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Helion4

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  1. Like
    Helion4 got a reaction from He-Man in Epochproblems all server not connectable   
    Yes it is an Arma problem.
    People are reporting that switching your game into 32bit mode will help until Bohemia push a fix.
  2. Like
    Helion4 got a reaction from Sneer in Epochproblems all server not connectable   
    Yes it is an Arma problem.
    People are reporting that switching your game into 32bit mode will help until Bohemia push a fix.
  3. Like
    Helion4 reacted to axeman in dayZ Night Lighting   
    Well, that's interesting..
    It seems like there have been some changes to the engine since I last looked at this.
    'Immersion Mode'  (No Street Lights) may be easily do-able at a much lower performance cost. Either that or I spent too much time looking at turning the lights on before :)
    Am hooked again, I forgot just how good Arma 2 / dayZ Epoch was..
     
  4. Like
    Helion4 reacted to kingpapawawa in dayZ Night Lighting   
    easier to quit crack.
  5. Thanks
    Helion4 got a reaction from salival in Server Help   
    Yeah I jumped on both your servers yesterday with -showscripterrors enabled and was hit by these ( on both overpochins & overpoch )
    Error Undefined variable in expression: dze_submarine File mpmissions\__CUR_MP.Chernarus\dayz_code\compile\fn_selfActions.sqf, line 204 File mpmissions\__CUR_MP.Chernarus\scripts\TakeClothes.sqf, line 9 Error in expression <earEntities ["CAManBase", 10]) > 1; if (_playerNear) exitWith {dayz_actionInProg> Error position: <_playerNear) exitWith {dayz_actionInProg> Error Undefined variable in expression: _playernear File mpmissions\__CUR_MP.Chernarus\scripts\TakeClothes.sqf, line 17 Error in expression <_up.sqf","",5,false,true]; Error position: <DZE_SubMarine removeAction sub_up; in just a couple of minutes my client .rpt had risen to over 20k lines with these errors. Clients might be struggling to send or receive data if they are being clogged up with a constant stream of errors.
    Providing some more info will enable others to give you more help. Are these problems experienced on one, or both of your servers?
    Here's a link to some of my client side .rpt  https://pastebin.com/rbh2kecy
  6. Like
    Helion4 reacted to Sneer in DayZ Style Morphine in A3E   
    Nice. Thank you!
  7. Like
    Helion4 reacted to natoed in Make Epoch great again! (Endgame motivation)   
    I'm lov'n the anomalies by ALIAS
    Some editing is required to get them working for epoch and those battle-eye filters can be a bitch at times.
    the custom sounds do bloat my mission file but are worth it, plus I'm using old mate  Suppe's sector B to spawn in IceBreakr Zetaborn at a custom mission.
    yep Alienz  n zombiez plus epoch = fuck yeah
  8. Thanks
    Helion4 got a reaction from natoed in Make Epoch great again! (Endgame motivation)   
    A lot of this is all down to play style of the Arma-mod players.
    There, I said it.
    Most players will only play if they have a Sniper rifle.                    **** Did you reach 'end game? oh then I'll delete everything you own and you can go play only using LMG's then, enjoy****
    Most people buy a heli and Lift-sell every vehicle they can find. ****how about starting over and you can only use ground vehicles?****
    Most people buy everything                                                               **** well next play through, you cant use the traders to buy weapons or vehicles or food or meds etc, choose one. ****
    From A2 to A3 this seems to a repeating pattern, and when players say they are bored, they never want to change - they want the mod to change. I played Tetris on the Nintendo Game Boy, for hours & hours & hours and eventually I got bored. My friend pointed out to me that I should turn the Game Boy upside-down and play....it was like playing a new game!!!! And what was better, once i got bored of playing upside-down I flipped it right side up again and the experience changed AGAIN! I did this multiple times, until the Amiga500 came along. Changing the way you play can have so much affect on a game!
