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lesvieuxcrevards

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  1. Thanks
    lesvieuxcrevards reacted to vbawol in Epoch 1.1 Release Changelog   
    Arma 3 Epoch 1.1 has been released!
    Server Files:
    https://github.com/EpochModTeam/Epoch/archive/1.1.0.1195.zip
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/969/files
    Client Files
    https://github.com/EpochModTeam/EpochCore/releases/download/1.1.0.1194/Epoch_Client_1.1.0.0.zip
    Changelog:
    Added
    Plant Spawner: vehicle object for sunflower. @Helion4 MoneyDrop Event: Random Money lump with Mapmarker (like Plants) @he-man Examples for Vehicle upgrades for Server Admins into CfgVehicleUpgrades.hpp @he-man Make Lighter refillable at Fuel-Sources (Gasstations / Vehicles) @he-man Make Trader more configurable in epochconfig.hpp @he-man Added Examples for Batchfiles to control Server Restarts @DirtySanchez default pops for "center" marker @awol More map supports @awol Lighter is needed to imflame fires @DirtySanchez FireExtinguisher is needed to "put our fire" on Burn Barrel @DirtySanchez Rope is needed for SlingLoad (get back on release) @DirtySanchez R3F compatibility for SlingLoad @DirtySanchez Hints while using Vehicle Repair (MultiGun) @he-man Config to completely disable Simulation for BaseParts (if not needed) @he-man Made Radiation configureable by cfgepochclient.hpp @raymix Hints for lock / unlock Vehicles / Storages @he-man Nuisance multiplicator in cfgepochclient.hpp @he-man Reduce rads over time at cost of immunity @raymix Wearable Male & Female wearable full radiation suit @Helion4 December seasonal items (Santa hat / Snowman) @Helion4 Autorun function (suggested by Ghostrider) @he-man Default Key is "W" You can change the key in EPOCH ESC Menu If choosen key is same as "moveforward" (default), you have to 2x tap it, else you only have to 1x tap it If your legs are broken, you get a hint "can not autorun - legs are broken" If the terrain is too steep, you only walk in AutoRun Inside Water, you can not Autorun Helper 3D-Icon + Line on the part, where element is snapped on (while Base-Building) @he-man Config in cfgepochclient.hpp to block ATM's in Plotpole range @he-man Power Sword @helion Fixed
    False BE kicks since Arma 3 1.80 update. Nightlight now also follow players inside Vehicles @he-man Fixed fault disabled DynamicDebris @morgoth0 SERVER_VARS (BaseSpawn) was not saved on revive @morgoth0 Without Advanced Vehicle Repair, Vehicle upgrade was not available @he-man Base Storages could be deleted if near Loot containers were auto-deleted @he-man Some Tarp Loot was spawned under the Floor @he-man Reworked wall check by getting out of Vehicles @he-man Garden Plot had no physical ground @Helion4 Some Vehicles were missing in EPOCH Admin Spawn Menu @he-man Changed
    RCon Port is now set to 2307 by default since changes in A3 1.78 prevent use of 2306. @awol SnapPoints for Building objects (especially full / half / quarter Floors) @he-man Some performance tweaks Inventory will be opened automatically, if "you found something" @awol EPOCH Events reworked (Markers will change if players near / event looted) @DirtySanchez Traders will no longer refill sold magazines @he-man Magazines will automatic be repacked in Trader First the trader offers full magazines If no full magazine is available, the Trader offer the last not full magazine Not full magazines are colored: Yellow (nearly full) -> Red (nearly empty) You also get a Tooltip, how much bullets left in magazine The prices are calculated by the left bullets in the magazine Increased snap-distance for Foundations (much easier to find snap positions) @he-man Reworked and added EPOCH Vehicle Classes @he-man Each upgrade increase Speed, Torque, Fuel, Terrainbehaviour, Load and Armor Hatchback >= lvl2 will no longer stuck in forests Added M900 forced without Backseats -> "C_Heli_Light_01_civil_2seat_EPOCH" Added M900 forced with Backseats -> "C_Heli_Light_01_civil_4seat_EPOCH" The Random M900 will also stay available -> "C_Heli_Light_01_civil_EPOCH" Added very low EPOCH variants of VTOL and Xi'an (eventually we have to change them with the next update a bit) Added Door-Animations to some Vehicles by GetIn / GetOut
  2. Like
    lesvieuxcrevards got a reaction from Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    @Ghostrider-GRG I've wipe my 0.5 to fresh 1.0 epoch without any customizations :) I will glady test this mod if you can share it
  3. Like
    lesvieuxcrevards reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    So, Stuff I"m working on for the next update includes:
    Full support for static AI which can be spawned on land with spawning triggered by player proximity and an optional respawn time.
    Surface marine patrols.
    AI divers and SDV patrols.
    Random selection of spawn locations along the coast.
    Release date slated for early 2018.
    We will be running beta's for some of these features on our server.
    Contact me if you are interested in testing.
  4. Like
    lesvieuxcrevards reacted to Toby77 in [Improved] Statusbar Epoch-build(1070)   
    I decided to collaborate a couple of different statusbars.
    All credits goes to: Creampie -  Osef - All The Others!
     
