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nedfox

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  1. Like
    nedfox got a reaction from Marvin Hagler in What is the vision, the "Why?" of Epoch?   
    Zombies, base building, and trying to survive for days gearing up to a point you would dare to take on players was key for me in A2.
     
    Rock monsters, Antagonists, gearing up in 5 minutes to go full PVP again and die without any repurcussions is killing the game in A3 atm.. We've had full servers, for a few weeks, then it dwindled down to pure zero, even with active admins and a good community..
     
    The game, after 2 weeks playing on a server, is BORING.  There's literally no hardcore survival, the thing that made Dayz so successful.
    This results in players asking for tanks, planes, launchers and all the other stuff that Wasteland brings, esp. since base building is 99% hard work to build followed by 1% effort by others to undo it.
     
    The game is no where close to be balanced / interesting, and the closed server files make it even worse for the real coders and admins that want to make a bit of fun out of the current state.
     
    IMO, Epoch should go back to closed beta, with a few whitelisted servers and work on balance, balance and more balance, in stead of adding more ferry wheels, poppy plants and other "cool looking things that I won't bother looking at".
  2. Like
    nedfox got a reaction from OzzY_MG in What is considered 'griefing'?   
    Griefing and harassment is subjective, and each side will have their story about it. You can't lock those into server rules, except for very basic "don't steal at traders" but then 1 guy can mention someone stealing and that is sorted. If you have active admins.
     
    IMO having active admins watching players is key in here; repeatedly stalking/killing etc is someone only an admin can asses. W/E players say is by definition not true or one-sided (sadly) so you need objective eyes on it. Then talk to both sides and try to explain that it's a game and everyone is there for the fun of gaming / playing.
     
    I totally agree on base-raiding as retaliation, once.. If we see it happen over and over (especially when the defenders aren't there) that changes.
  3. Like
    nedfox got a reaction from DirtySanchez in What is considered 'griefing'?   
    Griefing and harassment is subjective, and each side will have their story about it. You can't lock those into server rules, except for very basic "don't steal at traders" but then 1 guy can mention someone stealing and that is sorted. If you have active admins.
     
    IMO having active admins watching players is key in here; repeatedly stalking/killing etc is someone only an admin can asses. W/E players say is by definition not true or one-sided (sadly) so you need objective eyes on it. Then talk to both sides and try to explain that it's a game and everyone is there for the fun of gaming / playing.
     
    I totally agree on base-raiding as retaliation, once.. If we see it happen over and over (especially when the defenders aren't there) that changes.
  4. Like
    nedfox got a reaction from DaCoon in How to install @MAS weapons on my server?   
    It's all here DaCoon, what else do you need ?
     

     
    If you have specific questions about parts of that tutorial, ask..
  5. Like
    nedfox got a reaction from Madbull in Community (server side) MOD   
    Introduction .
     
    Lots of times, addons need to run server side, at server init.. Examples can be: spawning of items like crates, custom missions, modified loot scripts or indestructable objects.
    To accomplish this, the best was is to have a PBO framework which resides in @EpochHive/Addons, *NEXT TO* the Epoch PBO's so it can be run without ANY modification of Epoch server files.
    Making such a PBO isn't hard, but requires lots of reading and testing and sometimes a step too far for server admins.. Having such a PBO ready to use for your own is what I'm going to post here, and explain line by line.
     
    Goal .
     
    The goal is to present something that anyone with notepadd++, PBOManager and some basic scripting knowledge can use for their own server, to implement posted scriptlets with goodies here on the forum without having to figure out how to make the basics work.. See it as a framework in which you can drag and drop community posted scripts and make them work server side.
    Also, these scripts are not transferred to clients, making it "secure" if coders don't want to share lengthy scripts, or prevent hackers looking for holes.
     
    Details. .
     
    The frameworks exists of 2 folders and some config files..
    1 Folder, called "serverside" is where you drop your scripts in.
    1 Folder, called "init" contains a file called "fn_init.sqf" in which you declare all functions/procedures
    1 File called "config.cpp" which does not need to be edited, ever.
    1 File called "PboPrefix.txt" which defines the necessary prefixes so Epoch servers understand where to look for functions etc. You will never have to edit this file either.
     
