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Helion4 got a reaction from mgm in [FEATURE REQUEST] Hoverboards (URGENT)
@natoed Thanks for bringing this back to my attention, I had forgotten about it.
I spent my morning doing this..
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Helion4 got a reaction from salival in [Release] Salivals Mod Pack [Updated for 1.0.7]
I believe you have to deploy the Helipad via right click deploy anything.
So this says you need a toolbox and a ruby to be able to deploy a Helipad.
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Helion4 got a reaction from He-Man in [FEATURE REQUEST] Hoverboards (URGENT)
@natoed Thanks for bringing this back to my attention, I had forgotten about it.
I spent my morning doing this..
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Helion4 got a reaction from Grahame in [FEATURE REQUEST] Hoverboards (URGENT)
@natoed Thanks for bringing this back to my attention, I had forgotten about it.
I spent my morning doing this..
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Helion4 reacted to Grahame in Vehicle Flip
And here is a better solution, now using the dynaMenu and checking that the vehicle is unlocked and you were the last driver (thus dealing with the issue of object locality). All changes are in the mission file.
Add the following to epoch_config/Configs/CfgActionMenu/CfgActionMenu_target.hpp:
// Flip Vehicle class flip_vic { condition = "dyna_isVehicle && !dyna_locked"; action = "[dyna_cursorTarget] call FlipVic;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\build_upgrade.paa"; tooltip = "Flip Vehicle"; }; Add a script in the folder where you store your custom ones, for example custom/, called FlipVehicle.sqf with the following contents:
private ["_target"]; _target = _this select 0; if (local _target) then { _target setVectorUp [0, 0, 1]; ["Flipped vehicle",5] call epoch_message; } else { ["You were not the driver of this vehicle",5] call epoch_message; }; Add the following lines into your mission's init.sqf replacing the script's folder with where ever you put yours:
if(hasInterface) then{ FlipVic = compileFinal preprocessFileLineNumbers "custom\FlipVehicle.sqf"; }; RePBO the mission, upload to the server...
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Helion4 got a reaction from natoed in [FEATURE REQUEST] Hoverboards (URGENT)
@natoed Thanks for bringing this back to my attention, I had forgotten about it.
I spent my morning doing this..
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Helion4 got a reaction from salival in [FEATURE REQUEST] Hoverboards (URGENT)
@natoed Thanks for bringing this back to my attention, I had forgotten about it.
I spent my morning doing this..
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Helion4 reacted to killerkiwi in nill
back on track i forgot i made a logger which records item placement lol
looks like this
_visitor3_log_obj = ("_tipe_road = ["obj-city_0_2000"]; * _pos = ["8610.5, 8.9 ,6756.8"]; * _dir = ["1.354"];"); && (placed -t 02:30 -d 03.29.2018);
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Helion4 reacted to Grahame in First test of vanilla A3E infected spawned by the lootbubble()
First test of infected spawns via the standard ARMA3 Epoch lootbubble. Infected spawn out of LOS and right now just a hard coded one per building. No DayZ code was used in this new feature. As always, apologies for the video quality, my PC is a potato... -
Helion4 reacted to Kenobi in [Release] Sector Addon 0.5.0 - Framework for StaticMission (Millitarize area, Taviana Sector B) rewiten august 2015
Heli is out of fuel after some time so I added this code to file fnc_vehicle_patrol.sqf and now heli is flying all day long :-)
Put code below anywhere between: while{_run}do{ and last bracket: };
// Refuell code START
if (fuel _unit <= 0.2) then
{
_unit setFuel 1;
diag_log "***[Sector] Vehicle refuelled sucessfully***";
};
// Refuell code END
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Helion4 reacted to KPABATOK in Make player name colours fixed, now they are barely visible
When you hover with a mouse on a player and its the name is barely visible if at all, since the colours change (fade) if a player is damaged. So the more player is damaged the harder it is to see his name when getting closer and hovered with a mouse. I think it should be addressed to Epoch developers though since this problem was since the beginning. I think the colour should stay fixed and as bright enough to be able to distinguish the player's name. The damage could be indicated by the circle surrounding player's name, there is no need to change the colours. Because in Arma 3 daylight it becomes invisible.
