ/Epoch and, with permission, I have ported the latest 1.0.6.2 version provided by @JasonTM to ARMA3/Epoch. It's nice as an enhancement to the existing static ARMA3/Epoch DayZ-Style Helo Crash Sites script or as a replacement. It is great to see a helo flying around for a while and then crash, spilling loot around the burning wreck
Note that the version provided requires that you have CUP Terrains Core and CUP Vehicles installed on your server (so you'd be good to go after changing the loot @natoed and @Drokz ).
It's not that difficult to mod the loot and helos/planes used by the script for vanilla ARMA3 weapons and equipment (that I hate) so I leave that at an exercise for the reader.
Also note that the helo does not crash at the centre of the marker that appears... it is within that area only!
Credits
Installation
Download AnimatedCrashSpawner.sqf from https://github.com/morgoth0/Animated-Crash-Spawner and put it in the EpochEvents folder of your epoch_server_settings PBO.
Feel free to play with the configuration settings at the top of the file:
RePBO epoch_server_settings and upload to your server. Then add the following line to the events[] array in @EpochHive/epoch_config.hpp changing the first number to match how often you want the script to run:
{ 2700, "AnimatedCrashSpawner", 0 , 1, -1, {} ,{"VR"}}, And enjoy!
Issues/To Dos
For the life of me I cannot get client side messages about the incoming helos working right now for this script. Tried using the same mechanism as I used in the DZMS system and then the function used in the Message Epoch event but both just made the script silently fail... Will fix asap, but the script works fine without them and the marker is placed when the helo crashes. Better loot table handling - probably using additions to the CfgLootTable -
salival reacted to Grahame in A3E DZMS
ARMA3 DayZ Mission System (DZMS)
This is a purely derivative port of the DayZ Mission System to ARMA3/Epoch. I have added functionality where appropriate (equipping uniforms for example) and stripped and replaced ARMA2 or DayZ/Epoch specific code in this implementation.
The DayZ Mission System is a very good, lightweight and modular mission system.
Credits
There are a lot of people who have contributed to DZMS on A2/DayZ/Epoch. Please check the links below for many of them. Personally they all have my thanks for providing a solid mission system that has been a lot of fun to play in the years I've spent on DayZ/Epoch:
Download
Download from GitHub at:
https://github.com/morgoth0/A3E-DZMS
Installation Instructions
If using Vanilla ARMA3/Epoch, and you just want to just try it out simply download and upload the DZMS.pbo in the @EpochHive folder into the @EpochHive/addons folder on your server.
The source files, including the three config files are located in the DZMS folder on GitHub
Coming soon
All the missions included within the latest version of DZMS 1.1 uploaded by @JasonTM will be implemented using CUP Terrains Core for use on maps and servers that support it. A module to support Static weapons at missions More diverse and varied loot tables for custom crates A port of the DZMS Hotspots code for roadblocks and other such interesting things The ability to run multiple major, minor and hotspot missions Better configuration instructions and a mission file design tutorial