Jump to content

Nekuan

Member
  • Posts

    444
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Nekuan reacted to Ped in Server Admins - Share your tales of crazy/interesting/funny players and their antics.   
    I don't mean to be rude nor post off topic, but as you're made this public I figure why not.
     
    You're one of these admin who use hac...err "antihacks" to your own advantage. In other words, you don't play the game legit. That's all and fine but it's destructive to the game in general and obnoxious to players who have to work to actually build stuff. You might feel you are being helpful but you are absolutely not. You're showing off and if you are giving stuff to players, like free buildings, you're establishing an expectation.
     
    Either way, you spawned the box without any discussion with the guy. At no point did you mention saying to him not to take anything out of the box. Yet you call him a thief? I'm not sure how you consider him a thief. Had he taken something he was told not to take...that would make him a thief. No, you spawned a huge box of goodness in front of him with zero instructions. Of course he's going to take stuff out of the box!
     
    Instead of talking to him and showing the player a modicum of respect, you abuse your admin powers to harass and bully him.
     
    You should post your server details so people can know to avoid it.
  2. Like
    Nekuan got a reaction from Fuchs in [EMS] 0.2.6 Epoch Mission System   
    Oh for gods sake the missions are not using DZAI yet...
  3. Like
    Nekuan got a reaction from DY357LX in ClassNames   
    https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/CfgMagazines.hpp
  4. Like
    Nekuan got a reaction from Fuchs in [EMS] 0.2.6 Epoch Mission System   
    If they can't be taken by players then what's the point of having these missions? Delete the particular missions if you don't want the players to have them.
  5. Like
    Nekuan reacted to iFear in [EMS] 0.2.6 Epoch Mission System   
    Look at the SM8.sqf, there are some wrong entries for the weapons.
    from Line 48 - 51 it looks like this:
    tentloot addMagazineCargoGlobal ["MP5A5", 2]; tentloot addMagazineCargoGlobal ["30Rnd_9x19_MP5", 5]; tentloot addMagazineCargoGlobal ["glock17_EP1", 2]; tentloot addMagazineCargoGlobal ["17Rnd_9x19_glock17", 4]; In this case the Weapons are defined for the Magazine/Item-Slot, but the MP5 and Glock has to be defined for Weapon-Slot.
    So change it to this:
    tentloot addWeaponCargoGlobal["MP5A5", 2]; tentloot addMagazineCargoGlobal ["30Rnd_9x19_MP5", 5]; tentloot addWeaponCargoGlobal["glock17_EP1", 2]; tentloot addMagazineCargoGlobal ["17Rnd_9x19_glock17", 4]; Another wrong entry in Line 45:
    tentloot addWeaponCargoGlobal ["ItemMatches", 2]; change it to:
    tentloot addWeaponCargoGlobal ["ItemMatchbox_DZE", 2]; maybe this works....?
  6. Like
    Nekuan got a reaction from caboose1 in epoch bunker script   
    :O is that ACE + DayZ? Waaant...
  7. Like
    Nekuan got a reaction from Fuchs in [EMS] Epoch Mission System - Release 0.2.1   
    Not at it's current state but you can make it work by following vy3si's idea from http://dayzepoch.com/forum/index.php?/topic/4762-ammoboxes-like-tkvehiclebox-ep1-in-ai-base-missions-disappearing/ .
    Also what i did was going through all the missions looking which crate doesn't get a sarge variable delievered and is therefore not working with the fix above so i simply added the sarge variable in myself by changing it from
    box = createVehicle ["USLaunchersBox",[(_coords select 0) + 2, (_coords select 1),0],[], 0, "NONE"]; [BOX] execVM "\z\addons\dayz_server\missions\misc\fillConstructionMajor.sqf"; to:
    box = createVehicle ["USLaunchersBox",[(_coords select 0) + 2, (_coords select 1),0],[], 0, "NONE"]; [BOX] execVM "\z\addons\dayz_server\missions\misc\fillConstructionMajor.sqf"; box setVariable ["Sarge",1,true]; not actually sure if it works like this but so far it looks like it ;D
  8. Like
    Nekuan reacted to Poncho in How to make Custom map content [ Tutorial & Ongoing Support ]   
    I have noticed a few map additions with incorrect coding for certain buildings, this simply results in the building you have added not spawning any loot. 
     
     
     
    The problem comes with how most people create these additions, simply by launching dayz through an epoch server via dayz commander will give you a working editor, but some buildings (such as Barracks, Hospitals, and Fire Stations) will not spawn any loot.
     
    This is because of their class names. The default ARMA editor makes most building classnames begin with "Map_" . All buildings of this type will not spawn loot in dayz, this is inherited from the EU_ update to the editor. You may simply read through your code and change all these manually to (for example) "Land_A_Hospital" instead of the original "Map_A_Hospital" to trigger loot spawns within those buildings.
     