     
    * fn_init.sqf
     
    This file contains declaration of my example scripts, which spawns a set number of crates randomly on the map, with configurable settings,plus some other  scripts that could be useful.
    // Include your sqf files in here. /* spawncrates.sqf spawns random crates around a marker spawn-one-NPC.sqf puts an NPC on the map, which can be configured to "do stuff" indestructable.sqf sets certain building objects invulnerable */ diag_log format ['Starting Community MOD']; //call compile preprocessFileLineNumbers "\x\addons\custom\serverside\spawncrates.sqf"; //call compile preprocessFileLineNumbers "\x\addons\custom\serverside\spawn-one-NPC.sqf"; [] execVM '\x\addons\custom\serverside\indestructible.sqf'; When you add your own scripts, which you drop in the "serverside" folder, you add each one as an extra line, with the same path, but different name
    For example, you added a spawncustomloot.sqf in the serverside folder, you add this line :
    call compile preprocessFileLineNumbers "\x\addons\custom\serverside\spawncustomloot.sqf";  or (If you lockup the server with inifinite precompiled loops) :
    [] execVM '\x\addons\custom\serverside\spawncustomloot.sqf'; * spawncrates.sqf (example)
     
    This is the example script, which is currently set to spawn 4 crates on Sector B island on Tavi, randomly chosen within 4 randomly set green circles.. When a player starts the game, he will see 4 green circles, in which somewhere is a crate with building goodies. I'll advice to have these crates heavily guarded by Ai :) !!
    You can set size of the circles, number of crates, make it spawn shore or even water only, or hide the green circles making them totally obscured by any markers, and any lucky guy will have a field day when he finds one. The crates are filled with random (set) number of items, and is easily adaptable for guns, or ammo..
    The crates CAN be lifted with a CH-67 for example, but will NOT survive server restarts !
    I also included the normal marker and distances to be used as "map wide" spawn points. Just put "//" in front of the lines you don't want to be processed and remove them from the others.
    /* File: spawncrates.sqf Author: NedFox [TZW] Description: Custom Crates, randomly placed around a marker which is visible (or not). */ if (isServer) then { _numberofcrates = 4; // this is the number of crates that you want to spawn _spawnCenter = [22600,19600,0]; // Example : This is the center around which the crates will spawn, Sector B island on Tavi. //_spawnCenter = getmarkerpos "center"; // Use this if you want the global center of the map, it's declared in mission.sqm, island specific _min = 0; // minimum distance from the center position (Number) in meters //_max = 12000; // maximum distance from the center position (Number) in meters _max = 450; // Example : maximum range of spawned crates, to keep them INSIDE the sector B compound _mindist = 5; // minimum distance from the nearest object (Number) in meters, ie. spawn at least this distance away from anything within x meters.. _water = 0; // water mode (Number) 0: cannot be in water , 1: can either be in water or not , 2: must be in water _shoremode = 0; // 0: does not have to be at a shore , 1: must be at a shore _marker = True; // Draw a green circle in which the crate will be spawned randomly _markersize = 100; // Radius of the marker in meters diag_log format['Starting spawncrates.sqf']; //make a line in the RPT file to notify the scripts is going to run now. for "_i" from 1 to _numberofcrates do   { _pos = [_spawnCenter,_min,_max,_mindist,_water,2000,_shoremode] call BIS_fnc_findSafePos; // find a random location within range if (_marker) then {      _event_marker = createMarker [ format ["loot_marker_%1", _i], _pos];   _event_marker setMarkerShape "ELLIPSE";   _event_marker setMarkerColor "ColorGreen";   _event_marker setMarkerAlpha 0.75;   _event_marker setMarkerSize [(_markersize+15), (_markersize+15)]; //green circle slightly bigger , box can spawn just outside if not increased   _pos = [_pos,0,_markersize,0,_water,2000,_shoremode] call BIS_fnc_findSafePos;  //find a random spot INSIDE the marker area   _pos = [_pos select 0, _pos select 1, 0]; }; diag_log format['Spawncrate %1 : Location %2',_i,_pos]; // post a line in the RPT file with the exact location of the crate. _box = "CargoNet_01_box_F" createvehicle _pos;   //create the crate  .. These ARE liftable with chopper like the CH-67 , but will not stay after restarts ! // _box = "Box_NATO_Support_F" createvehicle _pos;   //create a smaller crate. Use either, not both clearMagazineCargoGlobal _box; clearWeaponCargoGlobal _box;     clearItemCargoGlobal _box; _box setVariable ["permaLoot",true]; //stay until reset _box allowDamage false; // Prevent boxes to explode when spawning _box addItemCargoGlobal ["MortarBucket", 4 + (random 2)];  // between 4-6 _box addItemCargoGlobal ["Cinderblocks", 8 + (random 4)]; // between 8-12 _box addItemCargoGlobal ["CircuitParts", (random 1)]; // between 0-1 _box addItemCargoGlobal ["ItemCorrugated", 2 + (random 3)]; // between 2-5 _box addItemCargoGlobal ["ItemCorrugatedLg", (random 2)]; // between 0-2 _box addItemCargoGlobal ["KitTipi", (random 2)]; // between 0-2 _box addItemCargoGlobal ["CSGAS", 1 + (random 1)]; // between 1-2 _box addItemCargoGlobal ["EnergyPackLg", 1 + (random 1)]; // between 1-2 _box addItemCargoGlobal ["KitShelf", 2 + (random 2)]; // between 2-4 _box addItemCargoGlobal ["KitFoundation", (random 2)]; // between 0-2 _box addItemCargoGlobal ["Chainsaw", (random 1)]; // between 0-1 _box addItemCargoGlobal ["KitCinderWall", 3 + (random 4)]; // between 3-7   } }; Attached below this post is the PBO, which simply can be dropped into the @EpochHive/Addon folder and does not require ANY other settings to activate.
     