    Screenshot
     
    Download: Github
    Installation: Drag the map status_bar into your mission.pbo.
    Init.sqf: add the lines in your existing init.sqf file, or drag init.sqf into your mission.pbo:
    // Status Bar [] execVM "status_bar\fn_statusBar.sqf"; Description.ext: open up your existing description.ext and add the lines on the bottom:
    class RscTitles { #include "status_bar\dialog\statusBar.hpp" };  
    BE Problems? Post your kicks.
     
    It is possible to add additional status information, for example: Energy status display,
    But keep in mind the background space is limited, Note: Toxicity will expand to 4/5 extra digits.
     
    Did i forget any other Author? please send me a message i will update the post asap.
     
    -Greetings
     

  5. Like
    lesvieuxcrevards reacted to vbawol in Epoch 1.0 Release Changelog   
    Arma 3 Epoch 1.0 has been released!
    Client Files:
    http://epochmod.com/ - HTTP mirrors, Steam workshop, Play with Six, ModDB, Armaholic

    Server Files:
    https://github.com/EpochModTeam/Epoch/releases/tag/1.0.0.1070
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/948/files
    Notes: 
    https://epochmod.com/forum/topic/44467-epoch-10-release-changelog/
  6. Like
    lesvieuxcrevards reacted to natoed in Altis Addons   
    @lesvieuxcrevards
    from  memory there where issues with player loading time and i was lazy and add them to the mission.sqm as a quick work around and it worked well.
    here is the last version i used when i had my little alits server
    a3_epoch_custom.pbo
    depbo and go through all files in the a3_epoch_custom\mapcontent and check a3_epoch_custom\init\fn_init.sqf
    here is the last mission file used (some good shit in there btw)
    epoch.Altis.pbo
    depbo and go through it, enjoy
     
    also a much older version (outdated) here  https://github.com/natoed
    BTW I dont have any of the editor mission.sqm i crated any more as arma  deleted the when i changed my player name
    Need a hand sing out, i hope i remember it all....
     
    cheers
    natoed
     
     
  7. Like
    lesvieuxcrevards reacted to DirtySanchez in [Q] : how working decay timer ? How remoce it   
    Hi there,

    If referring to the database expiration times.
    These can be edited to your liking and are in seconds.
    Increase these numbers to keep the db entries longer than default times
    Decrease these numbers to have the db remove entries quicker than default times
    I do not believe there is a limit to how high you can make these numbers
    These entries are necessary for the system to function properly and stay optimized over long periods of time.

    epochconfig.hpp

    Here is the ExpiresBuilding entry I feel you are asking about in reference to "decay"
    https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/%40epochhive/epochconfig.hpp#L81
     
    EPOCH_server_loadBuildings.sqf

    Here is the function loading the config entry (_maxTTL)
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_bases/EPOCH_server_loadBuildings.sqf#L18
    Here is the damage given to buildings based on that number. (_ttl / _maxTTL)
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_bases/EPOCH_server_loadBuildings.sqf#L70

     
    Where _ttl(Total Time from Database) is divided by _maxTTL(Max Total Time from config) and it results in the _damage applied(if any) at server start
    Hope this helps you come to the conclusion you need or the direction to make the necessary changes to your liking.
  8. Like
    lesvieuxcrevards got a reaction from DirtySanchez in [Q] : how working decay timer ? How remoce it   
    Thank you i will check and setup these update on my server.
  9. Like
    lesvieuxcrevards reacted to Ghostrider-GRG in [SOLVED] : autorun feature ?   
    I added a few other things to ours:
    I have a global variable that is set to true upon the keypress that activates autorun. That variable is set to false for certain keypresses  [w,a,d,s] or when the surface is water. 
    I added a custom keypress handler that checks for '8' which activates autorun or inactivates it, and movement keys which disable it.
    I added a check to onEachFrame for the state of the global variable and when that is true there is a call to a small function that executes the autorun animation and also checks to see if the the player is on/in water.  If so, the global variable is set to false. By tying this to onEachFrame there is no need for an extra loop.
    I hope that this helps.
  10. Like
    lesvieuxcrevards 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
     
