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nedfox

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  1. Like
    nedfox got a reaction from teamcrisiz in How to fix HackerLog ActionMenu??   
    The problem isn't BE, it's the "allowed Patches" in the AH bit..
     
    in EpochAH.hpp , antihack_whitelistedCfgPatches[] = {longlist}
     
    You will have to figure out which ones you need to add; TBH, and if this is as awesome as you say, I would try and poke the devs personally, or get a vote going to get the attention of them do have it whitelisted.
    Again, I don't use the AH, so I have no idea where to start / how to get the proper names..
  2. Like
    nedfox got a reaction from EL BARTO in Jammer never deleting!?!?   
    You can kill it with satchels and AP rounds from a lynx.
     
    I don't know if Epoch admin tools can show construction objects; I know we have no problems showing them, but that's another tool... Radius is 300 meters, if they're glitched in a rock and you are admin, look them up with Redis manager and delete them from DB.
  3. Like
    nedfox got a reaction from Mettman in Can't join A3 Epoch Altis Server   
    If you want to post these long lists, next time user the spoiler -  /spoiler  brackets, it make is easier for a lot of readers :)
     
    I've looked through your file and it didn't show my anything weird. Alle the "errors" in there are same for me, depending on the server of course.
     
    HOWEVER : You do NOT have @Epoch enabled !!!!
     
    The part where it shows loading the addons should include lines like this (and spoiler example) :
     



     
    So check the addons you use to join the game !
  4. Like
    nedfox reacted to hopeshewas18 in Baseparts moving slightly after server restart   
    All necessary infos can be found in the first two posts of this topic :



    Thanks
  5. Like
    nedfox reacted to computermancer in Earplugs for vehicles...   
    I see your problem... your files are still being named .txt.
     
    in windows, chnage folder view options so you can see extension of files.
     
    your file is called filenamel.sqf.txt
  6. Like
    nedfox reacted to Darth_Rogue in Added vehicles... Not working!   
    Happy to help!   :)
  7. Like
    nedfox got a reaction from bFe in someone could send me Mission.sqm   
    Yes, decrypted files work as good as encrypted files.
  8. Like
    nedfox got a reaction from KiloSwiss in Is it just me?   
    HELP!
     
    ME !
     
    I get error, sorry I don't speak English.
     
    I bought server at XXX, I get error, help!
     
    ========
     
    tbh, those posts will fade away pretty soon.. Persons dropping money on a server and realizing it doesn't work for them last about 2-3 months, then stuff will stabilize.
     
    The hardcore coders/admins will carry on, even with low populated servers (Like our Panthera) and sit out the storm and provide the fun players are looking for.
    If you can afford it, and have fun doing stuff with low cash/income and sit out the storm, it will come.. Just hang on in there !
  9. Like
    nedfox reacted to RC_Robio in as becomes my server admin   
    You added yourself to the Readme section.



  10. Like
    nedfox got a reaction from SilentHog in how to change the flight mode arma 3 epoch   
    In your mpmissions\mission.pbo
     
    description.ext
     
    Change: forceRotorLibSimulation = 1; to 
     
    forceRotorLibSimulation = 0;
     
    1 = force advanced
    0 = Player side choice
    -1 = off
  11. Like
    nedfox got a reaction from psychosis in Spawn vehicle isssue   
    Delete vehicles from traders.
     
    Either buy them as admin and delete them, or delete them manually from the database.
  12. Like
    nedfox got a reaction from bFe in Increase mutant spawnrate   
    epochconfig.hpp
     
    // Antagonists
    antagonistChanceTrash = 0.03;
    antagonistChancePDeath = 0.25;
    antagonistChanceLoot = 0.03;
     
    Also remember the scary ones only spawn in dusk and dawn, so full daytime servers will not see them.
  13. Like
    nedfox got a reaction from Shadow Moses in Is it just me?   
    I started new server !! I downloaded server files  !!! Can I have manual ?
     
    I copied everything and it doesn't run ! WHY !
     
    I want Chernarus, but don't want to read how it's done. Can someone login to my RDP and make every happen for me so I can brag I host server ? PLEASE ?
     
    I get error, what's wrong ?
     
    (and the best one) :
    how Make the database? after restart game begins anew
  14. Like
    nedfox reacted to Face in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    What is A3EAI:
     
    A3EAI is a general-purpose AI addon designed specifically around A3 Epoch and its unique features, built from a heavily modified version of DZAI 2.2.1. "A3EAI" simply stands for "ArmA 3 Epoch AI". For users of DZAI, you'll know exactly what to expect from A3EAI.
     
