Drokz
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Drokz reacted to Grahame in EpochZ: Bandit Country
EpochZ: Bandit Country has now been updated to use the new Chernarus Redux mod with (as far as they have got so far) a really good post-apocalyptic feel. The ground loot spawner has been modified to spawn loot in the new open buildings that mod provides (as well as the ones previously opened by OCP/DS Houses), including the new open hospital!
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Drokz reacted to natoed in Multiple AI factions
for anybody else, this will save you sometime
BLUFOR uniform class-names
a3 and epoch
U_Rangemaster U_Competitor U_B_survival_uniform U_B_GEN_Soldier_F U_B_GEN_Commander_F U_BG_Guerilla1_1 U_BG_Guerilla2_1 U_BG_Guerilla2_2 U_BG_Guerilla2_3 U_BG_Guerilla3_1 U_BG_Guerilla3_2 U_BG_Guerrilla_6_1 U_CamoBlue_uniform U_CamoBrn_uniform U_CamoRed_uniform U_CamoAloha_uniform U_CamoBiker_uniform U_CamoBubblegum_uniform U_CamoLumberjack_uniform U_CamoOutback_uniform U_CamoPink_uniform U_CamoPinkPolka_uniform U_Wetsuit_uniform U_Wetsuit_White U_Wetsuit_Blue U_Wetsuit_Purp U_B_CombatUniform_mcam U_B_CombatUniform_mcam_tshirt U_B_CombatUniform_mcam_vest //U_B_CombatUniform_sgg // no good, it no work..... U_B_CombatUniform_sgg_tshirt U_B_CombatUniform_sgg_vest //U_B_CombatUniform_wdl // no good, it no work..... //U_B_CombatUniform_wdl_tshirt // no good, it no work..... //U_B_CombatUniform_wdl_vest // no good, it no work..... U_B_CTRG_Soldier_F U_B_CTRG_Soldier_2_F U_B_CTRG_Soldier_3_F U_B_CTRG_1 U_B_CTRG_2 U_B_CTRG_3 U_BG_leader U_B_SpecopsUniform_sgg U_B_HeliPilotCoveralls U_B_PilotCoveralls U_B_T_Soldier_AR_F U_B_T_Soldier_F U_B_T_Soldier_SL_F U_B_CTRG_Soldier_urb_1_F U_B_CTRG_Soldier_urb_2_F U_B_CTRG_Soldier_urb_3_F U_Camo_uniform U_Wetsuit_Camo U_B_T_Sniper_F U_B_GhillieSuit U_B_FullGhillie_lsh U_B_FullGhillie_sard U_B_FullGhillie_ard U_B_T_FullGhillie_tna_F U_ghillie1_uniform U_ghillie2_uniform U_ghillie3_uniform U_B_Wetsuit
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Drokz reacted to DirtySanchez in Dead body marker
Currently testing one of my silly "quick n dirty" scripts for this.
DP Death Markers will release soon with BE filters.
@Drokz should be testing it sometime soon as I just got the info over to him
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Drokz reacted to Grahame in EpochZ: Black Tide
Removed Hellenic Armed Forces Mod since I cannot get it to be supported by A3Launcher
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Drokz reacted to DirtySanchez in SHHH Don't tell AWOL its a Spoiler!
So lets take EPOCH assets and make some upgrades!
ENJOY!
Credit for the model work goes to @Helion4
Credit for the original CinderWall config goes to @Sequisha
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Drokz reacted to DirtySanchez in [WIP] My Personal Leveling System
There is as @Drokz mentioned a new system we added recently called community stats.
No database work involved, just add your new stat name and a starting number to the epochclient config.
Add your necessary code for the stat changes. For example to the mpkilled for an AI unit.
Epoch will handle all the data in and from the db to the player.
None of this change an INI, add in net messaging crap, along with trying to solve for the meaning of life to get one stat to track!!!!
Speaking of humanity, when I coded in the community stats system I did in fact make humanity stat and changes on PvP kills. Expect to test this humanity on my experimental server soon!
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Drokz got a reaction from DirtySanchez in [WIP] My Personal Leveling System
Epoch 1.0 will have a new built in stats counter for killing AIs and players thats saved to redis. Take a look into experimental to see how it works if its already in there. Pretty sure you can use those stats for a leveling system ;)
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Drokz reacted to DirtySanchez in [Update AUG 2017] DonkeyPunch.INFO Temp Groups System
A little refresh to the GUI
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Drokz reacted to DirtySanchez in [Update AUG 2017] DonkeyPunch.INFO Temp Groups System
After a long hiatus from Epoch and a very nice welcome back, some peeps are hitting me up about old scripts.
