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iben

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  1. Sad
    iben got a reaction from S4M in Goodbye   
    Hello guys,
    I've decided to leave this community. And that's why I'd like to say two things:
    Thank you guys for all your work for community. It was honor to be here! I wish you the best in your life... All my repos from Github are available. If you feel you would like to take ownership and take care of them, just let me know.
    I'll be happy to do it. All repos stays public for couple weeks, after that they will be removed. (Edit: Now available at @DAmNRelentless Github account)
    We are talking about: Paint vehicles IWAC: Autoclaim addon for WAI extDB: extDB3 : distribution pack for DayzEpoch modder (in shared mode) Enjoy game, stay cool!
    Cheers...
    iben
  2. Thanks
    iben reacted to Richie in Farewell   
    It's a sad time to see anyone leave, you'll always be welcome back though @Cherdenko
    Thread locked due to the previous replies which are now removed, come on guys, let's try and get along with one another.
  3. Like
    iben reacted to Helion4 in Your first Epoch server? | Back in time.   
    My first long time server was a PVE server. I was new to the mod and tired of getting my
    ass handed to me while i was trying to build a base as a Lone wolf. PVP has never really interested me
    in any form of Dayz.
    I liked to play a story with personal goals to achieve etc. This server was run by an experienced
    server-pack user. After a few months I donated and was almost immediately asked to become an admin.
    The server was regularly becoming full-ish and there seemed to be a fair few players returning on a regular
    basis. I spent far too many hours of the day on that server. I became an admin and had a fully enjoyable
    experience helping new players, and the call to aid of the regulars.
    Through being an admin I became interested in the background work of hosting a server. I started off by
    creating my own AI strongholds and missions for the server and eventually was allowed access to the server files. I
    quickly moved into hosting my own local test server and my love for Epoch Mod was galvanized.
    I used to create my own servers, hosted locally, using every map I could find, making it unique to my
    standards - then I played the shit out of them, just me and a map full of AI. I can still remember
    my excitement of the very first time of playing on Namalsk.
    Player Interaction was what made me stay there for many months, eventually the owner of that site showed
    his true colors when he became greedy and started selling admin access for donations. As you can
    imagine this caused all sorts of problems with kids using the admin tools and ruining legit players
    experience and ultimately was the reason I left.
    From the time I settled on that one PVE server so long ago, approx 2013/2014, 8966 hours have passed me by on Arma 2
    Dayz Epoch and I have loved (almost) every minute of it. I miss it dearly. I wish I could forget about it and
    re-discover the whole thing again, I have never had an experience with a video game like I have had
    with the Dayz Epoch mod, all the other Dayz mods and Arma altogether, and I have been gaming since the commodore 64 was released! (1982)
    That server will remain nameless, but every now and then it comes back under the same name, using a pre-built
    server pack, then disappears until next time, like a vampire.
  4. Like
    iben reacted to EditedSnowHD in Your first Epoch server? | Back in time.   
    Hy,
    I recently started playing A2 Epoch again after quite some time and the last few days i was wondering were it all started for me..
    Then i remembered (also is in my 'about me' on this forum) that it was a server hosted by a fellow Dutchie named [AOS] Emmen.
    Well my question(s) is/are simple: What was your first ever (long term) server called that you played on? and is it still around to this day? And what made it so special?
     
    I hope you guys can still remember your roots.
     
  5. Like
    iben reacted to Relentless in [RELEASE] RLNT Weapon HUD (21.01.2018, v1.1.0)   
    Hello Epoch-Community!
    Today I want to release our RLNT Weapon HUD!
    Basic information:
    Game version: Epoch 1.0.6.2 (Overwatch and Origins compatible)
    Maps: compatible with all maps
    Addons: compatible with all addons

    The RLNT Weapon HUD grants a clean visual HUD for all Epoch players to display their weapons. Also you can setup something that we call Quick-Slot-Items.
    These are items you can choose which will be also displayed in the HUD and accessible by hotkeys.
    I know you want to see how it looks like so here is a little preview:

    Feature requests and bug reporting:
    We have an own chart to display all things we are currently working, things that are already done and things that are already suggested or reported.
    Look it up here!
    If you want to report or suggest anything else that is NOT already mentioned on this chart, do that here!

    Features:
    General Multi-Weapon-Support (compatible with one or two primaries Quick-Slot-Items (adjustable item type and amount) Visibles (toggable in config) hotkeys weapon names (localized) item names (localized) item amounts Customizables (adjustable in config) hotkeys item type item amount colors of the boxes colors of the texts colors of the hotkeys Other The script/addon includes a huge error prevention mechanic. Whenever it detects an error in your installation or in your configuration it will either automatically fix it or inform you. It also detects the amount of boxes that are needed to display everything you set up. The Weapon HUD has a huge config you can adjust to fit your personal preferences. Everything you need to know is explained in there. It also supports custom weapons and items. You can now toggle the Weapon HUD with a function in case you want to include a button in your player menu! And if that's not enough for you, here is a picture overview:
     
    Credits:
    Authors: Relentless (GitHub) Thonikum (GitHub) @Sp4rkY - taught me most in SQF (GitHub) @salival - always helping me with issues when my brain is mud again (GitHub) @iben - often helps with issues, also got the GitHub design from him (GitHub) LordGolies - made an awesome Atom SQF-linter (GitHub) Epoch-Discord - filled with nice guys that often help (join the Discord)
      Download and install instructions:
    Downloading is not recommended at the moment, we are working on some fixes -> watch the table
    Everything is explained on our RLNT GitHub!

