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Relentless

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  1. Like
    Relentless got a reaction from THAC0_Gewch in how to disable traders dayz epoch   
    if you don't like traders, you are probably wrong with epoch, you should play normal DayZ then. Epoch was made for traders and object ownerships.
  2. Thanks
    Relentless reacted to Airwaves Man in Mysql   
  3. Like
    Relentless reacted to vbawol in Seeking collaborators to make Epoch Mod for DayZ Standalone   
    The development of Epoch Mod for DayZ Standalone has officially begun and we are seeking community collaborators to help develop Epoch Mod for DayZ Standalone.
    The goal will be to make an open source and a community developed mod licensed as DayZ Public License Share Alike (DPL-SA). We are looking for community developers that want to work towards a common goal: Everyone working together to make all their work properly compatible and in one place.
    If you want to become a Collaborator on the project you must:
    Have references showing some of your work. Be able to fork, compile, test, and merge your changes on your own.  Submit work via pull request to the experimental GitHub branch found here: https://github.com/EpochModTeam/DayZ_SA_Epoch/tree/experimental Contact one of the Epoch Devs in discord to get added to the community dev roles on discord. Agree to the code of conduct and that your work will be released via steam workshop by EpochModTeam and licensed as DPL-SA . We are accepting merge requests for following features:
    Barter based NPC Traders - that only sell what has been sold to them and use in-game items as currency, Enemy Soldier AI, Trader Missions, Better Zombie AI, End game improvements, Lockable storage, Vehicle Ownership, Custom Items weapons, and vehicles of all types, End game improvements like skills and attributes. The development process is slower now due to the lack of documentation however progress should speed up with time. The first release of an experimental build should happen soon but we cannot give any time frames.
     
    Join our Discord:  https://discord.gg/p35Rr2P
  4. Like
    Relentless reacted to BigEgg in [RELEASE] BigEgg's Safe Zones **Updated 11/26**   
    Updated 11/26
  5. Like
    Relentless got a reaction from Schalldampfer in [RELEASE] RLNT Update Panel (26.09.2017, v1.4)   
    I guess this is currently not compatible with my RLNT Weapon HUD. If you want to use this as nfcStyle you would have to make the changes yourself or wait until I update it, thanks. Studying is taking a ton of time :*
    LAST UPDATE: 26.09.2017 - go to the bottom for changelog
    Hey there Epoch-Community,
    in this topic, I want to release my Update Panel. This may need some longer explanation so if you are interested, read carefully. 

    Background-Story:
    So I was a bit annoyed by all the vanilla functions that are currently available in ArmA 2.
    Everytime you just see format texts or hint boxes, sometimes even dynamic texts but still not my taste. So I decided to create a Display that is spawned by a function.
    It's like a modern version of hint boxes. The cool thing is that you can adjust nearly everything of it by giving the function different arguments.
    Due to that fact, you could easily manage all your server messages and notifications through this function to have a universal system. It's a bit confusing and ugly
    when you are running multiple mission systems for example and one is using text at the top of the screen and the other one directly in the middle.

    What features does it have:
    Currently, there are 9 different arguments to adjust the Update Panel to your liking. Meanwhile I made ALL arguments optional so you can leave them out.
    Receiver aka the Side - defines whether the Update Panel is only shown to the Client it's running on or whether it should be shown to everyone like a global message Style - At the moment there are four styles, they are different in the box style and whether it contains an image or not Background Color - Ofcourse you can also adjust the Color of the Box Font Color - Aswell as the text color Header - This is the Headline of the Update-Panel, you could use something like your server tag Line 1 - The first textline of the panel that holds up to 40 characters Line 2 - The second textline that can also hold up to 40 characters and also a good option to display a single line update panel Duration - Also you can adjust the time how long the panel will be visible to the clients Image - The second style can hold an image, here you can define the path of an image that should be displayed in the panel If you are interested in how to use all the arguments and how to make them optional, read this: RLNT GITHUB
    So you should be able to see that you can adjust a lot of things. And you can suggest even more. If you want another style with a different position of the panel, no problem!
    Also the function contains a config where you are able to set default variables in case you don't want to write so many arguments each time. Let's say you want to display
    all messages of your server with this panel, then you can just set the Background Color you want to use for all your panels in the config and never write this color array again.
    Instead you just type nil as an argument. The function will automatically recognize this and replaces the nil with the variable from the config.