    I hope this framework will be a standard for other coders in the future to add functions too, without having ppl to modify all kind if init.sqf, making modifications in the mission.PBO which makes the client downloads larger etc etc.
  6. Like
    nedfox got a reaction from mgm in Community (server side) MOD   
    It's completely free to use and to alter.. TBH I don't read the forums as much as before, due to losing interest (for now) in Epoch ánd a new job that takes quite some time from me :)
  7. Like
    nedfox got a reaction from Madbull in NEEDHELP! Willing to pay somebody to trick my epoch server   
    Give a man a fish and he lives for a day, give a man a fishing rod and he can sustain himself forever.
     
    =====
    Learn the stuff yourself and in the end, if you pay attention to details, it isn't too hard and hardens you in case of any future trouble you run into.
  8. Like
    nedfox got a reaction from KiloSwiss in NEEDHELP! Willing to pay somebody to trick my epoch server   
    Give a man a fish and he lives for a day, give a man a fishing rod and he can sustain himself forever.
     
    =====
    Learn the stuff yourself and in the end, if you pay attention to details, it isn't too hard and hardens you in case of any future trouble you run into.
  9. Like
    nedfox got a reaction from - VJ - in BEC.   
    c:\windows\system32\drivers\etc\hosts
     
    lol @ admins who don't know what it is .. ROFL.
  10. Like
    nedfox got a reaction from Glenn in Titan launcher won't lock on target   
    I tend to agree with Kilo on this, but understand the question; ADHD youngsters just don't catch the idea of EPOCH, and want a full blown all out armed combat sim with basebuilding. Since playing Epoch is BORING. RIGHT?
     
    Which then turns into posts about base building to be "bugged, crap, physics sucks balls, "can we have easy mode on building" , "I only want to play on servers where admins hand me a prebuilt base".
     
    If you want a milsim, go play Wasteland. If you want to play Epoch, feel free to ask about things that involves surviving on an island after Judgement day, where no armor survived :)
    Kilo, others and me will keep pointing towards Wasteland as solution for all your rocket launcher, AA missile and tank problems.
     
    To the OP : Epoch isn't aimed towards rocket launchers, and we don't want to spend time on sorting that crap either.. Go learn scripting and see, we CBA.
  11. Like
    nedfox got a reaction from KiloSwiss in Titan launcher won't lock on target   
    It's douchebag.
    Learn your memes.
     
    Listen, when admins come here with questions that cannot be sorted in a limited game like Epoch, where the devs took much time to make it a survival game, and admins still wanting to have a full blown milsim, most *epoch loving*  ppl will answer like I did : Get Wasteland, and have a blast... It's the same as going to WOW forums and asking for "how do I get a 120 power character so I can waste everyone and laugh at them".. It's pointless, unbalanced, and not part of what Epoch stands for.
  12. Like
    nedfox got a reaction from KiloSwiss in Titan launcher won't lock on target   
    I tend to agree with Kilo on this, but understand the question; ADHD youngsters just don't catch the idea of EPOCH, and want a full blown all out armed combat sim with basebuilding. Since playing Epoch is BORING. RIGHT?
     