    As @TheVampire points out, the server host can make the difference in stretching out play towards end game with new and inventive ideas, but I also believe server owners should trust more in the core mechanics of the mod too, for example:-
    Making loot spawn more frequent = speeds up 'end game'
    Removing Antagonists = speeds up 'end game'
    adding 100 spawn points = speeds up 'end game'
    Black Market traders full of everything = speeds up 'end game'
    PVE = An obvious fast track to end game much much quicker than anything else.
    All these things affect the speed of reaching end game, and have to be balanced properly ( or even not included in a server)  to ensure risk/reward is a reasonably tough decision to make. That's what made the Dayz mod (& other early Arma-mods) phenomenon an incredible experience, many players had something they hadn't known before then. FEAR of DECISION. Now there is no fear, because  - "i'll just buy my sniper & big pack back if I die".
    This, this is also a big problem. There simply cant be anything unknown nowadays. With admins spawning all items/vehicles/weapons in - to YouTube videos showcasing a latest update, nothing is left to be discovered. And I imagine if all epoch devs kept quiet while working on new content, we would have even more posts like  "is epoch dead"  and many more players and server hosts will abandon hope.

    There are a couple of interesting ideas in this thread.
  9. Like
    Helion4 got a reaction from Drokz in Make Epoch great again! (Endgame motivation)   
    A lot of this is all down to play style of the Arma-mod players.
    There, I said it.
    Most players will only play if they have a Sniper rifle.                    **** Did you reach 'end game? oh then I'll delete everything you own and you can go play only using LMG's then, enjoy****
    Most people buy a heli and Lift-sell every vehicle they can find. ****how about starting over and you can only use ground vehicles?****
    Most people buy everything                                                               **** well next play through, you cant use the traders to buy weapons or vehicles or food or meds etc, choose one. ****
    From A2 to A3 this seems to a repeating pattern, and when players say they are bored, they never want to change - they want the mod to change. I played Tetris on the Nintendo Game Boy, for hours & hours & hours and eventually I got bored. My friend pointed out to me that I should turn the Game Boy upside-down and play....it was like playing a new game!!!! And what was better, once i got bored of playing upside-down I flipped it right side up again and the experience changed AGAIN! I did this multiple times, until the Amiga500 came along. Changing the way you play can have so much affect on a game!
    As @TheVampire points out, the server host can make the difference in stretching out play towards end game with new and inventive ideas, but I also believe server owners should trust more in the core mechanics of the mod too, for example:-
    Making loot spawn more frequent = speeds up 'end game'
    Removing Antagonists = speeds up 'end game'
    adding 100 spawn points = speeds up 'end game'
    Black Market traders full of everything = speeds up 'end game'
    PVE = An obvious fast track to end game much much quicker than anything else.
    All these things affect the speed of reaching end game, and have to be balanced properly ( or even not included in a server)  to ensure risk/reward is a reasonably tough decision to make. That's what made the Dayz mod (& other early Arma-mods) phenomenon an incredible experience, many players had something they hadn't known before then. FEAR of DECISION. Now there is no fear, because  - "i'll just buy my sniper & big pack back if I die".
    This, this is also a big problem. There simply cant be anything unknown nowadays. With admins spawning all items/vehicles/weapons in - to YouTube videos showcasing a latest update, nothing is left to be discovered. And I imagine if all epoch devs kept quiet while working on new content, we would have even more posts like  "is epoch dead"  and many more players and server hosts will abandon hope.

    There are a couple of interesting ideas in this thread.
  10. Like
    Helion4 got a reaction from He-Man in Make Epoch great again! (Endgame motivation)   
    A lot of this is all down to play style of the Arma-mod players.
    There, I said it.
    Most players will only play if they have a Sniper rifle.                    **** Did you reach 'end game? oh then I'll delete everything you own and you can go play only using LMG's then, enjoy****
    Most people buy a heli and Lift-sell every vehicle they can find. ****how about starting over and you can only use ground vehicles?****
    Most people buy everything                                                               **** well next play through, you cant use the traders to buy weapons or vehicles or food or meds etc, choose one. ****
    From A2 to A3 this seems to a repeating pattern, and when players say they are bored, they never want to change - they want the mod to change. I played Tetris on the Nintendo Game Boy, for hours & hours & hours and eventually I got bored. My friend pointed out to me that I should turn the Game Boy upside-down and play....it was like playing a new game!!!! And what was better, once i got bored of playing upside-down I flipped it right side up again and the experience changed AGAIN! I did this multiple times, until the Amiga500 came along. Changing the way you play can have so much affect on a game!