    All currently available styles:
    Style 1        Style 2    
    Style 3       Style 4    


    Codeexamples:

    Credits:
    @Sp4rkY - teached me the most in sqf @iben - got the wonderful github formatting from him @He-Man - made me familiar with eventHandlers and communication between client and server @DirtySanchez - helps me to improve my scripts (performance and structur) @LordGolias - made an awesome sqf-linter for the Atom-Editor @Epoch-Discord - especially @salival @BigEgg @DirtySanchez @scuba_steve - always helpful and very patient  
    Download and Installation: RLNT GITHUB   Bugs, Issues and Suggestions:
    RLNT GITHUB   Changelog:
    Click here for the Changelog with actual links if you are interested in the commits: Changelog
  6. Like
    Relentless got a reaction from Schalldampfer in [RELEASE] WAI 2.2.6   
    Most of them using hints. You can look that up here: https://community.bistudio.com/wiki/hint
    It's easy to do. It's somehow like doing a debug monitor.
    You can also use something like my function:
    But you would have to update some things yourself or wait or my update in case you want to use it and have no clue.
  7. Thanks
    Relentless got a reaction from Mig in Tow and lift for 1.0.6.2   
    https://epochmod.com/forum/topic/45094-how-to-report-bugs-and-getting-help/
  8. Like
    Relentless reacted to Mig in Buried Treasure Event   
    Hello all,
    Here is a new random event.
    These are tombs that appear randomly on the map with only zombies, Once the players on the spot an action is available to search the graves, On eight of the tombs only one contains loot.

    Github Link

  9. Like
    Relentless got a reaction from nova in [Outdated] New safezone script and a.i remover from safezone (works with dzai and dzms) (works for 1.0.6.2)   
    It doesn't matter what kind of safezone script you are using because this script uses the positions of the trader zones (with this check waitUntil {isInTraderCity};". You can use any safezone script you want.
  10. Like
    Relentless got a reaction from JakeQue in [RELEASE] WAI 2.2.6   
    Most of them using hints. You can look that up here: https://community.bistudio.com/wiki/hint
    It's easy to do. It's somehow like doing a debug monitor.
    You can also use something like my function:
    But you would have to update some things yourself or wait or my update in case you want to use it and have no clue.
  11. Like
    Relentless reacted to Airwaves Man in Afterlife Dayz OVerpoch Script Pack 1.0.6.2 +full battleye +bec autorestarter   
    @daryl922 Thank you for sharing this. As @JasonTM said there are not longer many content creators who are willing to share their work out there.
    There are a few things that are imporant to do in your release. Your mission_check.sqf is not updated. It has only a few files in the array. There must be all files excluding pictures or sound flies from the missionfile entered.
    Your battleye script.txt is the infistar one. It will catch nothing at all. You should start we the Epoch script.txt and added some more things.
    I noticed that any kind of Anti Dupe is not longer necessary. Epoch 1.0.6.1 fixed almost everything with that. If anyone has other experiences let me know. Most Anti Dupes like the Infistar Anti Dupe result in the possibility to dupe. So it should be disabled.
    If you are interessted in maintaining your Server Pack we will take a closer look into it.
     
