Welcome to Epoch Mod Community

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more!

This message will be removed once you have signed in.

ebayShopper

Moderator
  • Content count

    659
  • Joined

  • Last visited

  • Days Won

    13

ebayShopper last won the day on February 10

ebayShopper had the most liked content!

5 Followers

About ebayShopper

  • Rank
    Epoch Contributor
  • Birthday

Contact Methods

  • Website URL
    https://github.com/ebayShopper

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

2303 profile views
  1. Updating @devd's work for 1.0.6+ and including support for it on the git by default is something we have wanted to do, but just haven't had time. It has taken a backseat to the more important things that needed to be done first. Ideally we could add a linux server support framework that is compatible with both vanilla DayZ mod and Epoch 1.0.6+ that won't require too many changes to keep updated going forward. Anyone is welcome to contribute and submit pull requests on the git. Otherwise we get to it when and if we have time.
  2. Epoch has the gdtmod_grass addon included which trims the grass, so you can never have it as high as the default Chernarus grass. The decision to include this addon was made before 1.0.5.1. by the original Epoch developers, so I do not want to override that and remove it. Vanilla DayZ mod does not use this addon, so you do get the full height grass on there.
  3. Can you list the steps to reproduce it? Please test on a stock test server to confirm that it is a problem with Epoch and not a third party script. If you can rule that out then you can add back third party scripts one by one to find the culprit by process of elimination.
  4. This is fixed for 1.0.6.2. The spawn server_handleSafeGear needs to be changed to a call here: https://github.com/EpochModTeam/DayZ-Epoch/commit/72df07bdf24e03b8633ebcde31e31c8ce0dcd882#diff-286e41f906582f322687cb545f070947L104 After that you can remove the disableUserInput lines in player_lockVault.sqf and player_unlockVault.sqf as they will no longer be needed.
  5. In one of your scripts you are sending an incorrectly formatted PVDZE_veh_Publish2 array or calling server_publishVeh2 with an array in the wrong format. The third parameter needs to be a bool and you are passing a string. Correctly formatted example: PVDZE_veh_Publish2 = [[_dir,_location],_part_out,true,"0",_activatingPlayer];
  6. Fixed for 1.0.6.2 with: https://github.com/EpochModTeam/DayZ-Epoch/commit/09b376c58495a86a0844c9b1f89cf94fc346b7f6
  7. This should be resolved for 1.0.6.2 with this: https://github.com/EpochModTeam/DayZ-Epoch/commit/88f7687bec518a996e54ad5e274ae948498d4844 If you still get the problem after the patch then please open an issue on the git.
  8. You are using an outdated version of WAI that has many old weapon and item classnames that do not exist anymore, so you will get lots of errors. I updated WAI for 106+ and submitted the pull request to @f3cuk. If you are going to use WAI you should use this repo until he merges it: https://github.com/ebayShopper/WICKED-AI
  9. In the new version of infistar setDamage and setHit are used extensively to script kill the player. I just noticed this will cause the double death problem because player_death kills them again with setDamage after they have already respawned. In player_death change this line: *see below* That should fix the problem for now. That was an oversight on my part. I never noticed this before because we do not use setDamage or setHit to script kill players anywhere in the stock Epoch files. Let me know if that resolves it and I'll commit the change for 1.0.6.2. @juandayz you are using setHit in your script so you will see the same problem. Change _player setHit["body",1]; to [player,'suicide'] call player_death; or make the change I mentioned above.
  10. Check if any other scripts you are using, like a suicide script, have setDamage or setHit in combination with a call to player_death. SetDamage or setHit to script kill players should never be used in conjunction with a call to player_death. Use one or the other but not both. If you are unsure always start with a completely stock test server with no third party scripts installed, then add them back one by one until you find the source of the problem. In our thorough testing of death messages this does not happen on a stock server.
  11. @nova See my post here:
  12. The first number is the chance from 0-100%. In your example 5 corresponds to 5% chance. The last two numbers are the min and max (random value between these is chosen) for how many items will spawn in a container like a loot pile. You only need to include these when using the Loot_CONTAINER or Loot_PILE types. https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/CfgLoot/LootDefines.hpp#L43-L48
  13. @harcosgoogle You can skip a screen by hitting the escape key. @Rifer The _newObject variable undefined in server_playerDied means you either have an error in that function or you are sending PVDZ_plr_Death with less than three parameters. It should contain ten: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/player_death.sqf#L73
  14. Purchased vehicles being destroyed by the "Killing a hacker" check when server FPS is low is a known issue. The problem is server_publishVehicle3 uses spawn, so it can be suspended mid execution by the scheduler immediately after the createVehicle and before the add to dayz_serverObjectMonitor. Wrapping this important part of the script in call {}; will make sure it is not suspended. I haven't committed this change to 1.0.6.2 yet. I'll update this post when it's done, or just keep an eye on the git.
  15. https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/CfgLoot/README.txt