    As @TheVampire points out, the server host can make the difference in stretching out play towards end game with new and inventive ideas, but I also believe server owners should trust more in the core mechanics of the mod too, for example:-
    Making loot spawn more frequent = speeds up 'end game'
    Removing Antagonists = speeds up 'end game'
    adding 100 spawn points = speeds up 'end game'
    Black Market traders full of everything = speeds up 'end game'
    PVE = An obvious fast track to end game much much quicker than anything else.
    All these things affect the speed of reaching end game, and have to be balanced properly ( or even not included in a server)  to ensure risk/reward is a reasonably tough decision to make. That's what made the Dayz mod (& other early Arma-mods) phenomenon an incredible experience, many players had something they hadn't known before then. FEAR of DECISION. Now there is no fear, because  - "i'll just buy my sniper & big pack back if I die".
    This, this is also a big problem. There simply cant be anything unknown nowadays. With admins spawning all items/vehicles/weapons in - to YouTube videos showcasing a latest update, nothing is left to be discovered. And I imagine if all epoch devs kept quiet while working on new content, we would have even more posts like  "is epoch dead"  and many more players and server hosts will abandon hope.

    There are a couple of interesting ideas in this thread.
  11. Like
    Helion4 got a reaction from Grahame in Make Epoch great again! (Endgame motivation)   
    A lot of this is all down to play style of the Arma-mod players.
    There, I said it.
    Most players will only play if they have a Sniper rifle.                    **** Did you reach 'end game? oh then I'll delete everything you own and you can go play only using LMG's then, enjoy****
    Most people buy a heli and Lift-sell every vehicle they can find. ****how about starting over and you can only use ground vehicles?****
    Most people buy everything                                                               **** well next play through, you cant use the traders to buy weapons or vehicles or food or meds etc, choose one. ****
    From A2 to A3 this seems to a repeating pattern, and when players say they are bored, they never want to change - they want the mod to change. I played Tetris on the Nintendo Game Boy, for hours & hours & hours and eventually I got bored. My friend pointed out to me that I should turn the Game Boy upside-down and play....it was like playing a new game!!!! And what was better, once i got bored of playing upside-down I flipped it right side up again and the experience changed AGAIN! I did this multiple times, until the Amiga500 came along. Changing the way you play can have so much affect on a game!
    As @TheVampire points out, the server host can make the difference in stretching out play towards end game with new and inventive ideas, but I also believe server owners should trust more in the core mechanics of the mod too, for example:-
    Making loot spawn more frequent = speeds up 'end game'
    Removing Antagonists = speeds up 'end game'
    adding 100 spawn points = speeds up 'end game'
    Black Market traders full of everything = speeds up 'end game'
    PVE = An obvious fast track to end game much much quicker than anything else.
    All these things affect the speed of reaching end game, and have to be balanced properly ( or even not included in a server)  to ensure risk/reward is a reasonably tough decision to make. That's what made the Dayz mod (& other early Arma-mods) phenomenon an incredible experience, many players had something they hadn't known before then. FEAR of DECISION. Now there is no fear, because  - "i'll just buy my sniper & big pack back if I die".
    This, this is also a big problem. There simply cant be anything unknown nowadays. With admins spawning all items/vehicles/weapons in - to YouTube videos showcasing a latest update, nothing is left to be discovered. And I imagine if all epoch devs kept quiet while working on new content, we would have even more posts like  "is epoch dead"  and many more players and server hosts will abandon hope.

    There are a couple of interesting ideas in this thread.
  12. Like
    Helion4 got a reaction from axeman in Make Epoch great again! (Endgame motivation)   
    A lot of this is all down to play style of the Arma-mod players.
    There, I said it.