Please dont expect a full rework / remake unless I am going to be adding the feature directly into Epoch.
@Drokz mentioned there were a few issues but he was really wanting to use the feature.
The issue was with the KeyDown and the AntiHack, he just wanted it to be able to be opened, didnt care about anything else.
After a day or so of chat and some time invested, I have made some upgrades and updated the repo.
Add DynaMenu self and target actions.
Add new temp group icon
Remove keyDown EH
Remove DonkeyPunch Logo picture
Remove old a2 character classnames
Add the currentInvites variable which was added to the DonkeyMenu but not this repo
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Drokz got a reaction from natoed in [NOX] Epoch Panthera/Winthera | Zombies | Bike | Vector
I just created another server on the map i started to play arma with and hope some players are coming to join us :)
[NOX] Epoch Panthera/Winthera | Zombies | Bike | Vector
IP: 185.188.6.209:2302
Serverconfigs:
- Vector Building
- Zombies (Epoch´s Ryanzombies) , lower Spawnrate in the fields, higher rate near buildings
- Bike Crafting
- Shorter crafting and building delays
- Customized crafting and building recipes
- Groundloot and Epoch Furnishes
- Vehicle Traders and Servicepoints without Safezones
- Tradezones with vehicle stealing protection and player/vehicle godmode
- Earplugs
- Autowalk
- A few AI Vehicle Patrols
- blckeagls Mission System
- low spawnrates for high-end gear
- GPS shows map-position of you and your groupmates
- 3 Days of vehicle locktime
- Lockpick for Safes, Lockboxes and Vehicles
- Paintshop for Vehicles
- Panthera mod also includes a winthera map, means a winter version of panthera. So map will be switched into winter mode from time to time
- Vampires Vehicle Degradation (Vehicles getting slowly damaged just by use them)
- Fox Survival Vehicles
- Cup Weapons
- Apex and Laws of War Gear/Vehicles
Mods needed:
Island Panthera: https://steamcommunity.com/sharedfiles/filedetails/?id=708278910
Epochmod: https://steamcommunity.com/sharedfiles/filedetails/?id=421839251
CUP Terrains Core: https://steamcommunity.com/sharedfiles/filedetails/?id=583496184
CUP Weapons: http://steamcommunity.com/sharedfiles/filedetails/?id=497660133
Zombies and Demons: https://steamcommunity.com/sharedfiles/filedetails/?id=501966277
CBA Arma 3: https://steamcommunity.com/sharedfiles/filedetails/?id=450814997
Fox Vehicles: https://steamcommunity.com/sharedfiles/filedetails/?id=933985898
Feel free to join us and enjoy!
Everybody is welcome beside kids with a bad behavior, hackers, glitchers and dupers of course.
If you have any questions you can also visit our website: nox-epoch.de or join our discord here: https://discord.gg/84kF66J
Sincerely xDrokZ
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Drokz reacted to natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
@Drokz
nice very, smooth and a huge improvement. lol no more watching the props and loot crates roll down the slopes
thanks for sharing
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Drokz got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
If its still to steep for your tastes lower the 20
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Drokz got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
This one seems to do the trick:
You might want to look in that too @natoed
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Drokz reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
This series of posts may help you. I can work on this later on in the month.
https://forums.bistudio.com/forums/topic/193097-testing-terrain-gradient-of-an-area/
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Drokz reacted to Grahame in [Release] Lootspawner, configurable building loot system
One of the reasons I first started using LootSpawner was the fact that I could tailor loot to a specific type of building (e.g. military loot predominantly in military buildings, medical in hospitals, etc.) but one failing has been its reliance on building positions being set up by map developers for each of the buildings used on the map. Recently, for example, I know of someone who really wanted to use Napf for an Epoch server but was really unable to do so because the buildings have not been defined for standard Epoch loot (the beds, tables, chairs, etc.) and the map's new buildings did not have building positions defined, so LootSpawner would not create ground loot.
Well, that got me thinking (as did the fact that I'm using @DirtySanchez's Open Chernarus Project to add additional new buildings to Chernarus. Of course the new buildings do not have positions defined that LootSpawner can use.... but Exile does...
Here I present some code fixes to allow you to use the Exile Loot Position files for any map with the old LootSpawner system. Credit for LootSpawner goes to the original developers and @Suppe(who produced so much good software for Epoch back in the old days).
So, in order to get this working you need to download the original LootSpawner files and make the following changes:
Replace LootSpawner.sqf with:
If, like me you have altered the chances of loot spawning or added additional loot building classes do not forget to change that in this file.