    Changelog (real changelog [here]):

  6. Sad
    iben got a reaction from Cherdenko in Goodbye   
    Hello guys,
    I've decided to leave this community. And that's why I'd like to say two things:
    Thank you guys for all your work for community. It was honor to be here! I wish you the best in your life... All my repos from Github are available. If you feel you would like to take ownership and take care of them, just let me know.
    I'll be happy to do it. All repos stays public for couple weeks, after that they will be removed. (Edit: Now available at @DAmNRelentless Github account)
    We are talking about: Paint vehicles IWAC: Autoclaim addon for WAI extDB: extDB3 : distribution pack for DayzEpoch modder (in shared mode) Enjoy game, stay cool!
    Cheers...
    iben
  7. Thanks
    iben reacted to Cubitron in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    Thanks really good, + for DZMS 
  8. Thanks
    iben reacted to Relentless in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    @Kimarik
    This is where IWAC checks for the variable:
    https://github.com/damnrelentless/IWAC/blob/d41ae31c610f38383463aee31c845eccf7d3b8a5/%40DayZ_Epoch_Server/addons/dayz_server/WAI/addons/IWAC/mission_init.sqf#L77-L80
    It's normally set in the WAI config. Make sure it's in there:
    https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/blob/9ae40cfeb2d240423d0093155d1cfe83567d9561/WAI/config.sqf#L20

    I guess this was added to WAI pretty late so your problem might just be that you don't have the latest version of WAI installed.
  9. Thanks
    iben reacted to Bricktop in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    Just installed this - works great! 
    Nice presentation too.
     
    Thank you ~
  10. Thanks
    iben got a reaction from Bricktop in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    ===
    Credits:
    All credit belongs to all authors of used source files:
    DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) @Markk311, @f3cuk, @Jossy, @BangL, @nerdalertdk, @Caveman - creators of this system @JasonTM, @salival, @ebayShopper - for keeping system alive, further developing and fantastic support Special Thanks goes to:  @_Lance_ for deep addon testing and most usefull feedback. Thanks to him we know, how IWAC works under heavy load on populated server (12 concurrent missions :)) @totis, who brings great ideas into this script and did a great tester job! @DAmNRelentless for offering German translation and taking care of addon Github repo. @salival for his ZSC remote msg script which we are using ... all great guys helping make WAI better (I'm pretty sure I forgot a lot of people...). Thank you all for your great job! ===
    Download v1.3.1 [Last update: 2018-01-16]
    ===
    Introduction:
    ... once upon a time, *mr. yeahBUT* and *mr. no_name* chatting:
    ---
    Q: mr. yeahBUT
    IWAC? OMG, what is it?
    A: mr. no_name
    Well, it's Autoclaim addon for WAI mission system.
    ---
    Q: mr. yeahBUT
    ...yeah, but is it usefull? What it can do?
    A: mr. no_name
    Not sure about the first question part... but it could be.
    If one of your server rules says somenthing like: "Player has to claim mission in sidechat and mark mission on map with name", well, this addon is just for you.
    It's fully automatic, which means - no more sentences like: "I forgot...", "Who is doing mission xy?", "Could you please remove your marker once mission is finished?" etc.
    This little addon will make all the job for you and your players.
    ---
    Q: mr. yeahBUT
    pffff... I have PVP server. Totally useless!
    A: mr. no_name
    Probably yes... Do you wanna hear more?
    ---
    Q: mr. yeahBUT
    hmmm.. not really, but I have nothing to do right now, so continue...
    A: mr. no_name
    ...OK my friend. I have certainly nothing to do either, so I will... :) What's your question?
    ---
    Q: mr. yeahBUT
    ok.. let's start with somenthing I can picture in my mind. Do you have any screenshot so I can see it in action?
    A: mr. no_name
    yeah, sure...