    Most players will only play if they have a Sniper rifle.                    **** Did you reach 'end game? oh then I'll delete everything you own and you can go play only using LMG's then, enjoy****
    Most people buy a heli and Lift-sell every vehicle they can find. ****how about starting over and you can only use ground vehicles?****
    Most people buy everything                                                               **** well next play through, you cant use the traders to buy weapons or vehicles or food or meds etc, choose one. ****
    From A2 to A3 this seems to a repeating pattern, and when players say they are bored, they never want to change - they want the mod to change. I played Tetris on the Nintendo Game Boy, for hours & hours & hours and eventually I got bored. My friend pointed out to me that I should turn the Game Boy upside-down and play....it was like playing a new game!!!! And what was better, once i got bored of playing upside-down I flipped it right side up again and the experience changed AGAIN! I did this multiple times, until the Amiga500 came along. Changing the way you play can have so much affect on a game!
    As @TheVampire points out, the server host can make the difference in stretching out play towards end game with new and inventive ideas, but I also believe server owners should trust more in the core mechanics of the mod too, for example:-
    Making loot spawn more frequent = speeds up 'end game'
    Removing Antagonists = speeds up 'end game'
    adding 100 spawn points = speeds up 'end game'
    Black Market traders full of everything = speeds up 'end game'
    PVE = An obvious fast track to end game much much quicker than anything else.
    All these things affect the speed of reaching end game, and have to be balanced properly ( or even not included in a server)  to ensure risk/reward is a reasonably tough decision to make. That's what made the Dayz mod (& other early Arma-mods) phenomenon an incredible experience, many players had something they hadn't known before then. FEAR of DECISION. Now there is no fear, because  - "i'll just buy my sniper & big pack back if I die".
    This, this is also a big problem. There simply cant be anything unknown nowadays. With admins spawning all items/vehicles/weapons in - to YouTube videos showcasing a latest update, nothing is left to be discovered. And I imagine if all epoch devs kept quiet while working on new content, we would have even more posts like  "is epoch dead"  and many more players and server hosts will abandon hope.

    There are a couple of interesting ideas in this thread.
  13. Like
    Helion4 reacted to TheVampire in Make Epoch great again! (Endgame motivation)   
    What I enjoyed doing when I ran an Arma 2 Epoch server was tinkering with AI, anomalies, and survival aspects.
    Something I really liked about namalsk was trying to survive it at night. I adjusted the temperature settings on my server so that you either were relaxing around a fire with your buddies at night, or chewing through heatpacks to get what you needed done.
    I had DZAI with roaming vehicles (among more) but my buddies began jumping the 3 ai and selling the vehicles for easy cash. I added some lines so there was a 5-10% chance that a Ural would spawn loaded to the gills. The first time they ran into it and all 20+ ai spilled out it made them play a little more reasonably.
    Anomalies I'm a big fan of. Anything that is the unknown will keep your players going. A rotating ai city, unique unicorn patrols, scary vehicles, hell you could irradiate the hell out of an island on the map and tell them it has a secret and they'd all keep going there. Epoch lacks a lot of the unknown in the end game.
    Basically as a server owner anything you can add that makes the game realistic and challenging without being unfair to slow down the player or make them be challenged and routinely lose gear will extend the trip to end game. Things like pulling helicopters from your Tanoa map, adding AI, random events, treasure hunts, etc.
  14. Like
    Helion4 got a reaction from mgm in [FEATURE REQUEST] Hoverboards (URGENT)   
  15. Like
    Helion4 reacted to TheVampire in A3E DZMS   
    To fix the issue with all the missions spawning too close, edit the _okDis in DZMSFindPos. Currently in your code it is set to 1000. When I was testing DZMS on Altis I had to bump it up to 6000.
    To get missions off the salt flats I just used the blacklist.
    [[23496.6,18389.7,0],1900],     [[10801.4,10606.9,0],500],     [[23723.8,16225.6,0],340]  
    This is pulled from the easy port I had of DZMS to run on Altis Life back before Arma updated and broke my method.
  16. Like
    Helion4 reacted to He-Man in 1.1.0 Trader ammo inventories config vs. reality   
    I have also added a function to convert the starter trader mags to rounds.
