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Helion4

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Helion4 last won the day on July 11

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About Helion4

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    Survivor

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    Male
  • Location
    Namalsk, Object A2
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  1. Helion4

    Server list not showing mission name or game type

    also check your 11_chenarus.cfg has no errors, usually this behaviour is seen when the server.cfg is not being read properly.
  2. its been a while since I did anything A2, but in your 11_chernarus.cfg Steamport = 2304 - when it should be 2302? < this port should also match your start.bat config. Steamport should always be lower than SteamQueryPort, if my memory is right. I would also, because you are troubleshooting, start with a blank basic.cfg and let Arma auto fill it. Then when/if needed you can tweak it for your player numbers/ connection. This will rule out any nonsense from the basic.cfg being the cause of this problem. If neither of the above makes any difference, I am willing to bet it is something to do with your home router setup or even your ISP may be purposefully blocking some traffic needed, some ISP's do not allow certain kinds of traffic like a game server. Good Luck!
  3. Helion4

    Napf for A3 Epoch

    Hey there. I just threw up a test server using the Napf version you link to in your first post and everything worked fine first time. From what you've posted - the only difference I see is in your start.bat. You need to have Napf in the -servermod, and I think you need to add these " at beginning and end where you have spaces in names. Here's my start.bat [email protected]; -serverMod="@EpochHive;@Napf Island A3;@CUP Terrains - Core;" Give that a try.
  4. Helion4

    signature missmatch

    (moved to relevant forum) Hey Millkit, welcome to Epoch and the forums! Firstly, I would suggest finding out if the Epoch Server files Nitrado are providing are up to date. The latest Epoch version is 1.2. Secondly, make sure your Epoch client files are up to date by subscribing to the Epoch mod via the Steam Workshop. Files here Epoch Mod Once you have ensured that both Server & Client files are 1.2 we can move on to the next steps for troubleshooting. :)
  5. Helion4

    signature missmatch

    You have posted this in the Arma 2 section, but you mention Zombies & Daemons - which is an Arma 3 mod. Which game is it you are trying to setup a server for Arma 2 or Arma 3?
  6. Helion4

    Storm islands Coming Soon !!!!

    I cant promise you anything like dedicated time, I got so many other things on the go, but I may be able to get some stuff out for you. So if you send me a list of models/ideas you need making, I am willing to have a look over it and try to get some made for you.
  7. Helion4

    Logging in after server restart and hard restart?

    Hello. 1) You have posted in the Arma 2 section. 2) This is the Epoch mod Forum. 3) This is NOT the place to ask questions about other mods. Thank you.
  8. Helion4

    Make Epoch great again! (Endgame motivation)

    well, some of that is correct. Nobody can stop server hosts from making their servers easy. It all comes from the hosts trying to tempt players onto their servers by making it easy, I think. (I dont think infistar visits theses forums anymore)
  9. Helion4

    vehicle and jammer

    I havent heard of anyhting like this existing, so it looks like you would have to create the scripting to make this work.
  10. Helion4

    Traders Overhaul Discussion

    I think some more work could be done to refresh the trader setup as it is now, some of the ideas that @TheVampire laid out in the O.P. are interesting, as I myself have been thinking about extending the start items in the vanilla traders to incorporate some more useful items. Removing Safezones would simply cause server hosts to run scripts enabling them again, Safezones are far too entrenched into these survival mods to be removed, as many players see no-safezone servers as an open opportunity for griefing. Having the devs also spend time adjusting prices is also somewhat a waste of their time, in my opinion. The prices are at the mercy of individual server admins to change at will. And they will be changed, as they are now, on a server to server basis. I personally like the way the traders are setup right now. It is the most realistic version of trading I have experienced in mods so far. I also do see the point of those that like the organized and categorized listings of other traders. I can agree that having specialist traders that will deal with items not of their speciality, but only at a at lower values could be an interesting concept. However, players are sometimes lazy and making them travel to different parts of the map will be unpopular. Could an option in this respect be a trader that bought any item for a lower price at every trader location: - E.G: Player goes to Weapon Trader to sell looted rifles, but also has many food items to sell. The weapons trader will not buy food, but the Wholesaler trader will buy anything at a reduced price. Other ideas to incorporate into this could be to make some traders be affected by toxicty levels: - if your toxicity is to high they will not trade with you. Like they think you may be infected and are scared to trade with you. However this conversation eventually ends, I think the best direction to take would be to try and stick to the ideals of the mod, instead of the player. If I were to have my own way, and dam it hell, I wouldn't have traders that sold weapons or food, maybe even health items. I would only have them sell vehicles and some base building objects. But this would be an unpopular concept, because just like @KPABATOK I also long for the hardcore style experience.
  11. Helion4

    How to change loot spawn rate?

  12. Helion4

    The Epoch Mod Hoverboard is here.

    Yes, but it wont drive you home
  13. Better late than never.
  14. @webbie Edit the lines. You will notice some lines have a ' - ' symbol next to them and are in pink ::::: Those lines are old and need to go. The green lines with ' + ' are the new code that should replace the pink lines above them. You can see the line numbers next to them to be sure if they need to be replaced. Additional new code is simply identified with + symbols at the start of each new line.
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