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Helion4 reacted to Grahame in [SOLVED] Major glitch with Enhanced Movement and Epoch
So there are a couple of serious glitches that are possible with the use of the Enhanced Interaction functionality within the Enhanced Movement mod on Epoch servers. Not going to list them here but they are incredibly serious and need to be fixed if you are running EM on your Epoch server. Thankfully, there is a quite easy solution to "turn off" Enhanced Interaction within the mission file. If you are already using the initPlayerLocal.sqf file for things like the autolockpicker, attaching demo charges to things and other stuff, then just add the following to it:
[] spawn { while {true} do { if !((profilenamespace getvariable ["babe_int_keys_Use",[0,""]]) isequalto [0,""]) then { profilenamespace setvariable ["babe_int_keys_Use",[0,""]]; }; uisleep 1; }; }; If you are not already using the file, but are using EM then create an initPlayerLocal.sqf with the following:
if (!isDedicated and hasInterface) then { waitUntil {alive vehicle player}; waitUntil {typeOF player != "VirtualMan_EPOCH"}; uisleep 15; [] spawn { while {true} do { if !((profilenamespace getvariable ["babe_int_keys_Use",[0,""]]) isequalto [0,""]) then { profilenamespace setvariable ["babe_int_keys_Use",[0,""]]; }; uisleep 1; }; }; }; Repack the mission PBO, upload to your server and the possible glitches are dealt with, while still allowing the lovely niceness of Enhanced Movement to continue.
Thanks very much to @He-Manfor invaluable help in crafting the solution and thanks to Duralius, a player on my server for finding the glitches and not exploiting them. Good man!
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Helion4 reacted to He-Man in Vehicle Capacity / Fahrzeug Kapazität
I have reduced the max loads for the Epoch variants, because the default A3 max loads make no sense.
If you compare the max loads between the different vehicle Classes, you know why...
Here some max load examples from the default A3 settings:
- Truck (normal and Box) : 3000
- Hemtt Box: 3000
- Strider: 4000
To make it more realistic and support better the Vehicle-Upgrade system, I have completely reworked the max loads.
But of course, you can also take the Arma-Variants to get back the default settings.
A full list of the Vehicle Properties you can find here (Excel):
https://github.com/EpochModTeam/EpochCore/raw/release/EPOCH_VehicleProperties.xlsx
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Helion4 got a reaction from He-Man in [Improved] Statusbar Epoch-build(1070)
If I understand you correctly you need to change the (round(300 into (round(240 because 60x5 = 300 and 60x4=240
So:
Current line: _time = (round(300-(serverTime)/60)); Gives you a 5 hour countdown (60 x 5)
Current line: _time = (round(240-(serverTime)/60)); Gives you a 4 hour countdown (60 x 4)
Current line: _time = (round(180-(serverTime)/60)); Gives you a 3 hour countdown (60 x 3)
Once changed, the timer should run out after 4 hours.
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Helion4 got a reaction from killerkiwi in nill
@killerkiwiNice to see a set-back like data loss not putting you down.
@Cubitron Ouch, 140 hours? A double disk failure really is a kick in the proverbial's
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Helion4 reacted to He-Man in Hook/Unhook Malfunction, overrode by R3F or AdvSlingLoad
In your side, you have missed nothing.
This is a bug in the current release.
To fix it:
https://github.com/EpochModTeam/Epoch/commit/92035636be7fe2879080a360e26161c2d9887fd7
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Helion4 reacted to killerkiwi in [Video Tutorials] How to Install and Configure Stuff
dam i was hoping for some good midget porn lol
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Helion4 got a reaction from killerkiwi in nill
Hey,
Oxygen 2 has been replaced by Object Builder as explained here : https://community.bistudio.com/wiki/Oxygen_2
If you are planning to build everything from the ground up (alone?) then I would be surprised if this project is finished in under 12 months. The map I cannot comment on the time needed to create one from scratch, but I do know that you have to be committed to it 100%.