    ---
    Q: mr. yeahBUT
    What is that red circle around mission?
    A: mr. no_name
    This is somenthing I call it "claiming zone". You can configure it using these variables:
    iben_wai_ACzoneActivate = true; // Turn claiming border ON/OFF iben_wai_ACzoneMarkerColor = "ColorRed"; // Border color iben_wai_ACdistance = 1300; // Distance from mission center to claiming border ---
    Q: mr. yeahBUT
    hm.. 1300m? It's a little bit too much. Should be much shorter distance.
    A: mr. no_name
    It's completely up to you. If you want to be loved by your snipers, set it to 400m and set AI skills to max - no kidding, I experienced this setup already :))
    Also remember - there is somenthing called timeout distance in WAI - you can search variable `wai_timeout_distance` in WAI config.
    If `wai_timeout_distance` < `iben_wai_ACdistance`, mission can dissapear in front of player's face (which doesn't mean it's a bad thing...)
    ---
    Q: mr. yeahBUT
    Well, it's too bad. Can you imagine what happen if two or three missions spawns close to each other? You think it's not a problem player could claim multiple missions?
    A: mr. no_name
    How should I answer this question...? Let's start with this: When you try to setup any system, you should think about it.
    I mean - there are variables `wai_avoid_missions` and `wai_avoid_traders` in WAI config for example.
    Just use bellow formulas and you should prevent mission (mission claim zones) overlapping:
    wai_avoid_missions = ((iben_wai_ACdistance * 2) + 500); wai_avoid_traders = (iben_wai_ACdistance + 200 + 500); // ... also see picture bellow:
    ---
    Q: mr. yeahBUT
    That's nice, but I've already experienced mission placement is not perfect... there is a chance player will claim two missions!
    A: mr. no_name
    In fact, it's not possible. If player is already 'claimer', he is registered and system doesn't allow him to claim multiple times (you can see it in the video at the bottom).
    ---
    Q: mr. yeahBUT
    Alright... what's that flag with name? I don't want to expose player name!
    A: mr. no_name
    It's up to you again. You can configure all about player marker using these variables:
    iben_wai_ACshowNames = true; // If false, text = "Claimed by a player [realtime status info]" iben_wai_ACmarkerType = "hd_flag"; iben_wai_ACmarkerColor = "ColorBlack"; ---
    Q: mr. yeahBUT
    ok... yeah, but it's too bad to expose player by setting marker on his position...
    A: mr. no_name
    You are not exposing his position. Marker is created in random spot within given range. You can adjust it by setting variable:
    iben_wai_ACmarkerRange = 400; ---
    Q: mr. yeahBUT
    cool... so why not create flag object to be visible close mission? Cool idea, huh?
    A: mr. no_name
    yeah, sure it is :) You can use these variables:
    iben_wai_ACcreateFlagOjb = true; iben_wai_ACmarkerFlagClass = "FlagCarrierINDFOR_EP1"; // ... see the picture bellow:
    ---
    Q: mr. yeahBUT
    How will player know about claiming is happening?
    A: mr. no_name
    You can enable message system and let player know. Just use bellow variable and install client side files: 
    iben_wai_ACplayerMsg = true; ---
    Q: mr. yeahBUT
    Yeah, but... still. Why should all players force to read useless msg that are not about them?
    Also... that's server resources waste to broadcoast so many msgs...!
    A: mr. no_name
    Actually msg is private. Only player involved is informed and can see the msg.
    ---
    Q: mr. yeahBUT
    Yeah... but there is couple more troubles. For example: Mission just spawn close to my position or I'm just passing by location.
    I don't want to be a part of mission fight, but still... I'm in zone... That's not good.
    A: mr. no_name
    You can use bellow variable and set it to some reasonable value in seconds.
    That gives passing by players enough time to decide to stay or leave claiming area.
    iben_wai_ACsafeClaimDelay = 60; ---
    Q: mr. yeahBUT
    Too many troubles... what about players in bases?
    A: mr. no_name
    Just make your decision if you want to allow players fight missions from base or not. You can use following variables.
    This way you can force autoclaim system to ignore these players.
    iben_wai_ACplotRestriction = true; iben_wai_ACplotRange = 30; // If 'iben_wai_ACplotRestriction' is true, what distance from plotpole is not allowed? ---
    Q: mr. yeahBUT
    Hm, but what if player claimed the mission and dies, loses connection etc. What then, ha...?
    A: mr. no_name
    As you can see at the above picture, there is marker with player name (or anonymous name) and so called `realtime status`.
    If player is alive and fighting inside claiming zone, status is `Active`. If player is gone - timeout is fired.
    That means, system will wait given time for claimer return. If timeout runs off, mission is free for claiming.
    You can set some reasonable time for timeout in seconds:
    iben_wai_ACtimeout = 300; ---
    Q: mr. yeahBUT
    What about my admins? I don't want them to claim missions just because they are helping inside zone...
    A: mr. no_name
    Yeah, got it. You can exclude your admins from system:
    iben_wai_ACexcludeAdmins = true; iben_wai_ACadmins = ["0","0"]; // List your admins UID's ---
    Q: mr. yeahBUT
    Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions!
    A: mr. no_name
    Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them:
    iben_wai_ACexcludedTypes = ["patrol"]; ---
    Q: mr. yeahBUT
    Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions:
    I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first?
    What about other players? And what about player or better players in vehicle?
    You will not be able to sort them out and it's gonna be chaos!
    A: mr. no_name
    Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`.
    This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance.
    It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players