    So you no longer have to add the rounds, but the count of mags in the epochconfig.hpp
    https://github.com/EpochModTeam/Epoch/compare/54b739a4a2f0...a11e8c6f9c79
  17. Like
    Helion4 reacted to Grahame in DayZ Style Morphine in A3E   
    In vanilla Epoch 1.1 the use of morphine basically is just as an FAK with a different name... it heals all damage with a couple of side effects on toxicity, stamina and blood pressure. I rather liked the old dayz where morphine was specifically required to fix a broken leg... so I changed some code here and added some there and... voila! Now you can have morphine that will only fix a broken leg and First Aid Kits that will not!
    First let's ensure that First Aid Kits do not heal broken legs. This is done by making them completely heal all body parts except for broken legs, which they will heal to a damage minumum of 0.51 (a broken leg in ARMA3 and Epoch is one damaged greater than 0.5). So, let's change the interaction for FAKs so that they will do this. Change lines 337-362 in epoch_code/compile/EPOCH_consumeItem.sqf from:
    case 13: { //Heal Player _vehicles = player nearEntities[["Epoch_Male_F", "Epoch_Female_F"], 6]; _vehicle = cursorTarget; if !(_vehicle in _vehicles) then { _vehicle = player; }; if (damage _vehicle != 0 || {_x > 0} count ((getallhitpointsdamage _vehicle) select 2) > 0) then { if (_item call _removeItem) then { [_vehicle] spawn { params ["_vehicle"]; if (player == vehicle player) then { closeDialog 0; player playMove 'AinvPknlMstpSnonWrflDnon_medic0'; player playMove 'AinvPknlMstpSnonWrflDnon_medicEnd'; uisleep 5; }; [_vehicle,["ALL",0],player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2]; if (_vehicle isEqualTo player) then { ["Healed yourself", 5] call Epoch_message; } else { ["Healed other player", 5] call Epoch_message; }; }; }; }; }; to:
        case 13: { //Heal Player         _vehicles = player nearEntities[["Epoch_Male_F", "Epoch_Female_F"], 6];         _vehicle = cursorTarget;         if !(_vehicle in _vehicles) then {             _vehicle = player;         };         if (damage _vehicle != 0 || {_x > 0} count ((getallhitpointsdamage _vehicle) select 2) > 0) then {             if (_item call _removeItem) then {                 [_vehicle] spawn {                     params ["_vehicle"];                     if (player == vehicle player) then {                         closeDialog 0;                         player playMove 'AinvPknlMstpSnonWrflDnon_medic0';                         player playMove 'AinvPknlMstpSnonWrflDnon_medicEnd';                         uisleep 5;                     };                     _currentDMG = 0;                     {                         _currentDMG = _x;                         if (_forEachIndex != 10) then {                             [_vehicle,[[_forEachIndex,0]],player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2];                         } else {                             if (_currentDMG > 0.5) then {                                 [_vehicle,[[_forEachIndex,0.51]],player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2];                                                         } else {                                 [_vehicle,[[_forEachIndex,0]],player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2];                             };                         };                     }forEach ((getAllHitPointsDamage _vehicle) param [2,[]]);                     if (_vehicle isEqualTo player) then {                         ["Healed yourself", 5] call Epoch_message;                     } else {                         ["Healed other player", 5] call Epoch_message;                     };                 };             };         };     }; Now if you have a broken leg and you use a First Aid Kit then it will still be broken. If your leg was not broken you will be fully healed.