  12. Thanks
    Relentless got a reaction from Pillottio in Any good script for traders bying/selling Hamp?   
    Just add it to the medical category. The classname is ItemKiloHemp
  13. Like
    Relentless reacted to Airwaves Man in plot pole bug   
  14. Like
    Relentless reacted to BigEgg in [Release] No zombies in base 1.0.6.2   
    The script is likely failing because you cannot take a distance from a classname.
    I have written up a quick script for this below, please try it out and let me know how it works :)
    private ["_noAI", "_noZeds"]; _noAI = true; // Remove AI within plot radius (true = enabled, false = disabled). _noZeds = true; // Remove zombies within plot radius (true = enabled, false = disabled). while {69 == 69} do { private "_plots"; _plots = player nearEntities ["Plastic_Pole_EP1_DZ", DZE_PlotPole select 0]; if (count _plots > 0) then { private "_plot"; _plot = _plots select 0; if (_noZeds) then { {deleteVehicle _x} count (_plot nearEntities ["zZombie_Base", DZE_PlotPole select 0]); }; if (_noAI) then { { if (!isPlayer _x && {_x distance _plot <= (DZE_PlotPole select 0)}) then {_x setDamage 1}; } count allUnits; }; }; uiSleep 5; }; Just name it whatever you would like, then call it from the !isDedicated section of the init.sqf, down at the bottom:
    if (!isDedicated) then { // CODE FROM INIT HERE execVM "FILENAMEHERE.sqf"; };  
  15. Like
    Relentless reacted to Airwaves Man in [Release] O9 Gambling Script [Updated for 1.0.7.1+]   
    Hey guys, this is the release of my O9 Gambling Script. If you like to add this feature to your server you can do it now with that offical release.
    Go to github download and install the files:
    O9 Gambling Script
    If you have cards you get a free gambling try.
    You can gamble for 1000, 2000 and 3000 Coins and get the price 1x, 2x and 3x. The script is not optimized but it works out of the box and can be used with overpoch.

  16. Like
    Relentless got a reaction from JakeQue in Systemchat format to selected player   
    You should read the wiki: systemChat
    As you can see, the systemChat is only visible on the machine, the code is being executed on. Running it server-side will broadcast it to everyone.
  17. Thanks
    Relentless got a reaction from salival in [Release] Wicked AI 2.2.3 [1.0.6+]   
    @thegdog You should use the newest version:
    @salival could you lock this post? So people aren't confused.
  18. Like
    Relentless reacted to nzjocko in DZRLauncher Public Test v1 (server/mod manager)   
    What is DZRLauncher?
    DZRlauncher is a server/mod manager not a server browser. Built to be a lightweight portable application. Windows XP to 10 compatible with no other files or dependencies.
    Communities can preconfigure and distribute with the setting file to make it easy for users to join their servers.
    Adding a Server.

     
    You can find the download on discord:  https://discord.gg/UsDaDFD 
    Will be available on the web site www.dzrevival.com with preconfigured settings option once i get a change to update the site.
    Any issues or feedback please let me know.
    Cheers,
    nzjocko
  19. Thanks
    Relentless reacted to nzjocko in DZRLauncher Public Test v1 (server/mod manager)   
    Just incase have helped out the odd person where it was the integrity of dayz mod but yeah its very rear. Also originally made it for dayz mod admins running servers wanting to run custom maps and wanting an easier way for novice users to join. But works with any mod or map.
  20. Like
    Relentless got a reaction from Schalldampfer in Prevent Zombie Spawn in specific area   
    It's late in the night, I am tired but here you go, you could give that a try:
    _pos = [yourposition]; _radius = 12345; while {1337 == 1337} do { _zombies = _pos nearEntities ["zZombie_Base", _radius]; { _x setDamage 1; hideObject _x; sleep 0.5; deleteVehicle _x; } forEach _zombies; }; Edit: The formatting of the code is trash, but I can't fix it. I am on the phone, sorry
  21. Confused
    Relentless got a reaction from Schalldampfer in Prevent Zombie Spawn in specific area   
    @Schalldampfer
    You are trying to disable the zombie spawn completely. My code just deletes them. There are many ways to do it I guess. Voltan should try which solution works for him.
    It checks 1337 just because I can. You can do everything in the statement as long as it's true.
    1337 == 1337 is the same as true
     