    n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo.
    But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results);
    **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism,
    so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list
    and next player in list takes his place - there are no `dead souls in list`).
    ---
    Q: mr. yeahBUT
    OK... here we go. So another loop for WAI. It's already server performace killer as it is...!
    A: mr. no_name
    Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops -
    and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met.
    According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized.
    BTW: you can add some debug logs to loop critical points and see the result.
    ---
    Q: mr. yeahBUT
    ...yeah, but I can imagine how installation is gonna be difficult...
    A: mr. no_name
    Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files.
    ---
    Q: mr. yeahBUT
    That's all you can say about installation??? Are you serious??
    A: mr. no_name
    No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init).
    If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false.
    iben_wai_ACuseAddon = true; // :: WARNING > If you don't know what I mean by "merge files" at this momment, // :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files. ---
    Q: mr. yeahBUT
    Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye...
    A: mr. no_name
    :( ... I know... bye...
    ===
    Later in time...
    ===
    Q: mr. yeahBUT
    Hey! IWAC is now part of WAI by default?
    A: mr. no_name
    Yes, it is. Since v1.2. It's updated for Epoch 1.0.6.2...
    ---
    Q: mr. yeahBUT
    I don't get it... Seems v1.3.1 is out and it's not the same version as WAI has inside the package. What does it mean?
    A: mr. no_name
    Well, it's just a little improvement. Couple days ago several people made a fix for "mission overlapping". We decided to stick with our approach.
     If you update to v1.3.1, you will get 2 new options in your 'customsettings.sqf' file (see bellow + detailed info in 'customsettings.sqf'_).
    Now, what is important:
    'iben_wai_ACcoordProtectorTimer' gvar means:
    "If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time." Protection is processed only if: valid spot for new mission was already found; there is at least 1 item in 'iben_wai_ACprotectedCoord' array
    (that means, at least one mission was completed and coordinates has to be protected agains new mission spawn). If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0.
    Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files). iben_wai_ACcoordProtectorTimer = 300; // @since v1.3 if (iben_wai_ACdevmode) then { iben_waiACfindPosLimiter = 999; // @since v1.3 }; // :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true, // :: you will see in your server RPT somenthing like that: // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts" ---
    The end.
    ===
    Showcase:
    ===
    IWAC - private server msgs, map markers, status, respawn:
    ===
    ===
    IWAC - multiple claiming protection, exclude plotpole area option:
    ===
    ===
    That's all I've got... enjoy, have fun...
    Cheers...
    ===
  11. Like
    iben reacted to salival in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    All mods of the mod pack except Deploy Anything are part of Epoch 1.0.7.1 now.
    Hi guys,
    I've had requests for a pack of all my mods that i've written or updated tested and working so here it is.
    Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd)
    The pack comes with Battleye filters.
    # Supported mods:
    Bury Bodies Click Actions Deploy Anything Garage Door Opener Locate Vehicle Safe Zone Relocate Service Points Take Clothes Virtual Garage Vehicle Key Changer Remote Vehicles  
    Please visit: https://github.com/oiad/modPack for more information.
  12. Sad
    iben got a reaction from Petite in Goodbye   
    Hello guys,
    I've decided to leave this community. And that's why I'd like to say two things:
    Thank you guys for all your work for community. It was honor to be here! I wish you the best in your life... All my repos from Github are available. If you feel you would like to take ownership and take care of them, just let me know.
    I'll be happy to do it. All repos stays public for couple weeks, after that they will be removed. (Edit: Now available at @DAmNRelentless Github account)
    We are talking about: Paint vehicles IWAC: Autoclaim addon for WAI extDB: extDB3 : distribution pack for DayzEpoch modder (in shared mode) Enjoy game, stay cool!
    Cheers...
    iben
  13. Like
    iben got a reaction from totis in Goodbye   
    Hello guys,
    I've decided to leave this community. And that's why I'd like to say two things:
    Thank you guys for all your work for community. It was honor to be here! I wish you the best in your life... All my repos from Github are available. If you feel you would like to take ownership and take care of them, just let me know.
    I'll be happy to do it. All repos stays public for couple weeks, after that they will be removed. (Edit: Now available at @DAmNRelentless Github account)
    We are talking about: Paint vehicles IWAC: Autoclaim addon for WAI extDB: extDB3 : distribution pack for DayzEpoch modder (in shared mode) Enjoy game, stay cool!
    Cheers...
    iben
  14. Like
    iben reacted to icomrade in Arma 2: DayZ Epoch 1.0.6.2   
    Hello all,
    We are pleased to announce the release of ArmA 2 DayZ Epoch 1.0.6.2, [will shortly be] available for download at: http://epochmod.com/a2dayzepoch.php
    or use the direct links.
    1.0.6.2 Client Package
    1.0.6.2 Server Package
    We've further refined Epoch 1.0.6/1.0.6.1, fixing and expanding many of the features that were added. Please see the change-log below for a list of new features, fixes, and changes. Throughout the update process we have kept up to date with changes from DayZ mod 1.9.0