As for creating models from scratch, dont use any Bohemia tools to create the meshes, instead use 3dsMax or Blender (for Blender you will need the addon for Arma) , then you can export your models to Object Builder for the final set up. This way is much much quicker than using BiS's tools to create meshes.
Good Luck, I hope to see some nice progress in the future!
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Helion4 reacted to killerkiwi in nill
ok i'm just done rendering map look really good flat spots for towns and mini city's... i will make the map first release it then i will do the items and Object ect
https://imgur.com/dzPVA2x new screen shot
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Helion4 reacted to Grahame in DayZ-Style Portable Generators for A3E
I got certain configs updated in the EpochCore client files allowing a few extra nice features to be deployed in A3/Epoch, and I'll start off by posting the information to set up portable generators to allow fuel pumps to be used for refueling vehicles if auto-refueling is turned off on your server.
Installation Instructions
(1) Add the portable generator "kit" to your loot tables and trader price lists. The class name is KitGenerator
(2) Add the files in this downloadable archive to a folder in your mission called, for example, sounds:
https://www.dropbox.com/s/75gq2rezy1tcbe2/generator_sounds.zip?dl=0
The license file is required! It is a Creative Commons Attribution Only license for the sound file.
(3) Add the following lines to your mission file's custom description.ext (replacing the path for the generator1.ogg sound with the location in which you put it):
// Portable Generator Sounds class CfgSFX { class Generator { sounds[] = {"Generator"}; name = "Generator"; Generator[] = {"sounds\generator1.ogg","db+10",1,200,1,0,0,0}; Empty[] = {"",0,0,0,0,0,0,0}; }; }; class CfgVehicles // NOTE: CfgVehicles definitions are only permitted in description.ext for sound sources. It cannot be used for CfgVehicles customizations { class PortableGenerator { sound = "Generator"; }; }; (4) Create a file in the folder of your mission file where you store your own scripts, e.g. custom called PortableGenerator.sqf and paste the following code into it:
(5) Add the following lines to your mission's init.sqf (replacing the path with whatever you used in step (4)):
if(hasInterface) then{ PortableGenerator = compileFinal preprocessFileLineNumbers "custom\PortableGenerator.sqf"; }; (6) Add the following to epoch_config/Configs/CfgItemInteractions.hpp:
class KitGenerator : Item_Build_base { buildClass = "Generator_EPOCH"; }; (7) Add the following to epoch_config/Configs/CfgBaseBuilding.hpp:
class Generator_EPOCH : Default { removeParts[] = {{"KitGenerator",1}}; GhostPreview = "Generator_Ghost_EPOCH"; staticClass = "Generator_EPOCH"; simulClass = "Generator_SIM_EPOCH"; limitNearby = 2; bypassJammer = 1; }; class Generator_SIM_EPOCH : Generator_EPOCH { removeParts[] = {}; }; class Generator_Ghost_EPOCH : Generator_SIM_EPOCH {}; (8) Add the following code to epoch_config/Configs/CfgActionMenu/cfgActionMenu_target.hpp:
// Portable Generators class generator_refill { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && !(dyna_cursorTarget getVariable [""GeneratorFueled"",false]) && !(dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 2] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\vehicle_refuel.paa"; tooltip = "Refuel generator"; }; class generator_start { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && (dyna_cursorTarget getVariable [""GeneratorFueled"",false]) && !(dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 1] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\Replace_Engine.paa"; tooltip = "Start generator"; }; class generator_stop { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && (dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 0] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\Remove_Engine.paa"; tooltip = "Stop generator"; }; RePBO your mission file and upload it to the server. That should be it.
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Helion4 reacted to vbawol in Epoch 1.1 Release Changelog
Arma 3 Epoch 1.1 has been released!