     
  22. Like
    Relentless got a reaction from Oryahn in infiSTAR building controls   
    What Jason said is right. If you check for an individual player id, use:
    if (getPlayerUID player == "1234567891011121314") then {
    You only get that loadout you specified in this code when you respawn means if you log out like a normal person, this code doesn't take effect. I was thinking that it's a hell of work to give each player an individual loadout that's why I suggested small groups, you can also do both. However you want.
  23. Like
    Relentless got a reaction from JohnnyBravo666 in infiSTAR building controls   
    What's that question? No one forces you to use ESS. And if you want to setup own loadouts and spawnpoints, why don't you just do so? I really don't get the point of this post.
  24. Like
    Relentless reacted to JasonTM in [RELEASE] WAI 2.2.6   
    Wicked AI 2.2.6
    This release is for DayZ Epoch/Overpoch 1.0.6.2.
    <<<Download Here>>>
    Due to reports of poor performance on high population servers. I have rewritten this mod so it runs more efficiently.
    Most of the work is code optimization and bug fixes, but I did add some new features.
    Review of changes
    Each mission only spawns one thread with one loop unless it has a para-drop, then it spawns two. The patrol missions also spawn two threads for now. The mission files no longer suspend, waiting for the mission to complete to spawn the crate loot and remove the mission data. The minefield feature no longer spawns an individual thread for each mine. It uses a player check radius. Players in vehicles receive a bold red warning when they are 200 meters from the edge of a mine field. Optional mission vehicle entry messages. Improved mission clean up. All mission objects and data are deleted including unclaimed vehicles and AI unit groups. The AI monitor loop has been replaced by a modified version of the server scheduled function sched_corpses. AI vehicles no longer spawn their own vehicle monitoring threads. It is all handled in the mission thread in a queue. The invisible static gun glitch has been fixed. The static spawns have a dedicated monitoring loop much like the mission system. One loop manages all vehicles and deletes AI unit groups. Where possible, I moved commonly used code blocks to compiled functions. I made a few new missions - hero outpost, bandit outpost, and farmer. Captured MV-22, medical camp, and weapon cache missions have been reworked for improved aesthetics and/or functionality. Rewritten auto claim feature that is fully integrated. Boat patrols - examples in the static mission files. Redundant and\or unnecessary code has been removed from some of the files. I cleaned up and standardized the formatting in the mission files and elsewhere. Helicopters for AI drops and patrols start at a random distance of 3k to 4k away from the mission instead of way down by debug island. Added a new check for mission locations. As they are used, positions get added to an array and checked in find_position.sqf, so missions will not spawn in the same spot twice. Optional indestructible mission vehicles. The AI and mission clean up times and spawn schedule in config.sqf have been converted to minutes for easier reading. Fixed an issue with the spawn time delays in the mission init file. Adjusted the distance the vehicles spawn from the crate so there is no trouble with accessing gear when near a locked vehicle. You can disable static gun placements, vehicle patrols, and paratrooper drops on missions with variables in config.sqf AI numbers have been standardized on all missions. You can adjust the numbers. Easy = 5-10, Medium = 10-15, Hard = 15-20, Extreme = 20-25. I removed the cache units feature because it spawns a thread with a monitoring loop for each unit group and it only works on ground troops. I moved the Dynamic Text mission announcements up the screen and made the text a little smaller so it is not so overwhelming. Added a second dynamic text option for the minefield warnings. Fixed the "auto-repair" glitch on mission vehicles. This also fixes the inability to repair mission vehicles due to the hitpoint variables not being set. Notes
    The AK_74 and RPK_74 variants have been disabled in config.sqf until the 1.0.6.3 patch because the 45rnd 5.45mm magazine was removed in the A2 OA 1.64 corepatch and they post errors to the logs. The format of the missions has changed, so if you have your own custom missions they will have to be adjusted. I have updated the mission example file and created a new mission example file for a single spawn point mission. They are heavy on comments to help server owners create their own missions. I have left extensive comments throughout the updated files if you want to understand more about how the updated code and functions work. Since this is a major coding overhaul, this release will not be merged into the main github repository until all potential bugs, errors, and incompatibilities have been corrected. Please report errors, discrepancies, and general weirdness in this topic.
    Also, most of the files have been altered, so please use this version as a base and merge your custom files into it, paying attention to the changes.
     