    Server admins should read the README.TXT included in the server package. BE and server profile/config directories should be placed outside of the A2/OA folder, i.e. in a folder C:\DayZ_Epoch_Server_Config to prevent hackers from obtaining RCON/admin passwords!
    Addons from 1.0.5.1 and older are not guaranteed to be compatible with 1.0.6 releases and greater. Please see the updated resources forum for mods which are guaranteed to be compatible, otherwise please be thorough when testing older mods on your 1.0.6 server. A list of variables that have change is available as part of the 1.0.6 changelog txt file included in the client package.
    https://epochmod.com/forum/forum/122-resources/
    Single currency has been updated for 1.0.6 and newer, please see the following thread for DL and info: 
  15. Sad
    iben got a reaction from chi in Goodbye   
    Hello guys,
    I've decided to leave this community. And that's why I'd like to say two things:
    Thank you guys for all your work for community. It was honor to be here! I wish you the best in your life... All my repos from Github are available. If you feel you would like to take ownership and take care of them, just let me know.
    I'll be happy to do it. All repos stays public for couple weeks, after that they will be removed. (Edit: Now available at @DAmNRelentless Github account)
    We are talking about: Paint vehicles IWAC: Autoclaim addon for WAI extDB: extDB3 : distribution pack for DayzEpoch modder (in shared mode) Enjoy game, stay cool!
    Cheers...
    iben
  16. Sad
    iben got a reaction from Snake72 in Goodbye   
    Hello guys,
    I've decided to leave this community. And that's why I'd like to say two things:
    Thank you guys for all your work for community. It was honor to be here! I wish you the best in your life... All my repos from Github are available. If you feel you would like to take ownership and take care of them, just let me know.
    I'll be happy to do it. All repos stays public for couple weeks, after that they will be removed. (Edit: Now available at @DAmNRelentless Github account)
    We are talking about: Paint vehicles IWAC: Autoclaim addon for WAI extDB: extDB3 : distribution pack for DayzEpoch modder (in shared mode) Enjoy game, stay cool!
    Cheers...
    iben
  17. Sad
    iben got a reaction from juandayz in Goodbye   
    Hello guys,
    I've decided to leave this community. And that's why I'd like to say two things:
    Thank you guys for all your work for community. It was honor to be here! I wish you the best in your life... All my repos from Github are available. If you feel you would like to take ownership and take care of them, just let me know.
    I'll be happy to do it. All repos stays public for couple weeks, after that they will be removed. (Edit: Now available at @DAmNRelentless Github account)
    We are talking about: Paint vehicles IWAC: Autoclaim addon for WAI extDB: extDB3 : distribution pack for DayzEpoch modder (in shared mode) Enjoy game, stay cool!
    Cheers...
    iben
  18. Sad
    iben got a reaction from Schalldampfer in Goodbye   
    Hello guys,
    I've decided to leave this community. And that's why I'd like to say two things:
    Thank you guys for all your work for community. It was honor to be here! I wish you the best in your life... All my repos from Github are available. If you feel you would like to take ownership and take care of them, just let me know.
    I'll be happy to do it. All repos stays public for couple weeks, after that they will be removed. (Edit: Now available at @DAmNRelentless Github account)
    We are talking about: Paint vehicles IWAC: Autoclaim addon for WAI extDB: extDB3 : distribution pack for DayzEpoch modder (in shared mode) Enjoy game, stay cool!
    Cheers...
    iben
  19. Like
    iben got a reaction from Grahame in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    ===
    Credits:
    All credit belongs to all authors of used source files:
    DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) @Markk311, @f3cuk, @Jossy, @BangL, @nerdalertdk, @Caveman - creators of this system @JasonTM, @salival, @ebayShopper - for keeping system alive, further developing and fantastic support Special Thanks goes to:  @_Lance_ for deep addon testing and most usefull feedback. Thanks to him we know, how IWAC works under heavy load on populated server (12 concurrent missions :)) @totis, who brings great ideas into this script and did a great tester job! @DAmNRelentless for offering German translation and taking care of addon Github repo. @salival for his ZSC remote msg script which we are using ... all great guys helping make WAI better (I'm pretty sure I forgot a lot of people...). Thank you all for your great job! ===
    Download v1.3.1 [Last update: 2018-01-16]
    ===
    Introduction:
    ... once upon a time, *mr. yeahBUT* and *mr. no_name* chatting:
    ---
    Q: mr. yeahBUT
    IWAC? OMG, what is it?
    A: mr. no_name
    Well, it's Autoclaim addon for WAI mission system.
    ---
    Q: mr. yeahBUT
    ...yeah, but is it usefull? What it can do?
    A: mr. no_name
    Not sure about the first question part... but it could be.
    If one of your server rules says somenthing like: "Player has to claim mission in sidechat and mark mission on map with name", well, this addon is just for you.
    It's fully automatic, which means - no more sentences like: "I forgot...", "Who is doing mission xy?", "Could you please remove your marker once mission is finished?" etc.
    This little addon will make all the job for you and your players.
    ---
    Q: mr. yeahBUT
    pffff... I have PVP server. Totally useless!
    A: mr. no_name
    Probably yes... Do you wanna hear more?
    ---
    Q: mr. yeahBUT
    hmmm.. not really, but I have nothing to do right now, so continue...
    A: mr. no_name
    ...OK my friend. I have certainly nothing to do either, so I will... :) What's your question?
    ---
    Q: mr. yeahBUT
    ok.. let's start with somenthing I can picture in my mind. Do you have any screenshot so I can see it in action?
    A: mr. no_name
    yeah, sure...