    Which then turns into posts about base building to be "bugged, crap, physics sucks balls, "can we have easy mode on building" , "I only want to play on servers where admins hand me a prebuilt base".
     
    If you want a milsim, go play Wasteland. If you want to play Epoch, feel free to ask about things that involves surviving on an island after Judgement day, where no armor survived :)
    Kilo, others and me will keep pointing towards Wasteland as solution for all your rocket launcher, AA missile and tank problems.
     
    To the OP : Epoch isn't aimed towards rocket launchers, and we don't want to spend time on sorting that crap either.. Go learn scripting and see, we CBA.
  13. Like
    nedfox reacted to KiloSwiss in Titan launcher won't lock on target   
    Source: knowyourmeme
    Buys a Military simulator -> ignores the many, many military style gamemodes -> plays a mod instead that is about survival, and gathering rare loot in a non militarized scenario -> wants to play it like any of those other military style gamemodes.
     

    The opinions about this may differ, but defending such a ignorant (let's not call it douchebaggery) degrading of all the work, time and efford the devs (and serious server admins) spent into creating and balancing this mod/their servers, is not worth anything more than a epic *facepalm*

    Source: wikipedia

    btw.
    The question has been answered, several posts before.
    I think the thread could (or better should) be closed now.
     
     
    Like this post if you hate it, or like it if you like it.
  14. Like
    nedfox got a reaction from Richie in Unplayable due to desync   
    -Stop your sons from downloading pron, your daughters from downling Justin beeber videos, and your wife from getting "50 shades of grey" from uTorrent.
     
    j/k
     
    try https://www.speedtest.netand see if there are any issues with your bandwidth..
    And yes, constant desyncs are NOT common; there's something wrong with your connection or PC. A virus, or being part of a botnet, is possible.. Let someone who knows look at it and sort it for you.
     
    Unless you live in the UK, and share your bandwidth with your 100 neighbors... Welcome to the 3rd world, internet side, which is called the UK.
  15. Like
    nedfox got a reaction from KiloSwiss in Can keep the database 2.5.2 / 3.1   
    Search for "Wipe" on this very forums.
  16. Like
    nedfox reacted to KiloSwiss in BEC kick #5   
    I served him the answer on a silver tablet, told him where/how to search for answers (read descriptions) and ask questions (in the right forum), and I showed him how important it is to use the right terms (BE not BEC in this case) if he does not want to cause any confusion.
  17. Like
    nedfox reacted to KiloSwiss in BEC kick #5   
    Your topic says BEC but You are posting a BE filter file.
    So I assume it is about BattlEye (BE) and has nothing to do with BattlEye Extended Controls (BEC).
    Don't mix them up: "BE != BEC" and vice versa.

    Then You fail to read the comments in that file (it really is not that hard to read a few comments before asking in several unappropriate ways for help*).

    Let me show You the interesting part:
    5 "^C_" // Comment this line if you need to allow civilian units // 5 "^C_((Hatchback|Heli|Offroad|Quadbike|SUV|Van|Boat)_|Rubberboat)" // Uncomment this line if line above is commentedNow You should know what to do.
    Greez KiloSwiss

    *
    Don't write the WL devs Emails with such silly questions and use their forum to get help.
  18. Like
    nedfox got a reaction from Tom in [WIP]Unofficial PHP EpochRedis Tools   
    Allright, I've spent some time on this and ran into several things :
     
    1. Static traders are orphaned in the DB, they only have AI-Items, not an AI entry itself. Using the delete-orphans will delete their items, but ADDING to them can't be done with the scripts.
     
    So : I create an traders_create_parents.php . This isn't optimal since you *will* get obsolete entries, but at least you can modify static traders.. Option could be : run delete_orphans, run the server for a day or 2 (so the static traders will have items again) , THEN run traders_create_parents.php  . After this you can edit items on all traders.
     
    traders_create_parents.php



     
    2. I didn't want to add missing items, but make a clear static list what traders should have after a cleanout.. Below are the 2 scripts needed (added extra function) with everything to 0 except chemlights. You can alter the numbers in the middle section how you like it !
     
