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Drokz

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  1. Thanks
    Drokz reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Um, be patient? This is a first pass intended to get something working in place. I really do not see a value in timers for static missions personnaly. I can see some value in not spawning the buildings in until a player is near but scrapped my initial efforts to code this in the name of expediency. I reason that the dynamic simulation manager will deal with the worst of the penalties of the buildings and AI.
    I was biased by they way I set these up on our servers, meaning that loot crates are stuffed so that if you make it through the hail of bullets you have a chance to re-arm. Similarly, to keep it challenging, I let players sort out for themselves whether all AI are dead. I left out the end condition stuff for a few reasons - to get something that works initially , and to avoid having additional scripts running (as compared to functions).
    You can actually just spawn in whatever marker you want as part of the mission template and label it with whatever text you like. Adding text is not difficult and can be done using the same method employed in the dynamic mission spawner.
  2. Thanks
    Drokz reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Version 6.70 Build 73 Released tonight.
    See the changelog for details.
    In short, this update adds a static mission spawner and incorporates several bug-fixes.
    Please note that one bug remains which is that if you define a range of values for certain things the mission spawner freaks out.
  3. Thanks
    Drokz reacted to natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Yes Sir @Ghostrider-DbD- static spawning with your fuck'n awesome angry mission system
    Christmas has come early thank you
  4. Thanks
    Drokz reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Yes but it will take some thought and scripting. The data needed are already linked to each mission (# of alive AI) so that the mission can be tripped when all AI are killed. I just have to ass something to send updated marker text labels to the clients and an option in the configs to enable/disable it. I'll put it on the list, possibly for early September.
  5. Like
    Drokz reacted to salival in Dayz style heli crash sites   
    @DrokzI couldn't find the heliCrash.sqf from the OP, but I grabbed the heliCrash.pbo linked by @natoed I've tested this on my A2 server,( just the nearestObjects check and the while loop by its self and not the full script though), not on an A3 server but I don't see why it wouldn't work.
    Please let me know if there's any issues.
     
  6. Thanks
    Drokz reacted to Ghostrider-GRG in Autorun Scripts   
    I wrote a quick script to add autorun to Epoch. Dowload from the link below and read the install instructions in the download.
    https://github.com/Ghostrider-DbD-/Epoch.Altis-Autorun/blob/master/Epoch.Altis/addons/DBD/canRun.sqf
  7. Thanks
    Drokz got a reaction from natoed in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    I run it as an addon version. @natoed try a3eai/init/a3eai_functions.sqf line 87
  8. Thanks
    Drokz got a reaction from natoed in Dayz style heli crash sites   
    Add these lines in @natoed`s HeliCrash.sqf after:
     _fire attachto [_crashObj_final, [0,0,-1]];  
    to make it more easier to find the loot ;)
     
             _grass1 = "ClutterCutter" createVehicle _crashpos;
            _grass1 attachto [_crashObj_final, [5,5,0]]; 
            
            _grass2 = "ClutterCutter" createVehicle _crashpos;
            _grass2 attachto [_crashObj_final, [5,-5,0]]; 
            
            _grass3 = "ClutterCutter" createVehicle _crashpos;
            _grass3 attachto [_crashObj_final, [-5,5,0]]; 
            
            _grass4 = "ClutterCutter" createVehicle _crashpos;
            _grass4 attachto [_crashObj_final, [-5,-5,0]]; 
  9. Like
    Drokz got a reaction from phm in Any forecast for new Epoch release? Malden?   
    I use E3den Editor for mapping stuff
  10. Like
    Drokz reacted to Grahame in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    If anyone is interested (who has not done this themselves) then here are the changed files to store crypto on the roaming AI's bodies rather than in dropped cellphones.
    Replace compile/A3EAI_group_functions/A3EAI_generateLootOnDeath.sqf with:
    Comment lines 126-169 in scripts/A3EAI_serverMonitor.sqf:
    Comment line 87 in init/loadSettings.sqf:
    And you're done.
  11. Like
    Drokz got a reaction from Sneer in Any forecast for new Epoch release? Malden?   
    @phm
    The current changelog for the new epoch version can be found here:
    https://github.com/EpochModTeam/Epoch/blob/experimental/changelog.md
    It shows the current finished files but theres still WIP on other stuff.
    Malden files needs to be done by yourself in 0.5 but next update will include them of course. 
    Add the malden.h
    https://github.com/EpochModTeam/Epoch/tree/experimental/Sources/epoch_server_settings/configs/maps
    Add this to the config:
    https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/config.cpp#L276
    Next Malden.hpp:
    https://github.com/EpochModTeam/Epoch/tree/experimental/Sources/epoch_config/Configs/CfgEpochClient
    Next Config:
    https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_config/Configs/CfgEpochClient.hpp#L110
    And mission.sqm
  12. Like
    Drokz reacted to He-Man in Epoch Chernarus pure Survival by Ignatz-Gaming (Todesstern)   
    Hi everyone,
    we have started a new Project: "Epoch pure Survival".
    We think for the best survival feeling, Chernarus keeps the best map, so we started next to our Altis and Tanoa Server a Chernarus SURVIVAL Server.
    We have done a lot for now, but are not finished, so we will add more and more in the next time.
    Because I will not repeat everything, here just a link to my Facebook announcement for the Server (I hope this is okay, otherwise please delete it or contact me).
    Server IP: 176.57.142.166:2312
     