Server Files:
https://github.com/EpochModTeam/Epoch/archive/1.1.0.1195.zip
File Changes:
https://github.com/EpochModTeam/Epoch/pull/969/files
Client Files
https://github.com/EpochModTeam/EpochCore/releases/download/1.1.0.1194/Epoch_Client_1.1.0.0.zip
Changelog:
Added
Plant Spawner: vehicle object for sunflower. @Helion4 MoneyDrop Event: Random Money lump with Mapmarker (like Plants) @he-man Examples for Vehicle upgrades for Server Admins into CfgVehicleUpgrades.hpp @he-man Make Lighter refillable at Fuel-Sources (Gasstations / Vehicles) @he-man Make Trader more configurable in epochconfig.hpp @he-man Added Examples for Batchfiles to control Server Restarts @DirtySanchez default pops for "center" marker @awol More map supports @awol Lighter is needed to imflame fires @DirtySanchez FireExtinguisher is needed to "put our fire" on Burn Barrel @DirtySanchez Rope is needed for SlingLoad (get back on release) @DirtySanchez R3F compatibility for SlingLoad @DirtySanchez Hints while using Vehicle Repair (MultiGun) @he-man Config to completely disable Simulation for BaseParts (if not needed) @he-man Made Radiation configureable by cfgepochclient.hpp @raymix Hints for lock / unlock Vehicles / Storages @he-man Nuisance multiplicator in cfgepochclient.hpp @he-man Reduce rads over time at cost of immunity @raymix Wearable Male & Female wearable full radiation suit @Helion4 December seasonal items (Santa hat / Snowman) @Helion4 Autorun function (suggested by Ghostrider) @he-man Default Key is "W" You can change the key in EPOCH ESC Menu If choosen key is same as "moveforward" (default), you have to 2x tap it, else you only have to 1x tap it If your legs are broken, you get a hint "can not autorun - legs are broken" If the terrain is too steep, you only walk in AutoRun Inside Water, you can not Autorun Helper 3D-Icon + Line on the part, where element is snapped on (while Base-Building) @he-man Config in cfgepochclient.hpp to block ATM's in Plotpole range @he-man Power Sword @helion Fixed
False BE kicks since Arma 3 1.80 update. Nightlight now also follow players inside Vehicles @he-man Fixed fault disabled DynamicDebris @morgoth0 SERVER_VARS (BaseSpawn) was not saved on revive @morgoth0 Without Advanced Vehicle Repair, Vehicle upgrade was not available @he-man Base Storages could be deleted if near Loot containers were auto-deleted @he-man Some Tarp Loot was spawned under the Floor @he-man Reworked wall check by getting out of Vehicles @he-man Garden Plot had no physical ground @Helion4 Some Vehicles were missing in EPOCH Admin Spawn Menu @he-man Changed
RCon Port is now set to 2307 by default since changes in A3 1.78 prevent use of 2306. @awol SnapPoints for Building objects (especially full / half / quarter Floors) @he-man Some performance tweaks Inventory will be opened automatically, if "you found something" @awol EPOCH Events reworked (Markers will change if players near / event looted) @DirtySanchez Traders will no longer refill sold magazines @he-man Magazines will automatic be repacked in Trader First the trader offers full magazines If no full magazine is available, the Trader offer the last not full magazine Not full magazines are colored: Yellow (nearly full) -> Red (nearly empty) You also get a Tooltip, how much bullets left in magazine The prices are calculated by the left bullets in the magazine Increased snap-distance for Foundations (much easier to find snap positions) @he-man Reworked and added EPOCH Vehicle Classes @he-man Each upgrade increase Speed, Torque, Fuel, Terrainbehaviour, Load and Armor Hatchback >= lvl2 will no longer stuck in forests Added M900 forced without Backseats -> "C_Heli_Light_01_civil_2seat_EPOCH" Added M900 forced with Backseats -> "C_Heli_Light_01_civil_4seat_EPOCH" The Random M900 will also stay available -> "C_Heli_Light_01_civil_EPOCH" Added very low EPOCH variants of VTOL and Xi'an (eventually we have to change them with the next update a bit) Added Door-Animations to some Vehicles by GetIn / GetOut -
Helion4 reacted to Tarabas in Door remote script
A few days ago I started to write a script together with my friend PirateLaserBeam to remote gates from vehicles in Epoch.
I was getting great support from the community and He-Man finished that script in a impressing way.
http://plays.tv/video/5aa4580e23dbbbd67b/door-opener
And here it is for first release :
Read readme for install instructions
https://github.com/Ignatz-HeMan/Door-Opener
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