     
     
    There is however an easier way for those of you unfamiliar with code, which also adds a few extra items in. This will however remove some options brought by the EU_ update such as being able to place rocks/cliffs e.t.c so it is important to pick when you want to use the editor I am about to show you.
     
    It is called the Jon-C5- Editor Update by (surprisingly enough) Jon-C5-. It is available  here http://www.armaholic.com/page.php?id=5932
     
    To turn your map edits into functioning dayz map additions simply follow the instructions below (If you do not wish to use the Jon-C5-Editor, skip to step 4):
     
    1) Download the zip file linked above.
     
    2) Drag/copy&paste it into your Arma2 Operation Arrowhead folder (where your @dayz and @dayzepoch folder are stored)
     
    3) Launch dayz with the following launch options (set via steam or dayz commander):
    -mod=@Jon_EditorUpdate 4) Once you are in the main menus press ALT+E
     
    5) This will open up the editor click the Chernarus map then click ok.
     
    6) A map view will then pop up, on the right hand side you will see a list of categories:
                - First click 'Centre' then right click on the map, select 'new',  and press ok,
                - Next click 'Group' then right click on the map, slect 'new'. and press ok,
                - Now click 'Unit' then right click on the map, select the unit you want - default may be 'Alsatian' the change from 'non-
                  playable' to 'playable'.
     
    7) You are now ready to start editing. To begin, enter the '3D View' and click on 'Vehicle' (this is where all the buildings are
         listed). Right click on the map and select 'new', The list will then appear.
     
    8) Once you have selected an item, the ALT key will allow you to raise or lower items, with the SHIFT key allowing you to spin it
        around.
     
    9) Once you are happy with the edit, save it (Name it something relative to the edit). Then check your edits, sometimes large
         items may shift from where you placed them.
     
    10) Locate the mission.sqf file, usually in My Documents > Arma 2 > Missions > "Your mission name"
     
    11) Open up the mission.sqf file, you must now make some small edits to allow it to add these items to your server. Example
           Below:
     
     
    Default mission.sqf code example, areas to edit show indicated.
    ----------------------------------------------------------Remove start Here activateAddons [ ]; Replace with: if (isServer) then { activateAddons []; initAmbientLife; ----------------------------------------------------------Remove End Here _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; ------------------------------------------------------------------------------------------ Remove Start Here _this = createCenter west; _center_0 = _this; _group_0 = createGroup _center_0; _unit_2 = objNull; if (true) then { _this = _group_0 createUnit ["GER_Soldier_EP1", [14116.508, 2764.6309, 4.0054321e-005], [], 0, "CAN_COLLIDE"]; _unit_2 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; if (true) then {selectPlayer _this;}; if (true) then {setPlayable _this;}; }; ----------------------------------------------------------------------------------------- Remove End Here _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; ----------------------------------------------------------------------------------------Remove Start Here processInitCommands; runInitScript; Replace with: }; By Mr. Smith e.t.c finishMissionInit; ----------------------------------------------------------------------------------------Remove End Here Edited mission.sqf code example:
    if (isServer) then { _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; }; // By Mr. Smith e.t.c **If the code editing is not done as follows, it will crash your server on start up. Mainly because of the unit spawn (in this example "GER_Soldier_EP1"), follow the instructions for editing the code and it will work fine**
     
     
     
    The Custom Content is now ready for publishing! Here is a quick, safe and guaranteed way to get your [working] edits into your server:
     
    1. Unpack your server.pbo
      2. Create a folder in the root of the server.pbo called: Maps   3. Drag your mapedit.sqf into this folder.   4. In the init folder you will find a file called server_functions.sqf, at the bottom of the file add this line: execVM "\z\addons\dayz_server\Maps\mapedit.sqf"; NOTE**:  Be sure to change the mapedit.sqf to whatever it is you have named your file, and that it corresponds with the execVM in your server_functions.sqf
     
     
    Phew... A long ass post, but it's pretty comprehensive. Still any questions just let me know.
     
     
    Hope this helped! :)
     
     
    EXTRA HINTS AND TIPS:
     
    Having trouble moving roads and other similar items to where you want them?



     
    Want your buildings spawn straight and level like they do with the new epoch build system?



    _this setDir -415.88132; _this setVehicleInit "this setVectorUp [0,0,1];"; _this setPos [1939.5042, 14563.26, -0.068630017]; Beidi file should look as follows:
    Add the "INIT" line between the "AZIMUT" and "PARENT" lines.
    AZIMUT="-67.231117"; INIT="_this setVehicleInit "this setVectorUp [0,0,1];";"; PARENT=""; - Big thanks to Wesley for that one!
     
    Want to edit the trader camps / locations (Chernarus Only)?