  13. Like
    Drokz reacted to Ghostrider-GRG in Class Name Extraction Tools Updated v 0.42   
    I recently set out to add mods to a server and confronted the challenge of pulling the class names, formatting them in lists, and generating price lists. As there was no tool I could find to do this I have put one together. It allows server owners to pull class names for vehicles (Air, Land, boat), Weapons (arifle, srifle, launchers, etc), uniforms, vests, headgear, glasses, and output lists as either a simple list or a price list. That list is copied to the clipboard and can be pasted into any text editor. The price lists can be formatted in either Epoch or Exile format by changing a variable in init.sqf.
    Version 0.42 adds a option to check CfgPricing (Epoch) or equivalent price lists (Exile). The tools will only include items for which no price is found in the output. This should be handy when updating price lists or other configurations to include new items added as part of an update of a mod. See the readme for information on how to configure the tool to take advantage of this function.
    Version 0.4: adds a new function whereby one can extract only classnames with a specific root. For example, by setting GRG_Root = "Epoch" in the init.sqf, one can extract classnames that begin with Epoch. There are a few other minor optimizations and bug fixes, the most important of which are addition of some output to systemChat so that the user knows something is happening, and being sure that the checks against the arrays of items to be excluded from the output are all working properly.
    The tool is now considerably smaller and correctly pulls names for backpacks, glasses and other items that it missed before.
    For example, you could paste classnames of all default Arma vehicles in baseVehicles.sqf so that only the vehicles from the addon are shown in the output.
    While I have written each of the modules, the original approach to weapons was influenced by a post from KiloSwiss on this topic  .
    Download:
    https://github.com/Ghostrider-DbD-/Config-Extraction-Tools
    Installation:
    Instructions for installation and use are on the Github.
  14. Like
    Drokz got a reaction from truemc in Server difficulty   
    https://pastebin.com/eR7z6TNH
     
  15. Like
    Drokz got a reaction from truemc in Vehicle loot   
    Open epoch_server_settings.pbo and open cfgmaintable.h
     
    Change to the following
    class VehicleBoat : Default
        {
            lootMin = 0;
            LootMax = 0;
            tables[] = {
                    { "Items", 6 },
                    { "Equipment", 6 },
                    { "Pistols", 5 },
                    { "PistolAmmo", 7 },
                    { "Scopes", 5 },
                    { "Muzzles", 5 },
                    { "Uniforms", 6 },
                    { "Vests", 5 },
                    { "Headgear", 5 },
                    { "Food", 7 },
                    { "Generic", 8 },
                    { "GenericAuto", 9 },
                    { "RifleBoat", 5 },
                    { "RifleAmmoBoat", 9 },
                    { "Hand", 5 },
                    { "Grenades", 2 },
                    { "Backpack", 5 }
            };
        };
        class Vehicle : Default
        {
            lootMin = 0;
            LootMax = 0;
            tables[] = {
                    { "Items", 6 },
                    { "Equipment", 6 },
                    { "Pistols", 6 },
                    { "PistolAmmo", 6 },
                    { "Scopes", 4 },
                    { "Muzzles", 4 },
                    { "Uniforms", 6 },
                    { "Vests", 6 },
                    { "Headgear", 6 },
                    { "Food", 4 },
                    { "Generic", 6 },
                    { "GenericAuto", 6 },
                    { "Machinegun", 4 },
                    { "MachinegunAmmo", 4 },
                    { "Rifle", 5 },
                    { "RifleAmmo", 4 },
                    { "SniperRifle", 3 },
                    { "SniperRifleAmmo", 4 },
                    { "Hand", 4 },
                    { "Grenades", 2 },
                    { "Backpack", 4 }
            };
        };
     
    And there shouldnt be anymore loot in new spawned vehicles
  16. Like
    Drokz got a reaction from Hux in Server not ready (Error 2)   
    Do you host the server yourself or is it a rented Gameserver? 
    Rented Gameservers use to update Arma and reinstalls the Epoch Serverfiles. At least this happened to me when i had a rented Gameserver.
     