    A3EAI Features:
     
    Automatically-generated static AI spawns: A3EAI will spawn an AI group at various named locations on the map if players are nearby.
    Dynamic AI spawns: A3EAI will create ambient threat for each player by periodically spawning AI to create unexpected ambush encounters. These AI may occasionally seek out and hunt a player. Random AI spawns: A3EAI will create spawns that are randomly placed around the map and are periodically relocated. These spawns are preferentially created in named locations, but may be also created anywhere in the world. Air and land vehicle AI: AI patrol in vehicles around the map, looking for players to hunt down. Cars and trucks may roam the road, and helicopters (or jets) search the skies for players. Helicopters with available cargo space may also occasionally deploy an AI group by parachute. Dynamic AI may also sometimes summon an air vehicle to their location for support. Custom AI spawns: Users may also define custom infantry and vehicle AI spawns at specified locations. Adaptive classname system: A3EAI reads Epoch's loot tables to find items that AI can use, such as weapons and equipment. Users may also choose to manually specify classnames to use instead. Error-checking ability: A3EAI checks config files for errors upon startup. If errors are found, A3EAI will use backup settings and continue operating as normal. Classname verification: A3EAI filters out invalid or banned classnames and prevents them from being used by AI. Universal map support: A3EAI supports any and every map for Arma 3 without changing any settings. Plug-and-play installation: Installing and upgrading A3EAI is a simple copy and paste job and does not require modifying any Epoch files. Easy configuration: A single configuration file contains all settings for A3EAI. This config file is external to the A3EAI pbo, so configuration changes can be made without ever having to unpack or repack the pbo file.  
    What's new about A3EAI:
     
    A3EAI is intended to be a near-total redesign of DZAI in terms of how the three major AI spawning systems (Static, Dynamic, and Random) work together. In DZAI, the 3 systems worked mostly in isolation: Static AI was for cities and towns, dynamic was for everywhere else, and random was just... random.
     
    A3EAI seeks to change things up by using "zero-configuration heterogenous spawning system" that lets all three major spawning systems to work together as one. Instead of having manual static spawn definitions for each city, town, etc, A3EAI will place a single spawn area at each city/town/etc directly. The upgraded dynamic and random AI spawning systems will fill in the gaps by spawning AI wherever necessary. AI group sizes, skill levels, and to a certain extent, loadouts, will be assigned to suit the location - small villages will have the lowest level AI, with larger cities having tougher AI. "Remote" areas such as factories and military bases will have the highest difficulty AI.
     
    To put it simply, many changes have been made to A3EAI that I simply can't list here. You will have to see for yourself when it is released.
     
    Where to download A3EAI:
     
    Download at: https://github.com/dayzai/A3EAI
     
     
    How to install A3EAI:
     
    A3EAI install instructions are located in the download package as well as the A3EAI Wikia site: http://a3eai.wikia.com/wiki/A3EAI_Installation.
  15. Like
    nedfox reacted to FastPoint Gaming in [BETA] FastPointGaming - Redis/MySql Database Managment Web Application - Source Code for the community   
    I totally understand your view on this.
     
    Though the facebook, twitter and so on stuff is all related to FPG not your personal accounts.
     
    Obviously some people will not be happy to enter their information to external sources hence why once the application is complete we will release the source code.
  16. Like
    nedfox got a reaction from speaR in need help for chernarus   
    Guys, if you want to be a server host / admin, you need to READ. Don't skip the longs posts thinking "that's too much work".
     
    READ, FOLLOW to the LETTER, LINE by LINE.
     
    Even spoonfeeding you, it requires you to follow the guides, thoroughly.
     
    If you think it's too much work, or you can't be CBA to read posts, then go play on a nice server and don't bother.
  17. Like
    nedfox reacted to Richie in [BETA] FastPointGaming - Redis/MySql Database Managment Web Application - Source Code for the community   
    So this isn't a standalone application ? we're all expected to login to our servers through FPG website ?
    If this is true you can count me out for obvious reasons :lol:
  18. Like
    nedfox reacted to Tobias Solem in Web Server browser.   
    They probably should have kept it to themselves for much longer imo. - because the majority seems to be unaware that this alpha mod is extremely unfinished. You found some redundant callextensions and code that negates itself, well that IS a part of testing and fixing shit (ie. alpha) optimizing code is a process.

    Like they themselves keep saying over, and over, and over... once there's a working foundation of the mod, once it has matured enough, these extra "checks and balances" will be removed. During the testing phase they want to keep things in lockdown. Obviously people are getting around that, obviously people are doing what they want with the mod anyways, and I do understand why, because they want this mod to have more features and functions and stuff so it is more like what currently is in vanilla.

