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IT07 reacted to RHE24 in [scarCODE] S.I.M. (Server Info Menu) by IT07
Freaky awesome thanks for share :)
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IT07 reacted to San in [scarCODE] S.I.M. (Server Info Menu) by IT07
Nice work IT07, looks awesome I like.. ;)
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IT07 got a reaction from San in [scarCODE] S.I.M. (Server Info Menu) by IT07
Is it so hard to click the "Skip now" button? You'll get straight to the download
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IT07 got a reaction from Sneakydude in [scarCODE] S.I.M. (Server Info Menu) by IT07
S.I.M. (Server Info Menu)
by IT07
WHAT IS THIS
This is a script that runs from the mission file and provides the players on the server (on which the menu is installed) with a neat menu
that can show a ton of information all configured by the person who installs the script.
Want to see what it can do? then checkout the video linked below :)
SCREENSHOT
http://imgur.com/zAGaD1F
DOWNLOAD & INSTALL
https://github.com/IT07/Game_code/tree/master/ArmA_3/A3_scarCODE_Bundle
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IT07 got a reaction from speaR in [scarCODE] S.I.M. (Server Info Menu) by IT07
S.I.M. (Server Info Menu)
by IT07
WHAT IS THIS
This is a script that runs from the mission file and provides the players on the server (on which the menu is installed) with a neat menu
that can show a ton of information all configured by the person who installs the script.
Want to see what it can do? then checkout the video linked below :)
SCREENSHOT
http://imgur.com/zAGaD1F
DOWNLOAD & INSTALL
https://github.com/IT07/Game_code/tree/master/ArmA_3/A3_scarCODE_Bundle
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IT07 got a reaction from TNT in [SC] Epoch SafeZone anti-theft/zed protection by IT07
[sC] Epoch SafeZone anti-theft/zed protection
by IT07 First release
Info
This is a script mod for Epoch/Overpoch that adds rock solid protection for inventories and players inside trader safezones.
Requirements
A tool for unpacking Pbo's
Download
Click to download the first release (link is AdFly supported)
ISSUES
[FIXING] When opening own gear, first changes made with clicking are not shown. Need to click again.
Notes
For installation and more info, please read the README.txt included in the download.
This script mod is recommended to combine with my redesigned Napf traders because of seamless integration with the special safezones those traders are using.
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IT07 got a reaction from Muffin Man in [Napf] Redesigned Epoch/Overpoch trader cities
Upcoming: optional safezones for all traders included in the trader files. It will remove the need for player/vehicle god mode.
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IT07 got a reaction from unrealPANDA in [Napf] Redesigned Epoch/Overpoch trader cities
Redesigned Epoch/Overpoch Napf Traders
by IT07 Version 0.2.2.1 SafeZone Edition
Info
This is a mod for ArmA 2 DayZ Epoch (Overpoch compatible) that replaces the default traders.
Locations of some traders are slightly different than the default ones but do not expect any crazy trader location differences.
Also, the traders work with the default traders database setup so you can leave your current trader database as it is and will work with these.
Screenshots
http://imgur.com/a/BBVDd
Requirements
A tool for unpacking Pbo's
Recommendations for versions earlier than V.0.2.2.1
Changelog V.0.2.2.1
[ADDED] optional objects for all traders that will prevent bullets from firing/hitting players/vehicles in the safezone.
Can be set to true/false through mission.sqf that comes with the download.
Changelog V0.2.1.1
[FIXED] no vehicle spawnpoint of bandit trader
Changelog V.0.2.1
[REMOVED] several object from several traders to improve client FPS performance
[CHANGED] several trader units to eliminate bug when Wicked AI is being used on the server
[REORGANIZED] Bandit, Hero and Lenz trader
[ADDED] container north boat dealer. (was missing in previous versions)
[NEW] removeAllWeapons applied to traders as a fix for the traders pointing their gun at you. (some people find that annoying and I understand)
Download
Click to download version 0.2.2.1
How to install?
Just read the README.md included in the download :)
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IT07 reacted to vbawol in Howto setup Custom Loot with DZE_MissionLootTable
1. Make a new folder in your mission file called "loottables". copy the hpp files from here https://github.com/vbawol/DayZ-Epoch/tree/master/SQF/dayz_code/Configs/CfgBuildingLoot into your loottable folder.
2. Open description.ext and add these lines just after the line that contains: "enableItemsDropping = 0;"
#include "loottables\CfgBuildingLoot.hpp" 3. Add DZE_MissionLootTable = true; to your init.sqf near the "// DayZ Epoch config" section.
*This is not for the lighthearted as much more documentation is needed for everyone to fully understand what everything does.
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IT07 reacted to Carp! in [Chernarus] Epoch/Overpoch traders by IT07
Sweet! I just switched to these and its a nice touch!
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IT07 got a reaction from DangerRuss in [Chernarus] Epoch/Overpoch traders by IT07
I just checked out the file and it looks like the source of the problem is coming from the file type itself:
.sqf.txt is the type of the file you sent me. Edit sqf files with Notepad++ instead: http://notepad-plus-plus.org
Save the file again and remove the txt extension. You should be ok when done :)
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IT07 got a reaction from Cinjun in [Chernarus] Epoch/Overpoch traders by IT07
Epoch/Overpoch Chernarus Traders
by IT07 Version 1.4.3 SafeZone Edition
Info
This is a small-sized mod for Epoch and Overpoch on the Chernarus map. It replaces the default trader buildings and trader units according to how I redesigned them.
Installation is very easy and does not require intense skill. This mod fully works with the default trader database setup so no changes needed on that end.
Difference between default traders you ask?
Well, I added an additional aircraft trader on NWA as you can see on the screenshots. The rest of them are all in the same location just like the default traders except they look totally different and
have a new and fresh look to them. You can take a look at the screenshots, they will give you a pretty good idea of how they look.