    So check your @EpochHive and @Epoch versions for beeing up to date if you have a rented Server. This fixed it for me a while ago
  17. Like
    Drokz reacted to Ghostrider-GRG in [SOLVED] : autorun feature ?   
    I put something together that should be plug and play, or pretty much so.
    https://github.com/Ghostrider-DbD-/Epoch.Altis-Autorun
     
  18. Like
    Drokz got a reaction from oldmatechoc in [SOLVED] : autorun feature ?   
    Thx for this!
     
    Heres how i made it @lesvieuxcrevards
     
     
  19. Like
    Drokz got a reaction from natoed in Simple AutoRun Script   
    Simple AutoRun Script
     
    DePbo your mission.epoch folder
    Then select epoch_code -> customs -> and open EPOCH_custom_EH_KeyDown.sqf
     
    After line 16 (_handled = false;) paste the following code:
     
    Save the file and repack your pbo.
    Press 0 to use this feature
     
     
    This is not a perfect AutoRun script, but it works so far.
    Current issues are that it doesn´t stop when you run up a hill, enter vehicles (it continues when you leave the vehicle again) or when you enter water.
    It also would be great to make it stop when hitting w,a, s, d or the arrow keys.
    I appreciate if anybody knows how to fix those and would like to share.
     
    I took it from the BI Forums, changed it a little bit and just wanted to show you how I made it to work with Epoch.
    So this is not my work at all.
     
    Original post by @oldmatechoc 
     
  20. Like
    Drokz got a reaction from lesvieuxcrevards in [SOLVED] : autorun feature ?   
    Thx for this!
     
    Heres how i made it @lesvieuxcrevards
     
     
  21. Like
    Drokz reacted to oldmatechoc in [SOLVED] : autorun feature ?   
    https://forums.bistudio.com/forums/topic/205916-release-auto-run-script/
    you could have a play with this maybe :) @lesvieuxcrevards
  22. Like
    Drokz got a reaction from lesvieuxcrevards in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    In blck_configs set blck_RunGear = false;
    Set false to not use IEDs. Otherwise change blck_RunGearDamage = 0.4; to reduce or increase given damage
  23. Like
    Drokz reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    I've been doing some more playing around when thinking of alternative ways that players could learn about missions going on rather than map markers.

     
    It doesn't update dynamically but alerting players near it might be a route I decide to go down, and then people can make these craftable.
  24. Like
    Drokz reacted to He-Man in Vampire's Vehicle Degradation   
    Hey, it is really a good idea, but I see some smaller problems. The first is, if there are 60 players online, the Server runs 60 Loops parallel. Better would be running it Client Side in this case.
    Then you only Check if the Player is in a Vehicle and if the Vehicle is driving. If there are 5 players in this Vehicle, the damage will be given 5x (or have I overseen an additional Check?) 
    We would use this addon on our new planned Survival Server and I will make some changes in the code. If you are interested, I will send it to you then and you can compare it.
  25. Like
    Drokz reacted to TheVampire in Vampire's Vehicle Degradation   
    Vampire's Vehicle Degradation
    -------------------------------------------
    Are you tired of those perfect drivers who never have to repair their vehicles?
    Are you tired of the unrealistic effects of vehicles not wearing down with use?
    Do you think that players need to spend more money to keep their vehicles running?
    Well then I have a script for you!
     
    What is it?
    This script allows you to configure vehicles to take damage over time while they are in use.
    You set an amount of time a player must be driving and an amount of damage to give to the vehicle for them driving that amount.
    You can also configure the locations to damage the vehicle, the type of vehicle, how far they have to have moved in the time limit, and more!
     
    Where can I get it?
    It's available here:
    https://github.com/SMVampire/Vamp-Vehicle-Degradation
     
    What if I have issues?
    You can post about it here to see if others can help you, or you can open an issue on the github here:
    https://github.com/SMVampire/Vamp-Vehicle-Degradation/issues
     
    Can I alter your code and release it as a different mod and/or combine it with a different mod?
    This code is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0):
    https://creativecommons.org/licenses/by-nc-sa/4.0/
    If you are unsure if your intended use is in violation of my license, please send me a PM.
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