     
    Having trouble with buildings 'double-spawning'? (often creating duplicate doors in a building)



     
    Here is a little example of how to remove grass from in/around your buildings:



  9. Like
    Nekuan reacted to Axle in A server without too many stupid rules?   
    They have a mod like that. It's called DayZ.
  10. Like
    Nekuan reacted to Axe Cop in [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Script]   
    Just made a new script for proper vehicle service points where you are able to refuel, repair and rearm your vehicles! (I could not find a good one, so I did it myself)
    "Proper" meaning everything is done like it should be in Epoch and saved to the database, e.g. the script is really repairing all vehicle parts and not just setting the damage to 0, so it's the same as if you would repair every damaged part yourself.
     
    Main Features:
    dynamic service points where you are able to select the options (default at every fuel station, if you want it's easy to add the epoch fuel pumps so you can build a service point in your base, you can also add vehicles or units if you want, like a NPC trader) you can refuel and repair any vehicle by just sitting inside and get close to a service station (default 10m), then you get the actions menu attached to the vehicle, with rearm you have to be in the gunner seat because only that turret will be rearmed (for all cases the vehicle has to be local to your PC, so your have to be the driver/pilot or are alone in the vehicle) the services don't have to be for free, you can add a price to every option like the traders (e.g. refuel is free but repair would cost 2 gold and rearm 3 10oz gold) dynamic costs based on vehicle type you can also disable any option if you don't want or need it, like disabling the rearm option completely anything important is configurable in one place with config variables (there are comments in the config block, just take a look at the file service_point.sqf)  
    The Installation is pretty simple, it's just a client side script.
    Add this to your init.sqf in the "if (!isDedicated) then { PUT HERE SOMEWHERE (at the end is ok) }" block (so it will only be started on your client and not the server):
    if (!isDedicated) then { // ... some other stuff ... // add the next line somewhere in this block execVM "service_point\service_point.sqf"; }; Download all files from here into a folder "service_point" inside your mission folder: https://github.com/vos/dayz/tree/master/service_point
    If you want to change the path, there is one config variable in the file service_point.sqf called "_folder", you have to change that so it can access the other files needed for the script.
     
    Here a screenshot how it looks like (click on the preview to show a full screenshot with the UAZ DShKM):

     
    Feel free to add features and tell me your ideas. :)
  11. Like
    Nekuan reacted to Poncho in Around 14 hours of work - Tikhaya City   
    Well here it is guys, at least 14 hours of work, a bunch of coffee and a lot of dedication to making sure the addition is functional, attractive and offers balanced loot spawns to maximize the potential gameplay. It had been specifically designed for Epoch Chernarus in mind.
     
    What is it? 
     
    Well Tikhaya city (named so for its location above Bay Tikahaya on the SW corner of the map) is pretty much what it says on the tin, another city to add to the existing three; Chernogorsk, Electrovodsk and Berezino. It Contains:
     
    - Multiple lootable houses and pubs, 
    - Hospital, 
    - Fire station,
    - Large Railway station,
    - Railway car park with multiple salvageable vehicles,
    - Gas Station,
    - General store,
    - Church,
    - Large industrial area,  with more scattered around,
    - Farm houses scattered on the outskirts,
    - Hotel with 360 degree overview on the city,
    - Small military encampment.
     
    As mentioned the city is ideally positioned/built to accomodate for many different types of player game style to maximise potential gameplay, whether that be sniping into/out of the city. Close quarters combat in the narrow city streets, hit and run armed vehicle dashes to get supplies and get out quick and anything in between.
     
     
     
    Here is a link to the image album containing an overview of the city, and multiple screenshots showcasing the city at ground level so you can see the ridiculous amount of detail I pumped in to get this city perfect: 
    http://mechanistvideos.imgur.com/
    With code below:
    http://pastebin.com/hkGvYMRT
     
     
    For instructions on installation check out my other thread ----> http://dayzepoch.com/forum/index.php?/topic/2328-for-all-aspiring-dayz-architects-how-to-make-custom-map-content/ and skip to the end bit about publishing content, editing the exec VM where necessary.
     
     
    This is a large edit and may be worth adding a custom map marker indicating the location of the city so people know it is there, and please credit any use of the addition. I have taken so much from you guys as you help out me and so many others over the development of this mod, so thanks again guys. Hope you enjoy!  
  12. Like
    Nekuan got a reaction from MatthewK in Getting kicked from helicopters mid flight?   
    I had a player on my server with this exact problem.. He was the only one to experiance it though.
    In the end all he had to do was to reinstall epoch..
  13. Like
    Nekuan reacted to Charlatan in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  14. Like
    Nekuan got a reaction from XOIIO in How can I change the default server group, time/weather and possibly day/night cylce?   
    About people being in Blufor only.. i think thats just the way dayz works and i don't know if you can even change that without going deep inside the dayz files.
     
    To change the weather: Download the dayz_code.pbo inside your @dayz_epoch file on your server.
    In the External folder there is a file named "DynamicWeatherEffects". 
    I haven't done much more than to disable fog/rain  simply by setting the max. fog to 0. Same for the rain.
×
×
  • Create New...