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Helion4

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  1. Like
    Helion4 reacted to Teacher in BattlEye Kick   
    Thanks for the help, now I've sorted it out, all set up no problems, thanks again for the help.
  2. Haha
    Helion4 got a reaction from TheVampire in [Solved] signature mismatch and ...are not signed by a key accepted by this server   
    hmm, I made a test server a few days ago


    didn't need to put any keys in it. I wonder what defines the need or not to have keys in there?

    EDIT: I had keys check disabled
  3. Like
    Helion4 reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    That is in the issues list on the github - thanks for confirming. A fix is forthcoming. For the meantime, eliminate those missions from GMS_missions.sqf or play Epoch :)
  4. Like
    Helion4 reacted to TheVampire in [SOLVED] Major glitch with Enhanced Movement and Epoch   
    I posted on the Discord when someone mentioned it. Enhanced Interaction checks that the door is disabled via BIS_disabled_door_%
    I'm not sure if Epoch buildables has the functionality to disable them this way, but if it does or adds it, and then makes it so the doors are disabled when locked, then Enhanced Interaction will no longer work.

    If an Epoch Dev could look into it, that would be great.
  5. Like
    Helion4 reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Thanks for your kind words. The next tasks will be to sort out an issue with using Headless clients then to add the ability to garrison buildings with AI (both static and dynamic missions) and with static weapons (HMG, AT, GMG, etc)  (already available for static missions, will be added for dynamic missions).
  6. Like
    Helion4 reacted to He-Man in Bunker Event   
    There are some (currently) unused bunkers in the Epoch files and I thought, what can we do with them...???
    So I have written a small script to spawn them in a configureable square.
    It is just a small "fun-event", that needs Admin support!
    Only the doors between the bunkers are opened. So nobody can enter it from outside. (Only ported in Players can enter this event)
    You can also configure some missing bunkers for a bit more opened feeling.

    By default, loot is spawning. To disable it, you have to add this line (already in experimental):
    https://github.com/EpochModTeam/Epoch/commit/e033973debd25bb8d16582a194bd62d2a731cb1a
    Here are 2 small Videos from the "Event":
    http://plays.tv/video/5b7b30a4cb1bc433b6/bunker2
    https://plays.tv/video/5aa5961bd853eb1462/bunker-event
     
    You have to run this Server Side by console or via "if (isserver) then {...};"
    By default it is located in the salt lake on Altis, but you can change the parameters by yourself at the bottom of the script.

     
    _BunkerEvent = { params ["_startpos","_countx","_county","_skip",["_loot",true]]; _bunkerarr = ["bunker_epoch_01","bunker_epoch_02","bunker_epoch_03","bunker_epoch_04","bunker_epoch_06","bunker_epoch_09","bunker_epoch_10","bunker_epoch_11","bunker_epoch_12","bunker_epoch_13","bunker_epoch_14","bunker_epoch_15"]; _spawnpos = []; { _spawnpos pushback _x } foreach _startpos; _dist = 12.9; for "_i" from 1 to _county do { for "_k" from 1 to _countx do { if !([_k,_i] in _skip) then { _veh = createVehicle [selectrandom _bunkerarr, _spawnpos, [], 0, "CAN_COLLIDE"]; if (!_loot) then { _veh setvariable ['EPOCH_Skiploot',true,true]; }; _veh setposasl _spawnpos; _veh animate ["One",0]; _veh animate ["Two",0]; _veh animate ["Three",0]; _veh animate ["Four",0]; if (_i == 1) then { _veh animate ["Four",1]; }; if (_i == _county) then { _veh animate ["Three",1]; }; if (_k == 1) then { _veh animate ["Two",1]; }; if (_k == _countx) then { _veh animate ["One",1]; }; }; _spawnpos set [0,(_startpos select 0) + _dist*_k]; }; _spawnpos set [0,(_startpos select 0)]; _spawnpos set [1,(_startpos select 1)+_dist*_i]; }; }; _startpos = [23807.1,18623.1,3.19]; _countx = 10; _county = 10; _skip = [[3,3],[8,3],[3,8],[8,8]]; _loot = false; [_startpos,_countx,_county,_skip,_loot] call _BunkerEvent;  
  7. Haha
    Helion4 got a reaction from He-Man in Extended Base Objects for Epoch V 0.1   
    Lol, I was on your Lithium server last night thinking "what the hell is this eb4e mod? and why cant I find it on the workshop?"