Replace fn_LSgetBuildingstospawnLoot.sqf with:
Now, find an Exile CfgBuildings.h for the map you are using. You need to create a new file in your mission file in epoch_config/Configs called CfgLootPositions.hpp. Copy the code from the CfgBuildings.h into this and wrap the whole thing in:
class CfgLootPositions { ... the original file contents ... }; UPDATE: I did, of course, forget to mention that this new file must be loaded along with the standard Epoch config files in the mission's epoch_config/sandbox_config.hpp. Just add this line to that file:
#include "Configs\CfgLootPositions.hpp" Now just make sure that all the buildings are listed in the LootSpawner LSlootBuildings.sqf file.
Rebuild the loot_spawner and mission PBOs and upload to your server. Now you have loot spawning on the ground, on bunks, under them, on tables and shelves, depending on what the original author of the loot position config provides.
If you want to change a building's loot positions or add a new building not covered in the CfgLootPositions then simply download the Exilemod Loot Position Creator which does not require that other mod to run and is pretty easy to use and set things up how you would like them.
TODO: Tidy up the code and add error checking on whether the buildings defined in LSlootBuildings.sqf are defined in the new CfgLootPositions.hpp
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Drokz reacted to natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
@Drokz
thanks on the money, a fresh pair of eyes never hurt at times
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Drokz got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
Your path is wrong. I had that too when i just copied one of the examples in same folder. So change path to missions/static/missions or move the missionfile one folder back
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Drokz reacted to natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
@Ghostrider-DbD-
dude you are a time saver,
going thought GMS_fnc_findSafePosn.sqf and i found this
if (toLower(worldName) isEqualTo "taviana") then { _tavTest = createVehicle ["SmokeShell",_coords,[], 0, "CAN_COLLIDE"]; _tavHeight = (getPosASL _tavTest) select 2; deleteVehicle _tavTest; if (_tavHeight > 100) then {_FindNew = true;}; }; as Isla abramia is so full of mountains and hills, say goodbye to blacklisting cause the above works so bloody well
many thanks
natoed
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Drokz got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
might look in that for panthera aswell
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Drokz got a reaction from natoed in Autorun Scripts
Thx Brian ;)
https://github.com/xDrokZ/Autorun-Epoch
This one also does the trick. Its all inside the custom keydown.
NOTE: I was told this one will not work with infistar
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Drokz got a reaction from Brian Soanes in Autorun Scripts
Thx Brian ;)
https://github.com/xDrokZ/Autorun-Epoch
This one also does the trick. Its all inside the custom keydown.
NOTE: I was told this one will not work with infistar
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Drokz reacted to Brian Soanes in Autorun Scripts
Had a little play around with the code, will stop autorunning if the player enters water and changed hints to the new Epoch messages
autoRun.sqf
if (!DBD_AutorunOn) then { _canRun = call DBD_canRun; if (_canRun) then { DBD_AutorunOn = true; ["Autorun Activated", 3] call Epoch_message; }; } else { call DBD_stopAutoRun; player switchMove ""; }; canRun.sqf
private["_legsHit","_canRun","_allHitPointsDamage","_index"]; _legsHit = (vehicle player) getHitPointDamage "HitLegs"; _abdHit = (vehicle player) getHitPointDamage "HitAbdomen"; _diaphragmHit = (vehicle player) getHitPointDamage "HitDiaphragm"; _injured = if (_legsHit > 0.25 || _abdHit > 0.25 || _diaphragmHit > 0.25) then {true} else {false}; _overWater = !(position player isFlatEmpty [-1, -1, -1, -1, 2, false] isEqualTo []); _canRun = (vehicle player == player && !(_overWater) && !((damage player) >= 0.5) && !(_injured)); _canRun stopAutoRun.sqf
if (DBD_AutorunOn) then { DBD_AutorunOn = false; if ((vehicle player) isEqualTo player) then { if (alive player) then { ["Autorun deactivated", 3] call Epoch_message; player switchMove ""; }; }; }; true EPOCH_custom_OnEachFrame.sqf
if (DBD_AutorunOn) then { private _OK_toRun = call DBD_canRun; if (_OK_toRun) then { player playAction "FastF"; } else { DBD_AutorunOn = false; player switchMove ""; }; };
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Drokz reacted to He-Man in Disable Radar (Sonsors of Vehicles)
If somebody is also looking for a script function to disable the Radar of Vehicles:
{ _sensor = _x; if (_sensor isequaltype []) then { if (count _sensor > 0) then { _sensor = _x select 0; }; }; _vehicle enableVehicleSensor [_sensor,false]; } foreach (listVehicleSensors _vehicle);
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