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Everything posted by Schalldampfer

  1. Isn't the patrol mission enough?
  2. A few of them works well, but the others does not.
  3. Most missions are hard-coded to have "M2StaticMG" in their mission files. You need to change them to "Random".
  4. only positions. I've also added one for Napf, so please check difference between them
  5. I'm using this, https://github.com/Schalldampfer/A2Epoch_Logistic I heard there's some others though I only find older ones,
  6. Here's the new list of more weapons.
  7. I have made some fixes and updates. 1. Fix for MLRS/GRAD/StrykerMC's ammo issue. Add after of servicePointActions.sqf 2. If you don't want planes to have many bombs that it should not fly, Add this on the same place of servicePointActions.sqf, it must be before 3. Fuel cost depends on the amount of fuel to refuel Add after of init.sqf Also, I have two more updates in my repository. 1. I've changed the list of _rearm_costs to use "classname" of weapon instead of fucking "localized name" of weapon ( that sometimes makes the cost of 2 rnd stinger be the same as 8 rnd one. ) 2. I have separated the service points of refuel, repair and rearm. (Refuel at fuel stations, repair at repair center and rearm at heavy factory of military base.) https://github.com/Schalldampfer/service_points
  8. We stopped Arma3 to concentrate on Arma2. Welcome here.
  9. overwrite original version with my files, it may work better. I have made mine by editing the original version, so I think I have forgotten something in install instruction.
  10. Next, I have made a script to let AIs to fire flare at night. 1. Create this file, dayz_server/WAI/compile/flare_fire.sqf This script will add an AK74/GP25 to the leader of the group, which is the argument of this function. He'll fire a flare round toward a player close to him at night. 2. add this in dayz_server/WAI/init.sqf 3. Now activate this script in spawn_group.sqf, to make AI to fire flare rounds. Add this code just before in dayz_server/WAI/compile/spawn_group.sqf To limit the AI levels and gear type, I put this code instead. Reference:https://forums.bohemia.net/forums/topic/106785-ai-shoots-flares-script-version-13/
  11. Align brackets and you'll find a missing "]" You wrote this: it must be
  12. Radiation is not caused by ori_data,pbo. It's because some settings are not available, as the worldname is not Tavi. You need to set these variables: The "default" value is too small for this map.
  13. why did he throw a less popular one? https://steamcommunity.com/sharedfiles/filedetails/?id=1333620906
  14. which version of dayzorigins or origins mod are you using?
  15. I don't know. https://github.com/EpochModTeam/DayZ-Epoch/tree/master/Server Files/MPMissions Many maps seems to be removed in 1.0.7, but still there are many maps I don't know where they are. They may be in http://www.armaholic.com/
  16. https://github.com/EpochModTeam/DayZ-Epoch/tree/Release_1.0.6.2/Server Files/MPMissions There are many maps supported, but practically, it's hard (for players) to find maps which are not listed in Mod tab of DZLauncher. (How can we know which mods required and where to download them in Arma2's server list?)
  17. That kick is because of the difference in the file in server and client. isn't he cheating?
  18. After I have found this thread for 1.8.3 https://opendayz.net/threads/release-epoch-overpoch-origins-1-8.22050/ , I'm testing DayZ Epoch + Origins Mod 1.8.3 (I'm planning to use it after DZE or 1.0.7 update) I found some issue at a glance; 1. Missing Abort button in Esc menu Fix:You need to customize keyboard.sqf to add Abort button. Copy dayz_code/keyboard.sqf and add these line after , and overwrite DZ_KeyDown_EH with the file, like (I tried re-defining abort button in "RscDisplayMPInterrupt" in description.ext, but somehow it didn't work, It was even without error log in Arma2OA.rpt) 2. Character status UI has some more icons for OriginsMod. Fix: Copy dayz_code\gui\description.hpp and add these lines in the RscTitles block (before or after wm_disp block). Replace #include line for "\z\addons\dayz_code\gui\description.hpp" with this file, like 3. Gear menu has suspicious icons and buttons for Origins Mod. ( it seems this code removes buttons, but their BG squares are still left as they are... I need help for this.) 4. Some error buttons are not clickable. (missing addon > can't close the dialog) ( Solving in progress ) (add you a type89 > close dialog > log out & log in again > oh the error dialog doesn't disappear) Easiest way to solve thise is deleting ori_data.pbo, but it's hard to ask players to do that There may be some more issues. Please tell me if you know other issues or any good solution.
  19. 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.
  20. 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
  21. 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
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