    So, with that done, let's turn to the morphine. All this now will do is heal a broken leg... nothing else. If your leg is not broken you will get a message informing you of that and you'll keep the injector. Change lines 383-414 in epoch_code/compile/EPOCH_consumeItem.sqf from:
    case 16: { // Morphine _vehicle = player; if (damage _vehicle != 0 || {_x > 0} count ((getallhitpointsdamage _vehicle) select 2) > 0) then { if (call _unifiedInteract) then { [_vehicle,_item] spawn { params ["_vehicle","_item"]; if (player == vehicle player) then { closeDialog 0; player playMove 'AinvPknlMstpSnonWrflDnon_medic0'; player playMove 'AinvPknlMstpSnonWrflDnon_medicEnd'; uisleep 5; }; private _out = []; { if (_x > 0) then { _out pushback [_foreachindex,((_x - 0.2) min 0.45) max 0]; }; }forEach ((getAllHitPointsDamage _vehicle) param [2,0]); if (_out isequalto []) then { if ((damage _vehicle) > 0) then { _out = ["ALL",0]; }; }; if !(_out isequalto []) then { [_vehicle,_out,player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2]; }; [format["Used %1 on yourself",_item call EPOCH_itemDisplayName], 5] call Epoch_message; }; }; } else { [format["%1 is not needed at this time",_item call EPOCH_itemDisplayName], 5] call Epoch_message; }; }; to:
    case 16: { // Morphine _vehicles = player nearEntities[["Epoch_Male_F", "Epoch_Female_F"], 6]; _vehicle = cursorTarget; if !(_vehicle in _vehicles) then { _vehicle = player; }; _legDamage = _vehicle getHitPointDamage "HitLegs"; if (_legDamage > 0.5) then { if (_item call _removeItem) then { [_vehicle] spawn { params ["_vehicle"]; if (player == vehicle player) then { closeDialog 0; player playMove 'AinvPknlMstpSnonWrflDnon_medic0'; player playMove 'AinvPknlMstpSnonWrflDnon_medicEnd'; uisleep 5; }; [_vehicle,[["HitLegs",0.5]],player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2]; if (_vehicle isEqualTo player) then { ["Injected yourself with morphine", 5] call Epoch_message; } else { ["Injected other player with morphine", 5] call Epoch_message; }; }; }; } else { ["Nothing needs morphine at this time... shame!", 5] call Epoch_message; }; }; You will need to subsequently use a First Aid Kit to remove that last 0.5 of damage on your legs... the morphine just makes it feel like you are healed fully, and boy, does it!
    That's it... DayZ Style morphine with two simple changes.
  18. Like
    Helion4 got a reaction from Ghostrider-GRG in [FEATURE REQUEST] Hoverboards (URGENT)   
  19. Like
    Helion4 got a reaction from Tarabas in [FEATURE REQUEST] Hoverboards (URGENT)   
  20. Thanks
    Helion4 got a reaction from natoed in [FEATURE REQUEST] Hoverboards (URGENT)   
  21. Like
    Helion4 got a reaction from He-Man in [FEATURE REQUEST] Hoverboards (URGENT)   
  22. Thanks
    Helion4 got a reaction from salival in [FEATURE REQUEST] Hoverboards (URGENT)   
  23. Like
    Helion4 got a reaction from axeman in [FEATURE REQUEST] Hoverboards (URGENT)   
  24. Thanks
    Helion4 reacted to natoed in [FEATURE REQUEST] Hoverboards (URGENT)   
    @Helion4
    WOW look'n good, can't wait
     
     
  25. Like
    Helion4 reacted to axeman in dayZ Night Lighting   
    You can turn off the streetlights but as they are map objects you have to iterate through all objects and filter the lights by their model name, which makes it a very heavy process as nearestObjects detects everything (butterflies etc.), see axe_NoStreetLights function in:
    https://github.com/andgregor/dayZ-Lighting/blob/master/MPMissions/lights/fn_lightFunctions.sqf
    This function is called with parameters object and a range to switch the lights off within that object (usually the player).
    Am sure I discussed with AWOL the possibility of overriding the default state of lights with config / .hpp, I seem to remember we couldn't do it. Configs weren't my strongest point :)
    You can see the function being called with:
    if(!DZE_StreetLights)then{ [player,_hsRange] call axe_NoStreetLights }; at the bottom of the 'alive player' loop in:
    https://github.com/andgregor/dayZ-Lighting/blob/master/MPMissions/lights/local_lights_init.sqf
    No doubt there is room for optimising a lot of my code. It has been some time since I visited this and have always been bothered that it wasn't quite finished properly, some due to the complexities of the generators and some due to the restrictions of the engine / map structure.
    I'm now sorely tempted to reinstall Arma2 and have a play with the old code..
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