Jump to content

totis

Member
  • Posts

    168
  • Joined

  • Last visited

Reputation Activity

  1. Thanks
    totis 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.
  2. Like
    totis 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 The AI monitor loop has been replaced by a modified version of the server scheduled function sched_corpses.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
     
     
  3. Like
    totis got a reaction from JakeQue in Can't gut animal (No text displaying error)   
    But for showing that in the rpt you may have it somewhere in your files, so look in ur traders, wai crates or any other mission system u use and remove the ammo '45Rnd_545x39_RPK' . It will show the error when u join but it will be fixed in later updates
  4. Like
    totis got a reaction from JakeQue in Can't gut animal (No text displaying error)   
    Post your fn_selfactions.sqf in spoilers. Error must be there
  5. Like
    totis got a reaction from victorks in [Outdated] AI Convoys 1061+   
    Ye i found the solution Viktorks, I forgot to add the radius number at the coords and thats what was causing the errors. Just thought i would mention for anyone else having the same issue
  6. Like
    totis reacted to victorks in [Outdated] AI Convoys 1061+   
    try to put this in your andre_convoy.sqf
       
  7. Like
    totis reacted to victorks in [Outdated] AI Convoys 1061+   
    and in your andre_convoy_functions.sqf put this This should fix the bug of the bots in the water
  8. Like
    totis reacted to salival in Infistar ask   
    _log2 = format['Blood: %1 Humanity: %2 | Money: %3 | Bank: %4 | Bandit: %5 | Murders: %6',_unit getVariable['USEC_BloodQty',12000],_unit getVariable['humanity',0],[ (_unit getVariable[Z_moneyVariable,0])] call BIS_fnc_numberText,[(_unit getVariable[Z_bankVariable,0])] call BIS_fnc_numberText,_unit getVariable['banditKills',0],_unit getVariable['humanKills',0]]; Try this.
  9. Like
    totis reacted to Airwaves Man in Infistar ask   
    Hi use call BIS_fnc_numberText to format your coins
    [ (_unit getVariable['cashMoney',0]) ] call BIS_fnc_numberText  
  10. Like
    totis reacted to khalcifer in Infistar ask   
    AT.sqf
    _log2 = format['Blood: %1  Humanity: %2',(_unit getVariable['USEC_BloodQty',12000]),(_unit getVariable['humanity',0])];
    and replace
    _log2 = format['Blood: %1  Humanity: %2 | Money: %3 | Bank: %4',(_unit getVariable['USEC_BloodQty',12000]),(_unit getVariable['humanity',0]),[ (_unit getVariable['cashMoney',0]) ] call BIS_fnc_numberText,[ (_unit getVariable['MoneySpecial',0]) ] call BIS_fnc_numberText];
  11. Like
    totis reacted to salival in [Release] Zabns Take Clothes [Updated for 1.0.7]   
    That won't work since he won't have _clothesTaken.
    @Stefemanwithout seeing your files or client/server rpts it's hard to know.
    You should also start fresh without the 1.0.6.1 files/hotfix files.
  12. Like
    totis reacted to Schalldampfer in [Release] Wicked AI 2.2.3 [1.0.6+]   
    I found a small mistake in heli_patrol.sqf
    setvariable for crews in Line 66-70 is before creating _gunner2 unit.
    Those lines must be after creating the unit in Line 74-77 
  13. Like
    totis reacted to salival in [RELEASE] Vehicle Key Changer [Updated for 1.0.7]   
    Hey guys,
    I have finally fixed the bouncing vehicles issue!
    This has been running on a few test servers for a few weeks and I haven't heard any issues since so we can maybe classify it as fixed!
    https://github.com/oiad/vkc/commit/01bd4df8140d9d3465eeba0831b2780ea22f7dba
  14. Like
    totis reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    f3cuk added me as a collaborator on the WickedAI repo. I have merged this pull request.
  15. Like
    totis reacted to salival in [Release] Wicked AI 2.2.3 [1.0.6+]   
    @JasonTM @totis I have fixed this issue and submitted a pull request to @f3cuk 
    Vehicle patrols, static guns and heli patrols now correctly give humanity.
    https://github.com/f3cuk/WICKED-AI/pull/166
  16. Like
    totis reacted to ViktorReznov in [Relese] Plot Boundaries v1.0 [BugHuntin]   
    So here I am going to release this beta code I've been using/testing for making a more dynamic plot boundary. This was built in mind of building real bases, full size air strips etc, Idea is reclaiming the apocalypse and taking back over the world!
    Here is the download here : https://github.com/Arstan13/PlotBoundaries
    What does this do exactly? On its absolute own, Probably nothing, this adds a check on plots that will look for these "Amplifier" structures and change the range of your plot boundary. It multiplies exponentially, but the structures have some cost to them as well. Strongly recommend one of the advanced crafting/ deploy mods out there to go along with this. 
    A lone plot pole will have default DZE_PlotPole settings [30,45]. That is stage 1
    A plot with stage 1 amplifier within the default range will then your new plot boundary will become [60,90]
    Stage 2 amp will be [90,135] and so on and so forth
    Some screenshots below
    Install instructions are on github, Dont include the install folder in your installation. add the compiles and change the fn_selfAction call, the rest are a drag and drop install
  17. Like
    totis reacted to Schalldampfer in Skalisty Island Treasure Hunting   
    This is a Treasure hunting event on Skalisty Island.
    This script spawns crates somewhere on the island. The mission for players is to find them.
    You can configure the number and reward of crates.
    This script also spawns some boats, graves and ore veins.
    No AI Included. 
    GitHub link: https://github.com/Schalldampfer/SIPTH