    ---
    Q: mr. yeahBUT
    What is that red circle around mission?
    A: mr. no_name
    This is somenthing I call it "claiming zone". You can configure it using these variables:
    iben_wai_ACzoneActivate = true; // Turn claiming border ON/OFF iben_wai_ACzoneMarkerColor = "ColorRed"; // Border color iben_wai_ACdistance = 1300; // Distance from mission center to claiming border ---
    Q: mr. yeahBUT
    hm.. 1300m? It's a little bit too much. Should be much shorter distance.
    A: mr. no_name
    It's completely up to you. If you want to be loved by your snipers, set it to 400m and set AI skills to max - no kidding, I experienced this setup already :))
    Also remember - there is somenthing called timeout distance in WAI - you can search variable `wai_timeout_distance` in WAI config.
    If `wai_timeout_distance` < `iben_wai_ACdistance`, mission can dissapear in front of player's face (which doesn't mean it's a bad thing...)
    ---
    Q: mr. yeahBUT
    Well, it's too bad. Can you imagine what happen if two or three missions spawns close to each other? You think it's not a problem player could claim multiple missions?
    A: mr. no_name
    How should I answer this question...? Let's start with this: When you try to setup any system, you should think about it.
    I mean - there are variables `wai_avoid_missions` and `wai_avoid_traders` in WAI config for example.
    Just use bellow formulas and you should prevent mission (mission claim zones) overlapping:
    wai_avoid_missions = ((iben_wai_ACdistance * 2) + 500); wai_avoid_traders = (iben_wai_ACdistance + 200 + 500); // ... also see picture bellow:
    ---
    Q: mr. yeahBUT
    That's nice, but I've already experienced mission placement is not perfect... there is a chance player will claim two missions!
    A: mr. no_name
    In fact, it's not possible. If player is already 'claimer', he is registered and system doesn't allow him to claim multiple times (you can see it in the video at the bottom).
    ---
    Q: mr. yeahBUT
    Alright... what's that flag with name? I don't want to expose player name!
    A: mr. no_name
    It's up to you again. You can configure all about player marker using these variables:
    iben_wai_ACshowNames = true; // If false, text = "Claimed by a player [realtime status info]" iben_wai_ACmarkerType = "hd_flag"; iben_wai_ACmarkerColor = "ColorBlack"; ---
    Q: mr. yeahBUT
    ok... yeah, but it's too bad to expose player by setting marker on his position...
    A: mr. no_name
    You are not exposing his position. Marker is created in random spot within given range. You can adjust it by setting variable:
    iben_wai_ACmarkerRange = 400; ---
    Q: mr. yeahBUT
    cool... so why not create flag object to be visible close mission? Cool idea, huh?
    A: mr. no_name
    yeah, sure it is :) You can use these variables:
    iben_wai_ACcreateFlagOjb = true; iben_wai_ACmarkerFlagClass = "FlagCarrierINDFOR_EP1"; // ... see the picture bellow:
    ---
    Q: mr. yeahBUT
    How will player know about claiming is happening?
    A: mr. no_name
    You can enable message system and let player know. Just use bellow variable and install client side files: 
    iben_wai_ACplayerMsg = true; ---
    Q: mr. yeahBUT
    Yeah, but... still. Why should all players force to read useless msg that are not about them?
    Also... that's server resources waste to broadcoast so many msgs...!
    A: mr. no_name
    Actually msg is private. Only player involved is informed and can see the msg.
    ---
    Q: mr. yeahBUT
    Yeah... but there is couple more troubles. For example: Mission just spawn close to my position or I'm just passing by location.
    I don't want to be a part of mission fight, but still... I'm in zone... That's not good.
    A: mr. no_name
    You can use bellow variable and set it to some reasonable value in seconds.
    That gives passing by players enough time to decide to stay or leave claiming area.
    iben_wai_ACsafeClaimDelay = 60; ---
    Q: mr. yeahBUT
    Too many troubles... what about players in bases?
    A: mr. no_name
    Just make your decision if you want to allow players fight missions from base or not. You can use following variables.
    This way you can force autoclaim system to ignore these players.
    iben_wai_ACplotRestriction = true; iben_wai_ACplotRange = 30; // If 'iben_wai_ACplotRestriction' is true, what distance from plotpole is not allowed? ---
    Q: mr. yeahBUT
    Hm, but what if player claimed the mission and dies, loses connection etc. What then, ha...?
    A: mr. no_name
    As you can see at the above picture, there is marker with player name (or anonymous name) and so called `realtime status`.
    If player is alive and fighting inside claiming zone, status is `Active`. If player is gone - timeout is fired.
    That means, system will wait given time for claimer return. If timeout runs off, mission is free for claiming.
    You can set some reasonable time for timeout in seconds:
    iben_wai_ACtimeout = 300; ---
    Q: mr. yeahBUT
    What about my admins? I don't want them to claim missions just because they are helping inside zone...
    A: mr. no_name
    Yeah, got it. You can exclude your admins from system:
    iben_wai_ACexcludeAdmins = true; iben_wai_ACadmins = ["0","0"]; // List your admins UID's ---
    Q: mr. yeahBUT
    Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions!
    A: mr. no_name
    Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them:
    iben_wai_ACexcludedTypes = ["patrol"]; ---
    Q: mr. yeahBUT
    Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions:
    I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first?
    What about other players? And what about player or better players in vehicle?
    You will not be able to sort them out and it's gonna be chaos!
    A: mr. no_name
    Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`.
