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Everything posted by Schalldampfer

  1. As I wrote in discord, Some older commits prevents Epoch mod from waking up. (I have made some modification and Addition of some mods, so there may be conflicts) Server RPT: My modification: https://github.com/Schalldampfer/blckeagles-revisited-RC/tree/Schalldampfer This is another server RPT with older version, which works well. If I revert back to oler version (with same modification), the server and mission system works as intended.
  2. I'm now testing enemy artillery in my server, and got it working (not balanced yet) 1. Activate artillery module by adding this in dayz_server/WAI/init.sqf (Because I use this BIS_ARTY_LOGIC for all mortars, we can use only 1 type of mortar in the the server. I think I'd better create new BIS_ARTY_LOGIC in spawn_static.sqf and use it in arty_fire.sqf .. but I haven't tried this yet) 2. To add brain of artillery to each mortar (which you will spawn by using spawn_static function), add this into dayz_server/WAI/complie/spawn_static.sqf 's Line183 or around - where one of the static weapon is prepared for battle. 3. Now this is the brain of artillery. Create dayz_server/WAI/complie/arty_fire.sqf with this content (Most settings are hard-coded here so far, and may be inbalanced) Notes: To spawn artillery, put this code in the random mission If the mortar's group find a player, they will try to bombard him. I think the mortar unit doesn't have good eye, so I'm combining the group to another static weapons or cars like
  3. The sample of _misisonLootVehicles seems wrong. it must have the direction between position and loot array, like ["I_G_Offroad_01_armed_F",[-8,8,0],random 360,_crateLoot,[0,10,2,5,5,1]], according to GMS_fnc_spawnMissionLootVehicles.sqf
  4. DZGM is installed in DZE by default. (And the link of DZGM is to DZE itself)
  5. You have the answer in your firsrt post. Time to resist the force of legacy.
  6. I modified the BIS_fnc_findSafePos to find the safe position in a circular area, which I use in my server. (The original one searches positions in a square area, which is different from the description in https://community.bistudio.com/wiki/BIS_fnc_findSafePos ) I need it because mission systems spawn missions at the edge of the map, which is too far from any players. BIS_fnc_findSafePos = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\BIS_fnc\fn_findSafePos.sqf";
  7. Why you need to duplicate items in vehicles twice... Items are stored in vehicle, and EPOCH_server_save_killedVehicle duplicates them on ground, and again put items on the ground?
  8. I think it is written out of APEX DLC section of the config. I'm using Apex DLC as well as others so it won't throw error, but the magazine 7.62x51 is not used in any other weapons btw, some of config seems to use Apex items out of #ifdef useAPEX
  9. Small bug : in reward config, "10Rnd_762x51_Mag" is created, but it's not used in vanilla A3 weapons. "10Rnd_762x54_Mag" is for Rahim 7.62mm rifle (srifle_DMR_01_F)
  10. playableUnits is the array of players. find each player in it, and place marker on it, replace markers on new positions every second with while-loop
  11. I have no despawn issue with the latest experimental build. Isn't it caused by your modification?
  12. They don't despawn in my server (though they die in weird stance and they lay after getting close like 10 m or less) How are your setting and other scripts?
  13. I noticed VGS calls EPOCH_server_save_killedVehicle on storing, so I think I need to check it. so the code to add (into EPOCH_server_save_killedVehicle) maybe
  14. So I've made a partial solution for this ghost code 1. To save vehicle data, in epoch_server\init\server_init.sqf add: at the bottom. 2. In epoch_server\compile\epoch_vehicle\EPOCH_load_vehicles.sqf add: at just before the last line "true", to save allVehicles array. 3. Finally, To spawn crashLoot on destruction, in epoch_server/compile/epoch_vehicle/EPOCH_server_save_killedVehicle.sqf, add at the bottom of "if (_vehSlot != "ABORT") then {" block. It will be I dont know how to check vehicles which players just opened its inventory without getting in it, without checking all EPOCH_allVehicles array. Is there any function that treats vehicle contents, when players opend&closed its inventory?
  15. I'm listing my repositories - modification or original scripts - in "About Me" tab.

  16. I got these errors and not working at all. maybe fn_vgsInitClient.sqf isn't loaded. cfgFunctions.hpp's ```postInit = 1;``` seems not working in current version. one more suspicious malfunction is that VGS menu can't be opened when I'm not getting in the vehicle. Both problem seem to be solved by adding in init.sqf of mission file.
  17. Do you have $PBOPREFIX$ file in the folder? I caught the same kind of error, because that the file is lost on unpacking. the contents is simple:
  18. Map changed to Napf. PORT 3302 (A3 Epoch is also under testing)
  19. I tried installing this in Tanoa, and got an issue that the dialog doesn't open. The problem found in my client RPT is "Spawn Menu Aborted..." , so that spawndialog.sqf has something wrong in It seems players don't spawn on respawn_west marker in this Tanoa map. They start on {9969.2129,298.72415,12166.665}, instead of respawn_west marker at {8649.86,1.29866,6146.53}. Replace that part with :
  20. what are those double-quotations? I can't believe you joined here October 26, 2014 ...
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