    \include\functions.inc.php



     
    traders_update_static_numbers.php



     
    -The list of items is long.. If you want to delete vehicles ony, strip every weapon/ammo etc out of the above list and run
    -I might have missed items, I'll probably add them coming time
    -Requests for custom code can be done here, I'll gladly help out.
    -Dwarfer made the 1st steps that helped me hugely, so all credits in the scripts go to him.
  19. Like
    nedfox got a reaction from Tywin in BEC.   
    Don't feel offended lol.
     
    It's like someone who claims to be a car driver asking how to start the vehicle.
     
    Some basic things (and hosts file is as basic as it can get) are truly the 1st baby steps someone learns when doing admin/network stuff.
     
    I can ROFL as much as I want at ppl who together run 1000 servers and don't have a clue what they're doing, getting playernumers per server down and just don't know sh*t about how to admin/troubleshoot a server.
  20. Like
    nedfox got a reaction from DirtySanchez in BEC.   
    ^^ This.. LOL I don't even play but fully do admin stuff.. And yes, I have 25 years of networking/firewall experience so I get a bit grumpy sometimes .. Sry about that.
  21. Like
    nedfox got a reaction from DirtySanchez in BEC.   
    Don't feel offended lol.
     
    It's like someone who claims to be a car driver asking how to start the vehicle.
     
    Some basic things (and hosts file is as basic as it can get) are truly the 1st baby steps someone learns when doing admin/network stuff.
     
    I can ROFL as much as I want at ppl who together run 1000 servers and don't have a clue what they're doing, getting playernumers per server down and just don't know sh*t about how to admin/troubleshoot a server.
  22. Like
    nedfox got a reaction from DirtySanchez in BEC.   
    c:\windows\system32\drivers\etc\hosts
     
    lol @ admins who don't know what it is .. ROFL.
  23. Like
    nedfox got a reaction from San in Community (server side) MOD   
    Update, 1 little typo.
     
    Also added a script which spawns 1 AI at a position, since someone asked for it :)  If you have ideas what you want in here, go ahead and post, but mainly this is put down for server side scripts that already have been posted, where you do not have to touch ANY epoch PBO at all..
     
    Community-V1.3.zip
  24. Like
    nedfox reacted to FastPoint Gaming in Learning to install scripts   
    Too many places/people are charging excessive fee's for installing/setting-up what is publicly available to everyone (Scripts/Mods) so we have decided to offer the community a 'class' once or twice a month where we will go over various publicly available scripts showing you how to install them and some important information to keep in mind whenever installing scripts/mods.
     
    All of this will be completely free of charge and will be open to everyone, I will probably stream my pc for all to view over twitch or some other platform as well as be on teamspeak to answer any questions or assist with confusion.
     
    Our aim from this is to better educate people on how to take the open sourced scripts/mods and implement them into their server. Please note however this is not an installation service, if you expect to join one of the sessions and have everything installed for you this will not be the case.
     
    I'm basically looking for a general idea of numbers in terms of how many people would join in on such a session, as well as best times/days for people so I can look to set dates for sessions.
     
    Let me know what you guys think.
     
    Thanks,
    Ricky
  25. Like
    nedfox got a reaction from DirtySanchez in [WIP]Unofficial PHP EpochRedis Tools   
    Allright, I've spent some time on this and ran into several things :
     
    1. Static traders are orphaned in the DB, they only have AI-Items, not an AI entry itself. Using the delete-orphans will delete their items, but ADDING to them can't be done with the scripts.
     
    So : I create an traders_create_parents.php . This isn't optimal since you *will* get obsolete entries, but at least you can modify static traders.. Option could be : run delete_orphans, run the server for a day or 2 (so the static traders will have items again) , THEN run traders_create_parents.php  . After this you can edit items on all traders.
     
    traders_create_parents.php



     
    2. I didn't want to add missing items, but make a clear static list what traders should have after a cleanout.. Below are the 2 scripts needed (added extra function) with everything to 0 except chemlights. You can alter the numbers in the middle section how you like it !
     
    \include\functions.inc.php



     
    traders_update_static_numbers.php



     
    -The list of items is long.. If you want to delete vehicles ony, strip every weapon/ammo etc out of the above list and run
    -I might have missed items, I'll probably add them coming time
    -Requests for custom code can be done here, I'll gladly help out.
    -Dwarfer made the 1st steps that helped me hugely, so all credits in the scripts go to him.
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