    This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance.
    It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players
    n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo.
    But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results);
    **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism,
    so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list
    and next player in list takes his place - there are no `dead souls in list`).
    ---
    Q: mr. yeahBUT
    OK... here we go. So another loop for WAI. It's already server performace killer as it is...!
    A: mr. no_name
    Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops -
    and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met.
    According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized.
    BTW: you can add some debug logs to loop critical points and see the result.
    ---
    Q: mr. yeahBUT
    ...yeah, but I can imagine how installation is gonna be difficult...
    A: mr. no_name
    Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files.
    ---
    Q: mr. yeahBUT
    That's all you can say about installation??? Are you serious??
    A: mr. no_name
    No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init).
    If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false.
    iben_wai_ACuseAddon = true; // :: WARNING > If you don't know what I mean by "merge files" at this momment, // :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files. ---
    Q: mr. yeahBUT
    Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye...
    A: mr. no_name
    :( ... I know... bye...
    ===
    Later in time...
    ===
    Q: mr. yeahBUT
    Hey! IWAC is now part of WAI by default?
    A: mr. no_name
    Yes, it is. Since v1.2. It's updated for Epoch 1.0.6.2...
    ---
    Q: mr. yeahBUT
    I don't get it... Seems v1.3.1 is out and it's not the same version as WAI has inside the package. What does it mean?
    A: mr. no_name
    Well, it's just a little improvement. Couple days ago several people made a fix for "mission overlapping". We decided to stick with our approach.
     If you update to v1.3.1, you will get 2 new options in your 'customsettings.sqf' file (see bellow + detailed info in 'customsettings.sqf'_).
    Now, what is important:
    'iben_wai_ACcoordProtectorTimer' gvar means:
    "If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time." Protection is processed only if: valid spot for new mission was already found; there is at least 1 item in 'iben_wai_ACprotectedCoord' array
    (that means, at least one mission was completed and coordinates has to be protected agains new mission spawn). If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0.
    Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files). iben_wai_ACcoordProtectorTimer = 300; // @since v1.3 if (iben_wai_ACdevmode) then { iben_waiACfindPosLimiter = 999; // @since v1.3 }; // :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true, // :: you will see in your server RPT somenthing like that: // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts" ---
    The end.
    ===
    Showcase:
    ===
    IWAC - private server msgs, map markers, status, respawn:
    ===
    ===
    IWAC - multiple claiming protection, exclude plotpole area option:
    ===
    ===
    That's all I've got... enjoy, have fun...
    Cheers...
    ===
  20. Thanks
    iben reacted to _Lance_ in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    Thanks iben, pve players are crazy for this script. I just have one question. Can this be made to work on DZMS missions as well?
  21. Thanks
    iben got a reaction from _Lance_ in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    ===
    Credits:
    All credit belongs to all authors of used source files:
    DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) @Markk311, @f3cuk, @Jossy, @BangL, @nerdalertdk, @Caveman - creators of this system @JasonTM, @salival, @ebayShopper - for keeping system alive, further developing and fantastic support Special Thanks goes to:  @_Lance_ for deep addon testing and most usefull feedback. Thanks to him we know, how IWAC works under heavy load on populated server (12 concurrent missions :)) @totis, who brings great ideas into this script and did a great tester job! @DAmNRelentless for offering German translation and taking care of addon Github repo. @salival for his ZSC remote msg script which we are using ... all great guys helping make WAI better (I'm pretty sure I forgot a lot of people...). Thank you all for your great job! ===
    Download v1.3.1 [Last update: 2018-01-16]
    ===
    Introduction:
    ... once upon a time, *mr. yeahBUT* and *mr. no_name* chatting:
    ---
    Q: mr. yeahBUT
    IWAC? OMG, what is it?
    A: mr. no_name
    Well, it's Autoclaim addon for WAI mission system.
    ---
    Q: mr. yeahBUT
    ...yeah, but is it usefull? What it can do?
    A: mr. no_name
    Not sure about the first question part... but it could be.
    If one of your server rules says somenthing like: "Player has to claim mission in sidechat and mark mission on map with name", well, this addon is just for you.
    It's fully automatic, which means - no more sentences like: "I forgot...", "Who is doing mission xy?", "Could you please remove your marker once mission is finished?" etc.
    This little addon will make all the job for you and your players.
    ---
    Q: mr. yeahBUT
    pffff... I have PVP server. Totally useless!
    A: mr. no_name
    Probably yes... Do you wanna hear more?
    ---
    Q: mr. yeahBUT
    hmmm.. not really, but I have nothing to do right now, so continue...
    A: mr. no_name
    ...OK my friend. I have certainly nothing to do either, so I will... :) What's your question?
    ---
    Q: mr. yeahBUT
    ok.. let's start with somenthing I can picture in my mind. Do you have any screenshot so I can see it in action?
    A: mr. no_name
    yeah, sure...