  11. Like
    lesvieuxcrevards reacted to Hux in Changing aircraft for Epoch Airdrop   
    Grahame was kind enough to share some info on how to change the Ghost Hawk for the Epoch Airdrop to a different air vehicle (In this case a C130). So I thought it would be nice to share the info.
    All that needs to be done is change the class names for the aircraft & pilot. Also, in this example the "side" is changed to west if you don't want the aircraft to act hostile.
    Changing the pilot and "side" is optional.
    The changes need to be made in the epoch_server\compile\epoch_missions\EPOCH_Server_create_AirDrop.sqf
    Here is the example (provided by Grahame):
    /* Author: Andrew Gregory - EpochMod.com Contributors: Aaron Clark Description: Creates helicopter air drop Licence: Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike Github: https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_server/compile/epoch_missions/EPOCH_Server_createAirDrop.sqf */ private ["_playerOwner","_objType","_obj","_grp","_unitPos","_driver","_unit"]; params ["_player",["_token","",[""]],"_pos"]; if (!isNil "axenotSent" && {axenotSent}) exitWith { diag_log format ["DEBUG: airdrop script already running %1",_this]; }; if !([_player,_token]call EPOCH_server_getPToken)exitWith{}; _pos set[2, 2400]; if !((nearestObjects[_pos, ["CUP_B_C130J_USMC"], 1000]) isEqualTo[]) exitWith{ diag_log "DEBUG: prevented air drop, too many in area." }; _playerOwner = owner _player; _objType = "CUP_B_C130J_USMC"; diag_log format["Epoch: Creating %1 for %3 (Owner ID: %4) at %2",_objType, _pos, name _player, owner _player]; _obj = createVehicle [_objType, _pos, [], 0, "FLY"]; _obj call EPOCH_server_setVToken; addToRemainsCollector[_obj]; _obj disableTIEquipment true; clearWeaponCargoGlobal _obj; clearItemCargoGlobal _obj; clearMagazineCargoGlobal _obj; clearBackpackCargoGlobal _obj; _obj allowdamage false; _obj setPosATL _pos; _obj setFuel 1; _obj flyInHeight 120; _grp = createGroup [WEST, true]; _unitPos = _pos; _driver = _grp createUnit["B_helipilot_F", _unitPos, [], 0, "CAN_COLLIDE"]; _driver assignAsDriver _obj; _driver moveInDriver _obj; _unitPos = _pos findEmptyPosition [1,75,"I_helipilot_F"]; _unit = _grp createUnit["B_helicrew_F", _unitPos, [], 0, "CAN_COLLIDE"]; _unit assignAsGunner _obj; _unit moveInGunner _obj; _grp setCombatMode "BLUE"; (driver _obj) action ["engineOn", _obj]; _obj setVehicleLock "LOCKEDPLAYER"; [_obj,_driver,_player] spawn { axenotSent = true; params ["_obj","_driver","_player"]; while {axenotSent} do { if (isNull _obj || isNull _driver ||isNull _player) exitWith {axenotSent = false}; _drvOwner = owner _driver; _playerOwner = owner _player; if(_drvOwner == _playerOwner) exitWith { // send airdrop to player _obj remoteExec ['EPOCH_mission_returnObj',_player]; // since we found an owner, add cleanup if ownership reverts to server. This can also be used to change ownership instead later. _obj call EPOCH_localCleanup; diag_log format["DEBUG: Transferred ownership of %1 to %2, new owner ID is %3",_driver, name _player, owner _driver]; axenotSent = false; }; (group _driver) setGroupOwner _playerOwner; uiSleep 1; }; }; Hope this is helpful to others.
     
    Thank you Grahame.
  12. Like
    lesvieuxcrevards reacted to Drokz in [SOLVED] : autorun feature ?   
    Thx for this!
     