  18. Thanks
    totis got a reaction from DieTanx in [Release] Wicked AI 2.2.3 [1.0.6+]   
    _crate             = createVehicle [_crate_type,[(_position select 0) - 20,(_position select 1) - 20,0], [], 0, "CAN_COLLIDE"];
    Example of code of mv22 mission.
    the -20 u see in the code is the distance of the crate in meters to spawn away from center. Adjust that so crate is further away from the vehicle
  19. Like
    totis reacted to General Zaroff in Hangar Doors of Arbitrary SIze -- Mission Download Only -- System Complete!   
    My apologies for the delay. I have integrated the system with 1.0.6.2 and have updated the code and installation instructions. The use instructions are online, hosted on one of my sites for easy access. After some testing I will be ready for release.
     
    - ep
  20. Thanks
    totis got a reaction from Thug in Radio Chatter HOW TO TURN OFF   
    in init.sqf
    enableRadio true;
    enableSentences false;
    chatter is the sentences
  21. Like
    totis reacted to JasonTM in [Video Tutorials] How to Install and Configure Stuff   
    Some time ago I started a youtube channel doing DayZ Epoch tutorials. Surprisingly, my DayZ Epoch 1.0.6.1 server install video has amassed over 2500 views (and people say this game is dead).
    Here are some updated videos for 1.0.6.2. There are other videos on my channel that are still relevant.
    How to Install a DayZ Epoch 1.0.6.2 Server
    Things you will need to download:
    PBO Manager
    MySQL Community Server 5.7.22
    HeidiSQL
    Notepad++
    Notepad++ SQF Highlighter (optional, but highly recommended)
    7-Zip
     
    How to Upgrade Your DayZ Epoch 1.0.6.2 Server to an Overpoch Server
    Things you will need to download:
    Overwatch Server Key
    Overwatch mission.sqm (to copy and paste from)
    My Overpoch Loot Tables
    My Non-ZSC Overpoch Trader Files
    Midget Porn (Just kidding)
     
    How to Install Epoch Admin Tools
    Do not install these with infistar.
     
    How to Install Wicked AI for DayZ Epoch and Overpoch
     
    How to install infistar admin tools/antihack and infistar's free BRC rcon tool
    Fix for the unfortunate error in infistar v1448
     
     
    How to make Battleye filter exceptions for Infistar and other mods
    Downloads
    Eraser1's scripts.txt Exception Generator
    Ebay's Guide to Battleye Filters
     
    How to Install Ebay's Testkit
    Download
     
    Battleye Filter Tutorial using Ebay's Testkit and infistar's BRC rcon tool
     
    Server Install: Troubleshooting "session lost" and "wait for host" type issues.
     
    How to install BattlEye Extended Controls for automatic restarts
     
     
     
    I am planning on doing more of these when I get time.
     
     
     
     
  22. Like
    totis reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    The ai and crates get weapons from the random list below unless a specific array is called in the mission itself. This list includes array names from above.
    ai_wep_random = [ai_wep_assault,ai_wep_sniper,ai_wep_machine,ai_wep_owacr,ai_wep_owak,ai_wep_owspare,ai_wep_owacrsd,ai_wep_owscar,ai_wep_owsmg,ai_wep_owsniper,ai_wep_owtar,ai_wep_owmas,ai_wep_owlmg,ai_wep_owhk417,ai_wep_owhk416,ai_wep_owg36,ai_wep_owdmr]; If you don't want an entire array of weapons like ai_wep_owacr, then remove it from this list and they won't be used. If you don't want specific guns, like "vil_RPK75_Romania", then remove the individual classnames from the other arrays.
  23. Like
    totis reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    I'll take a look at it.
  24. Like
    totis reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Update
    I have combined the Epoch and Overpoch versions of this mod to make it easier to update. Download link in the first post adjusted.
    New feature - You can use a single position for a mission that is spawned dynamically. I have put the code you need to use in the mission example.
    The single position feature uses a new function called wai_validSpotCheck added to position_functions.sqf that includes the mission marker check as well as Salival's player near check.
    I also added an enableFlies check in aimonitor.sqf so that the server does not broadcast to all clients when flies are disabled. Flies are disabled in Epoch by default.
    I made a new array of 205 static spawn points for Chernarus if you want to use that feature.
  25. Like
    totis reacted to Schalldampfer in PVE script   
    if (_isPlayer && !_falling) exitWith { _source setdamage 1; }; 
     
×
×
  • Create New...