     
    Optional Mission Vehicle Entry Messages
    If you turn this option on players will get a message that says either "You have claimed this vehicle! It is now saved to the database." or "WARNING: This vehicle will be deleted at restart!" depending on if you have vehicle hive saving turned on or not. This feature can be toggled with this variable:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L101
    Indestructible Mission Vehicles
    This option will disable the damage handlers on mission vehicles until a player enters them. It can be toggled on and off with this variable:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L99
    Avoid Same Spot
    This option will prevent a mission spawning in the same spot twice by adding the position to an array. The find position function will check that a new position will not be selected that is within 200 meters of one that was previously used.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L80
    Enable/Disable Static Gun Placements, Vehicle Patrols, and Paradrops
    I added this feature for scalability and because someone asked for it. These are the variables to set true or false.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L115-L117
    Auto-Claim
    The original author of the auto-claim feature is no longer a part of this community. I wrote my own version of it which is fully integrated. I never really used this mod myself in the past, so please let me know if I need to add features that were there previously.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L222-L229
    Boat Patrols
    There is really no difference between a boat patrol and a land vehicle patrol other than the classname of the vehicle the fact that they spawn offshore. I have placed examples in the static mission files and I left my Skalisty Island test boat patrols commented in the chernarus.sqf file. To activate them, enable the static_per_world feature in config.sqf and remove the comments from this section:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L114-L147
    When creating boat patrols you should make sure that the distance you place them offshore is at least the distance of the radius used for waypoints, otherwise the waypoints will be on land and the AI might not handle the boat correctly.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L140
    Mission Cleanup
    All mission data and mission objects will be removed from the map after mission completion or mission timeout, including the ai unit groups and unclaimed mission vehicles. You can remove the crates from cleanup if  you want them to remain on the map for looting by toggling this variable to false:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L94
    If a player is within 75 meters of the crate, it will not be deleted as it is assumed that it is still being looted.
    To "claim" a mission vehicle, a player simply has to get into it and it will not be deleted.
    Invisible Static Gun Glitch
    Credit to salival for discovering that this was a JIP issue and the fix is to have the AI get out and back into the static gun at regular intervals. During testing, I could not even see this happening unless I added a sleep, so players shouldn't notice.
    Static Spawn Manager
    Instead of having each static spawned group and vehicle spawn its own monitoring thread, the data is added to a multi-dimensional array and monitored in one loop. The monitor is spawned from the static init.sqf file and will shut down when all null AI groups have been removed from the array.
     
    The Overwatch configs have been moved to its own file in the configs folder. The file is not loaded unless the Overwatch mod is detected.
    According to KillZone Kid and other Arma super nerds, when selecting random things from arrays, it is faster to use a statement like this: selection = array select (floor (random (count array))); instead of calling BIS_fnc_selectRandom. I replaced several instances in files where it is called repeatedly like dynamic crate and group spawning. This might save a millisecond or two :).
    That is all of the updates I can think of right now. If I can remember more, I will add them.
     
     
    Thanks to @MerlijnD and @LadyVal for testing my initial files.
    Credit to @salivalfor the invisible static gun glitch fix.
    Credit to @ibenfor the original IWAC.
    Credit to @BigEgg for the localization solution
    Credit to @Schalldampfer for testing and finding bugs
    Credit to @Grahame for assistance in discord with mission vehicle spawning issue
     
     
  25. Thanks
    Relentless reacted to salival in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]   
    He wants it per uid, though
    Short answer, no ESSv3 will not do what you want, you'd need a custom script for that.
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