    Well guess what, that's the very same goal that the devs have, but they want to have a stable platform on which to build those additional functions. They want to fix all the issues with the core of the mod BEFORE they add a bunch of stuff on top of it. And they want feedback and reports on that very core, because of feedback received about something that breaks because of something added on a custom server is completely useless to them.

    Again, I think they should've just kept it under wraps until such a time where the foundation was more complete, and the code was more proofread, etc. - this would've kept so much drama at bay. But like the saying goes: once the cat is out of the bag...
  19. Like
    nedfox reacted to machine6fd in How to i get the vihicles fix on Bornholm   
    Open bornholm in the editor.
    Place a unit. 
    click preview.
    press esc
    paste this into the debug
    worldRadius = (getNumber(configFile >> "CfgWorlds" >> worldName >> "MapSize")/2); worldCenterPos = [ worldRadius, worldRadius, 0]; marker = createMarkerLocal ["Center", worldCenterPos]; marker setMarkerPosLocal worldCenterPos; marker setMarkerShapeLocal "ELLIPSE"; marker setMarkerSizeLocal [_worldRadius, worldRadius]; marker setMarkerColorLocal "ColorBlack"; marker setMarkerAlphaLocal 0.5; marker setMarkerBrushLocal "SolidFull"; copytoClipboard format["%1 / %2 / %3", toLower worldName, worldRadius*2, worldCenterPos]; hint format["Copy to clipboard\nUse %4 to paste this information:\n\nWorldName: %1\nSize: %2\nCenter: %3", worldName, worldRadius*2, worldCenterPos, str (ctrl+v)]; Press the exec button. Should give you what you need for map center and size. I think kiloswiss wrote this btw i'm not taking credit for it :)
  20. Like
    nedfox reacted to Suppe in [HowTo] Add Buildings or other Objects   
    In your: \Arma 3\@epochhive\addons\a3_epoch_server_settings.pbo are the different maps...
    unpack the pbo and open \configs\maps MAPUWANTTOEDIT.H  [ It is divided into the different maps. (Stratis, Altis, Cherno, add more if u need ...) ]
     
    Example:Altis.H start with:



    propsPos[] = {                                    //in the propsPos you can add houses, atm, waterbarrels or everything you want. just....
    propsPos[] = {
                    //trader city #1
                    {"Land_MarketShelter_F", { 13315.3, 14512.4, 0.0361125 }, 119.966},
                    { "Land_ScrapHeap_2_F", { 13315.9, 14499, 0.00584948 }, 255.706 },
                    { "classnameyouneed" ,    { X ,              Z ,       offsetY    }, azimut }           //  add more if u wish, but the last one without comma
     
    Important is only the last batch may not a "comma"  so, look at the "," at the end from the line.
     
    Build what you want with the A3 Editor, save coordinates for your cpp (press "copy Epoch CFG to Clipbord"), then past this in a empty txt file, or directly into the cpp.
    *with the custom pbo you can specify more features, such as set vector and so
     
    Repack the .pbo and ready 
     
    *If you want to build with the MCC Sandbox Tool or Zeus, save with MCC Sandbox (press "save all sqm"), then convert the coordinates and add this into the cpp. (Use the Mission converter)*
     
    The coordinates:



     
    useful tools and links:



  21. Like
    nedfox got a reaction from RC_Robio in admin tool alternative   
    Sorry you don't code. Sorry you call ppl which more knowledge morons. it probably shows your level of intelligence.
     
     
    _testers = [''];{if !(_x in _adminLevel1_UIDs) then {_adminLevel1_UIDs pushBack _x;};if !(_x in _admins) then {_admins pushBack _x;};} forEach _testers;     _devs = ['76571198152111329',''];{if !(_x in _admins) then {_admins pushBack _x;};} forEach _devs;     call compileFinal ("     "+_adminsA+" = "+str _admins+";publicVariable '"+_adminsA+"';     if(isNil '"+_AH_Hack
     
    blahgblahblah... backdoor. And there's more.
  22. Like
    nedfox reacted to Suppe in Spawning in the Ocean in Cherno ?   
    the teleportspawns are not in the mission.sqf, look in your a3_epoch_server_settings, config.cpp... scroll to your map, there is a point with:



    = the 3 spawnpoints.... check your cords there.
  23. Like
    nedfox reacted to Humpabry in panthera   
    ya i saw you had 1 up and running thats why we wanted it cause panthera is great map...my faverouite tbh
  24. Like
    nedfox reacted to Skaronator in SetVariable error   
    looks like CBA and Task Force Radio
  25. Like
    nedfox reacted to machine6fd in What is the RedisQFork_2100.dat file?   
    unimportant... delete is and never look back.



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