    Now I know! GG, G-GRG!
  8. Like
    Helion4 reacted to Ghostrider-GRG in Extended Base Objects for Epoch V 0.1   
    For a while now I have wanted to put together an addon that makes available additional storage containers and, in the future, other craftable items like heli pads, additional lights and so forth. To that end, and with quite a lot of help from Grahame, I offer V 0.1 of Extended Base Objects for Epoch. It offers a variety of additional storage containers and an easy method for installation.
    Installation: download from my github here:  https://github.com/Ghostrider-DbD-/EB4E
    Subscribe on Steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=1475332817
    Unpack your mission.pbo using PBO manager or its equivalent.
    Copy all files from the mapname.epoch folder to the folder created by unpacking your mission.
    Repack your mission.
    Copy @EB4E to the same folder containing @Epoch and @epochhive on your server. 
     Copy the key found in @EB4E\Key to the \keys folder on your server.
    Add "EB4E" to the -mods="@Epoch;blahblah;" parameter for server startup.
    Players can subscribe to the mod here: https://github.com/Ghostrider-DbD-/EB4E
  9. Like
    Helion4 reacted to IGaveUpCrackForThis in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I just wanted to say Thank You to everyone for their amazing work on this mod! It installed with no problems, configured easily and I have been running it on a test server for weeks now. Of course, first time I unexpectedly ran into a mission (didn't look at the map on the way to a trader,) I had my ass handed to me. LOL I can't wait to see the bells and whistles that are added in future releases!! Thanks again!!!
  10. Thanks
    Helion4 got a reaction from salival in 2 questions about DZAI and cars.   
    If I remember correctly, you simply cannot take the vehicles when using DZAI - unless the DZAI spawner has been re-written.
    As for stopping locked vehicles being salvaged, you need to find this >
    ****DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles****  
    in ConfigVariables.sqf and change that to false.
  11. Thanks
    Helion4 got a reaction from Pillottio in 2 questions about DZAI and cars.   
    If I remember correctly, you simply cannot take the vehicles when using DZAI - unless the DZAI spawner has been re-written.
    As for stopping locked vehicles being salvaged, you need to find this >
    ****DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles****  
    in ConfigVariables.sqf and change that to false.
  12. Like
    Helion4 reacted to XCITE in MISFITS EPOCH WITH ZOMBIES/DEMONS|ROAMING AI|   
    Hi Everyone
    I'm the Community Manager for The Misfits.  Our core group is older gamers 25+ YO  Our community is made up of people of all ages.  We have been playing DayZ and DayZ Standalone for four years, and we are expanding our server profile.  For our first Arma 3 server, we chose, EPOCH for it's hardcore survival aspect.  If you need a place to call home, we would be glad to have you stop by and chat a spell with us.  If you are over 25 YO and are looking for a great group of gaming people to play with, come talk to me, or Cheeky, or Wukku.

    SERVER             : MISFITS EPOCH|ZOMBIES/DEMONS|ROAMING AI|CBA|
    IP                      : 216.52.25.74:2317
    ADDONS          : ZOMBIES AND DEMONS, CBA_A3, CUP (VEHICLES, UNITS, WEAPONS), DAYZ STYLE HELICOPTERS, HELICOPTER SUPPLY DROPS, DEPLOY BIKE
    MAP                 : ALTIS
    WEBSITE          : WE ARE NUMBER 2
    DISCORD         : THE MISFITS
     
  13. Thanks
    Helion4 got a reaction from Grahame in [Solved] signature mismatch and ...are not signed by a key accepted by this server   
    hmm, I made a test server a few days ago


    didn't need to put any keys in it. I wonder what defines the need or not to have keys in there?

    EDIT: I had keys check disabled
  14. Haha
    Helion4 got a reaction from He-Man in [Solved] signature mismatch and ...are not signed by a key accepted by this server   
    hmm, I made a test server a few days ago


    didn't need to put any keys in it. I wonder what defines the need or not to have keys in there?