    Heres how i made it @lesvieuxcrevards
     
     
  13. Like
    lesvieuxcrevards 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
  14. Like
    lesvieuxcrevards reacted to mgm in Taxi & Bus | Transport for Arma   
    okay my bad.
    here is the situation, from day one, I intended to make this script GNU GPL Free Software meaning anyone can see/modify/redistribute the source code.
    however, in the early days, I did not license it under GPL, instead distributed in obfuscated and minimized form until I clean up the code.
    now the code is cleaned up, licensed under GPL, source code made available, including all in line comments.
    the problem you are experiencing is because you downloaded an ancient (obfuscated) copy with crazy file names.
    the solution is downloading the latest (unobfuscated) version.
    I will update this post in a few minutes, will give you the correct latest download link and will also update the README. sorry for the trouble!

    EDIT:
    I will try to get version 0.5.0 out this weekend but until then here is the latest available version: https://gitlab.com/themgm/Transport_for_Arma/tree/stable/release_packages/0.4.8-hotfix1
    This was a rushed release, let me know if you experience any issues?
  15. Like
    lesvieuxcrevards reacted to TheVampire in epoch 0.5 service point   
    At the moment you can't.
    In 0.6 you will be able to in CfgServicePoint.hpp
  16. Like
    lesvieuxcrevards reacted to TheVampire in [SOLVED] Epoch / Altis : flight model ?   
    If it isn't there by default you should be able to add it just about anywhere.
    On my server it is directly below "vonCodecQuality";
    https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/sc/server-example.cfg#L43
  17. Like
    lesvieuxcrevards reacted to TheVampire in [SOLVED] How to have perma bot on server to keep mission always active ?   
    You should be able to just add -autoInit to your server launch parameters. This will make the server read the mission once it starts up.
  18. Like
    lesvieuxcrevards reacted to TolH in [SOLVED]specific daytime at start of mission ?   
    try in @epochhive and open epochconfig.hpp and check this out:
    StaticDateTime[] = {0,0,0,8,0}; // {0,0,0,8,0} would forces the server to start at 8am each time it is started while allowing the year, month and day to stay real time. Any values left at 0 will result in no change.
  19. Like
    lesvieuxcrevards reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I need to revisit this code as it is sort of kludgy and I got lazy when I tried to get it to work. I need to attach a grenade to a random wheel and rework the logic for the settings. For now, if you want to disable the IEDs entirely try the following:
        blck_RunGear = false;  
        blck_RunGearDamage = 0;
        blck_VK_Gear = false;
        blck_VK_RunoverDamage = false;
        blck_VK_GunnerDamage = false;
        blck_forbidenVehicles = []; 
        blck_forbidenVehicleGuns = [];
       
  20. Like
    lesvieuxcrevards reacted to Drokz 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
  21. Like
    lesvieuxcrevards reacted to TheVampire in [SOLVED] Epoch / Altis : flight model ?   
    It's located in the server.cfg
    forceRotorLibSimulation = 0; // Forces flight model. Default 0 (user config setting), 1 - forced AFM, 2 - forced SFM
    If yours is 0 then the user can decide what they want to use in their settings. If 1 or 2 they are forced to use the server setting.
    AFM = Advanced Flight Model
    SFM = Simple Flight Model
  22. Like
    lesvieuxcrevards reacted to Tarabas in [LOOKING FOR] : Halo respawn system   
    It's still not working fine with Epoch AH. Players will get teleported back in the air without parachute (admins will not). It's a milestone for 0.6.
    https://github.com/EpochModTeam/Epoch/issues/648
  23. Like
    lesvieuxcrevards reacted to TheVampire in [LOOKING FOR] : Halo respawn system   
    You can use that script and change spawn_settings.sqf.
    _HALV_forcespawnMode = 1; would force Halo only.
    _halv_spawn_startmode = 1; forces view to start on map screen.
    _halv_allowgearselect = false; disables gear selection.
    You can then customize the locations allowed to spawn on the map.
    I doubt you will find a script that only does Halo respawn itself.
  24. Like
    lesvieuxcrevards reacted to natoed in [UPDATE July2017]-[RELEASE]DP Real Health System v0.6   
    Can confirm, it works very well on my little server a3 1.70 and epoch 0.5
    Visual tag, No Just a systemchat message local to the player to inform them.
    NOTE: edited heavily from the original posted scripts
    I did try adding EPOCH_playerTemp to increase EPOCH_playerBloodP but it didn't end well....lol
    my settings are harsh
    here's what I use,
    DP_Real_Health.sqf
     
    cheers
    natoed
  25. Like
    lesvieuxcrevards reacted to Tarabas in Dead body marker   
    https://github.com/EpochModTeam/Epoch/issues/760
    It's already changed in experimental version
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