    ---
    Q: mr. yeahBUT
    What is that red circle around mission?
    A: mr. no_name
    This is somenthing I call it "claiming zone". You can configure it using these variables:
    iben_wai_ACzoneActivate = true; // Turn claiming border ON/OFF iben_wai_ACzoneMarkerColor = "ColorRed"; // Border color iben_wai_ACdistance = 1300; // Distance from mission center to claiming border ---
    Q: mr. yeahBUT
    hm.. 1300m? It's a little bit too much. Should be much shorter distance.
    A: mr. no_name
    It's completely up to you. If you want to be loved by your snipers, set it to 400m and set AI skills to max - no kidding, I experienced this setup already :))
    Also remember - there is somenthing called timeout distance in WAI - you can search variable `wai_timeout_distance` in WAI config.
    If `wai_timeout_distance` < `iben_wai_ACdistance`, mission can dissapear in front of player's face (which doesn't mean it's a bad thing...)
    ---
    Q: mr. yeahBUT
    Well, it's too bad. Can you imagine what happen if two or three missions spawns close to each other? You think it's not a problem player could claim multiple missions?
    A: mr. no_name
    How should I answer this question...? Let's start with this: When you try to setup any system, you should think about it.
    I mean - there are variables `wai_avoid_missions` and `wai_avoid_traders` in WAI config for example.
    Just use bellow formulas and you should prevent mission (mission claim zones) overlapping:
    wai_avoid_missions = ((iben_wai_ACdistance * 2) + 500); wai_avoid_traders = (iben_wai_ACdistance + 200 + 500); // ... also see picture bellow:
    ---
    Q: mr. yeahBUT
    That's nice, but I've already experienced mission placement is not perfect... there is a chance player will claim two missions!
    A: mr. no_name
    In fact, it's not possible. If player is already 'claimer', he is registered and system doesn't allow him to claim multiple times (you can see it in the video at the bottom).
    ---
    Q: mr. yeahBUT
    Alright... what's that flag with name? I don't want to expose player name!
    A: mr. no_name
    It's up to you again. You can configure all about player marker using these variables:
    iben_wai_ACshowNames = true; // If false, text = "Claimed by a player [realtime status info]" iben_wai_ACmarkerType = "hd_flag"; iben_wai_ACmarkerColor = "ColorBlack"; ---
    Q: mr. yeahBUT
    ok... yeah, but it's too bad to expose player by setting marker on his position...
    A: mr. no_name
    You are not exposing his position. Marker is created in random spot within given range. You can adjust it by setting variable:
    iben_wai_ACmarkerRange = 400; ---
    Q: mr. yeahBUT
    cool... so why not create flag object to be visible close mission? Cool idea, huh?
    A: mr. no_name
    yeah, sure it is :) You can use these variables:
    iben_wai_ACcreateFlagOjb = true; iben_wai_ACmarkerFlagClass = "FlagCarrierINDFOR_EP1"; // ... see the picture bellow:
    ---
    Q: mr. yeahBUT
    How will player know about claiming is happening?
    A: mr. no_name
    You can enable message system and let player know. Just use bellow variable and install client side files: 
    iben_wai_ACplayerMsg = true; ---
    Q: mr. yeahBUT
    Yeah, but... still. Why should all players force to read useless msg that are not about them?
    Also... that's server resources waste to broadcoast so many msgs...!
    A: mr. no_name
    Actually msg is private. Only player involved is informed and can see the msg.
    ---
    Q: mr. yeahBUT
    Yeah... but there is couple more troubles. For example: Mission just spawn close to my position or I'm just passing by location.
    I don't want to be a part of mission fight, but still... I'm in zone... That's not good.
    A: mr. no_name
    You can use bellow variable and set it to some reasonable value in seconds.
    That gives passing by players enough time to decide to stay or leave claiming area.
    iben_wai_ACsafeClaimDelay = 60; ---
    Q: mr. yeahBUT
    Too many troubles... what about players in bases?
    A: mr. no_name
    Just make your decision if you want to allow players fight missions from base or not. You can use following variables.
    This way you can force autoclaim system to ignore these players.
    iben_wai_ACplotRestriction = true; iben_wai_ACplotRange = 30; // If 'iben_wai_ACplotRestriction' is true, what distance from plotpole is not allowed? ---
    Q: mr. yeahBUT
    Hm, but what if player claimed the mission and dies, loses connection etc. What then, ha...?
    A: mr. no_name
    As you can see at the above picture, there is marker with player name (or anonymous name) and so called `realtime status`.
    If player is alive and fighting inside claiming zone, status is `Active`. If player is gone - timeout is fired.
    That means, system will wait given time for claimer return. If timeout runs off, mission is free for claiming.
    You can set some reasonable time for timeout in seconds:
    iben_wai_ACtimeout = 300; ---
    Q: mr. yeahBUT
    What about my admins? I don't want them to claim missions just because they are helping inside zone...
    A: mr. no_name
    Yeah, got it. You can exclude your admins from system:
    iben_wai_ACexcludeAdmins = true; iben_wai_ACadmins = ["0","0"]; // List your admins UID's ---
    Q: mr. yeahBUT
    Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions!
    A: mr. no_name
    Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them:
    iben_wai_ACexcludedTypes = ["patrol"]; ---
    Q: mr. yeahBUT
    Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions:
    I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first?
    What about other players? And what about player or better players in vehicle?
    You will not be able to sort them out and it's gonna be chaos!
    A: mr. no_name
    Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`.
    This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance.
    It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players
    n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo.
    But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results);
    **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism,
    so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list
    and next player in list takes his place - there are no `dead souls in list`).
    ---
    Q: mr. yeahBUT
    OK... here we go. So another loop for WAI. It's already server performace killer as it is...!
    A: mr. no_name
    Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops -
    and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met.
    According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized.
    BTW: you can add some debug logs to loop critical points and see the result.
    ---
    Q: mr. yeahBUT
    ...yeah, but I can imagine how installation is gonna be difficult...
    A: mr. no_name
    Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files.
    ---
    Q: mr. yeahBUT
    That's all you can say about installation??? Are you serious??
    A: mr. no_name
    No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init).
    If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false.
    iben_wai_ACuseAddon = true; // :: WARNING > If you don't know what I mean by "merge files" at this momment, // :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files. ---
    Q: mr. yeahBUT
    Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye...
    A: mr. no_name
    :( ... I know... bye...
    ===
    Later in time...
    ===
    Q: mr. yeahBUT
    Hey! IWAC is now part of WAI by default?
    A: mr. no_name
    Yes, it is. Since v1.2. It's updated for Epoch 1.0.6.2...
    ---
    Q: mr. yeahBUT
    I don't get it... Seems v1.3.1 is out and it's not the same version as WAI has inside the package. What does it mean?
    A: mr. no_name
    Well, it's just a little improvement. Couple days ago several people made a fix for "mission overlapping". We decided to stick with our approach.
     If you update to v1.3.1, you will get 2 new options in your 'customsettings.sqf' file (see bellow + detailed info in 'customsettings.sqf'_).
    Now, what is important:
    'iben_wai_ACcoordProtectorTimer' gvar means:
    "If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time." Protection is processed only if: valid spot for new mission was already found; there is at least 1 item in 'iben_wai_ACprotectedCoord' array
    (that means, at least one mission was completed and coordinates has to be protected agains new mission spawn). If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0.
    Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files). iben_wai_ACcoordProtectorTimer = 300; // @since v1.3 if (iben_wai_ACdevmode) then { iben_waiACfindPosLimiter = 999; // @since v1.3 }; // :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true, // :: you will see in your server RPT somenthing like that: // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts" ---
    The end.
    ===
    Showcase:
    ===
    IWAC - private server msgs, map markers, status, respawn:
    ===
    ===
    IWAC - multiple claiming protection, exclude plotpole area option:
    ===
    ===
    That's all I've got... enjoy, have fun...
    Cheers...
    ===
  22. Like
    iben reacted to JasonTM in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    You could turn on the user defined spawn points feature on WAI and turn off the dynamic spawning system. The missions spawn faster and it eliminates the constant looping when trying to find a "safe spot", so less server load. There is a wealth of static spawn points created by forum members here.
     
  23. Thanks
    iben reacted to Petite in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    Couldn't get it working on Namalsk but @iben did for me lol. Even him at first didn't really know why the hell it wouldn't work but when he tested with my files and logged on the server he realized the problem which was simple (for him lol). Small map and too many traders on Namalsk = missions not spawning.
    So If some of you guys want that script installed on a small map like Namalsk remember to change the iben_wai_ACdistance = 700; (normal distance is 1300) also the  wai_avoid_traders = 400; 
    If you know how, remove all traders and build one north of  Namalsk so mission can spawn. If you don't know how message me I will send you mine (Namalsk).
     
    Thanks @iben
  24. Like
    iben reacted to Relentless in [Release] Wicked AI 2.2.3 [1.0.6+]   
    WAI has a method which checks whether the mission points are valid or not. You normally don't see these messages because it's debug.
    Debug mode is made to help developers find errors and stuff. I guess you accidently turned the debug mode/dev mode on in WAI.
  25. Thanks
    iben reacted to l1nkrx7 in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    its working
    waitUntil {WAIcustomConfigloaded}; that did trick works perfectly now thank you
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