    EDIT: I had keys check disabled
  15. Like
    Helion4 reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I have developed some simple tools to generate configurations for static and dynamic missions laid out in the editor.
    They are available on the github under the Master branch.
  16. Like
    Helion4 reacted to Brian Soanes in Unlock vehicles left in trader over restart   
    To unlock vehicles left in your traders over a server restart, open your epoch_server.pbo

    In epoch_server\compile\epoch_vehicle\EPOCH_load_vehicles.sqf
    Find
    if (_allowDamage) then { Just above that, add this
    A3E_SafeZonePosArray = [ [[18451.9,14278.1,0]], //Altis East trader [[13333.5,14494.3,0]], //Altis Central trader [[6192.46,16834,0]] //Altis West trader ]; { if (_vehicle distance (_x select 0) < 200) then { _vehicle lock false; diag_log format["Vehicle %1 left in trader unlocked @ %2", _class, mapGridPosition _vehicle]; }; } forEach A3E_SafeZonePosArray; Pack pbo and you're good to go
  17. Like
    Helion4 reacted to Ghostrider-GRG in Add ATMs in traders (Altis)   
    I did a little testing. The script itself seems to work fine but you picked up a special character somewhere. You might want to check positions of those ATMs. Below is a little script you can use to see where stuff spawns which you can run in the editor.
    It is a really minor point, but for this application you can use count instead of forEach as you do not need the _forEachIndex except for debugging.
    I hope this is helpful.
  18. Like
    Helion4 reacted to Sneer in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Also, I love the fact you added the option to use the Cfgpricing for equipment. Makes life so much easier.
    Thank you for this addon, you have done a tremendous job!! Well done sir!
  19. Like
    Helion4 reacted to KELLEY in NAPF environment mod   
    If you are running a post apocalyptic Napf map I think you may want to use this.
    I made a small mod with permission for Napf. It can be found in the Arma 3 Steam Workshop.
    Here is a link to a 1 minute video. I don't know if this is the correct place to post. Feel free to move it.
    Enjoy.
    https://youtu.be/sP8Z_nMUMXo
     
  20. Like
    Helion4 reacted to BlackhatEspeed in EpochMod.com (1.3.3.1|1.98) 1337mushroom.network   
    SERVER DETAILS ~ epoch.1337mushroom.network   Server Summary ~ Name: EpochMod.com (1.3.3.1|1.98) 1337mushroom.network
    Game: ARMA 3 EpochMod
    Address: 162.0.234.186   Port: 2302
    Discord: https://discord.gg/ncKBghV
      ^^^^^ Discord For Admin       Specs:
    Mastered Linux Virtualized High IO Resource Xeon High Clock High Tick Server With Vswap & PCIE NVME SSD's Producing High Frame Rates For All Players Server Actually Supports High Client Base
    Dedicated 4.5GHZ 64GB DDR4 Xeon Max 1200% IOPS
    ----------///// Latest Vanilla Altis EpochMod 1.3.3.1 | 1.98 With High Loot & 3X Time Multiplier /////-------------------
    ----------///// NOW WITH BLACK MARKET TRADERS /////-------------------

    Server Restarts Automatically Every 24 Hours, Everything Saves Automatically Never Lose Your Loot & Base & Position

    ----------///// Mods Required: @Epoch (Get it from Steam Workshop) /////-------------------

    Open world survival mod set just two years after the mass extinction of billions of people. Those that remain are left with remnants of a once technological society. Try to survive, build, or explore your way through the harsh dynamic environment. Stay alive by using the "`" key to see the entire game menu, and stay alive by finding survival items such as food and air drops, run from soldiers that spawn in from drone strikes, zombies and cultists and many other antagonists.

    ------------------- Features -------------------

    Powerful persistence framework for Arma 3 with native Windows and Linux dedicated server support.
    Fully configurable script based security checks. (Battleye Enabled)
    Base Building re-envisioned for Arma 3 PhysX. Persistent secure and insecure storage devices. Upgradeable locking doors.
    Barter based economy and trading systems backed a single currency ¤ called "Krypto".
    Hostile Environment with several different types of antagonists, Air and Water temperature extremes, and Earthquakes.
    Hunting, Fishing, Tame Dogs, Explore & Loot: Wrecked ships, Abandoned vehicles and buildings, Perform task based missions and more!

  21. Thanks
    Helion4 got a reaction from gskyline203 in Server Shows up as Offline and 9999 ping in Dayz Launcher   
    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!
  22. Like
    Helion4 got a reaction from He-Man in 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  
    -mod=@Epoch;  -serverMod="@EpochHive;@Napf Island A3;@CUP Terrains - Core;"
    Give that a try.
  23. Like
    Helion4 reacted to Yoda in ★ Global Chaos Gaming | Modified Epoch | Active ★   
    Hello, I am apart of the Global Chaos Gaming community. We currently are hosting a modified Arma 3 Epoch server, we have very active staff aswell as active community members, I urge you to stop by and check us out! TeamSpeak: ts.globalchaos.net Website : http://www.GlobalChaos.net
  24. Like
    Helion4 got a reaction from He-Man in 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.
    :)
  25. Like
    Helion4 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
     
     
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