Screenshots
http://imgur.com/a/UsPoN#5
Requirements
A tool for unpacking Pbo's
Recommendations for versions earlier than v1.4.2
Changelog v1.4.3
[ADDED] optional objects for all traders that will prevent bullets from firing/hitting players/vehicles in the safezone.
Can be set to true/false through mission.sqf that comes with the download.
[ADDED] Function that removes the guns from trader's their hands. (i know, the screenshots show otherwise because they were made before this patch)
Download
https://github.com/IT07/Game_code/tree/master/ArmA_3/A2_EpochMod_CustomTradersChernarus
How to install?
Just read the README.txt included in the download :)
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IT07 got a reaction from DangerRuss in [Chernarus] Epoch/Overpoch traders by IT07
There should be more people of your kind on this world, DangerRuss. It would be a lot less shitty. No kidding.
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IT07 reacted to DangerRuss in [Chernarus] Epoch/Overpoch traders by IT07
yea and again I wasn't trying to come off like a complete asshole, I was just a bit frustrated. Once I understood that you had actually tried I calmed down a little. It's the people who don't try and spam questions that hurt the community. It might seem like no big deal when they do, but if you annoy the original content author enough, they simply stop answering questions. Then, when there is a legitimate problem or issue, they're no where to be found.
Anyways, in the future if you really have tried, dont hesitate to ask. Just make sure you explain what you've tried so others know how they can help you. Eventually you'll learn enough from doing this that you'll look back and say, "I can't believe I didnt know how to do that, it was so easy!" I know I have many times. Good luck!
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IT07 reacted to DangerRuss in [Chernarus] Epoch/Overpoch traders by IT07
I know you're new at this, and need help. I know your'e not trying to be a hassle. Im not trying to be a dick. The thing is, it is very frustrating when people ask questions that are very easily answered with a tiny bit of searching. Asking the community for help is something you do after you have exhausted all other avenues. Otherwise, the threads get cluttered with all kinds of crap and the important stuff becomes easily overlooked. Also, lots of questions quickly burn out the person answering all of the questions. Then people stop answering questions altogether.
Furthermore, in your post that I replied to, you never mentioned anything about numbers, or trouble in the mission.sqm, all you said was
which to someone like me, looks like you didnt even read the instructions because the answer to that is step number 2.
Now that you have refined your question, it appears that you did look and read the instructions but are still confused. In which case I am very happy to help.
So in the mission.sqm there is a section called "markers" and you would add the marker for the NWA Aircraft trader underneath the very last marker there. Then, you change the number to whatever the next number in the markers would be. So if the last marker was number 16, this new marker you are adding is number 17. At the very top of the markers section there is a number. Mine looks like this.
items=18; If you notice, the markers start counting at zero, not 1. So even if you the marker you are adding is number 17, you really have 18 total because you start at zero. So you want to change this number to represent the total number of markers you have. I hope that clears it up some.
Also, Im still not sure what you meant about the NEA aircraft trader.
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IT07 reacted to DangerRuss in [Chernarus] Epoch/Overpoch traders by IT07
Read everything before doing anything. If something isn't right, you did something wrong. Read the thread to find out what you did wrong. The answer to your question about the trader not being marked on your map is literally step number 2. This tells me that not only did you not read everything the first time, but you also didn't go back and read it again to figure out what you did wrong. Right now , you're "that guy." Don't be that guy.
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IT07 reacted to BUckENbooz in [Chernarus] Epoch/Overpoch traders by IT07
Nevermind i figured it out! Thanks I really like this
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IT07 reacted to DangerRuss in [Chernarus] Epoch/Overpoch traders by IT07
I doubt OP would recreate this entire thing just to appease one person. The amount of time and effort and detail that went into this is no small thing. The best I could tell you, is to learn from this and create your own. All you would have to do is mimic his work, it's pretty straightforward just very time consuming. The quickest solution I could think of, is deleting a couple walls around each of the traders. I imagine the idea behind these is to prevent players from being easily sniped whilst at the traders. If you have a safe zone, you dont have to worry so much about that.
Also, at Stary you can drive right up to the traders, so perhaps make the traders at stary have the majority of the stuff you would normally sell and perhaps keep the hero/bandit traders reserved for special items only? However you want to customize your server is up to you man, have fun with it and make something cool.
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IT07 reacted to DangerRuss in [Chernarus] Epoch/Overpoch traders by IT07
Im just hijacking this thread to tell you how jealous I am of those up/down speeds..
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IT07 got a reaction from DangerRuss in [Chernarus] Epoch/Overpoch traders by IT07
Have you actually read the instructions? You have to replace server_traders.sqf as well or it won't work.
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IT07 got a reaction from xBowBii in [Napf] Redesigned Epoch/Overpoch trader cities
This comment has been Removed
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IT07 got a reaction from xBowBii in [Napf] Redesigned Epoch/Overpoch trader cities
Redesigned Epoch/Overpoch Napf Traders
by IT07 Version 0.2.2.1 SafeZone Edition
Info
This is a mod for ArmA 2 DayZ Epoch (Overpoch compatible) that replaces the default traders.
Locations of some traders are slightly different than the default ones but do not expect any crazy trader location differences.
Also, the traders work with the default traders database setup so you can leave your current trader database as it is and will work with these.
Screenshots
http://imgur.com/a/BBVDd
Requirements
A tool for unpacking Pbo's
Recommendations for versions earlier than V.0.2.2.1
Changelog V.0.2.2.1
[ADDED] optional objects for all traders that will prevent bullets from firing/hitting players/vehicles in the safezone.
Can be set to true/false through mission.sqf that comes with the download.
Changelog V0.2.1.1
[FIXED] no vehicle spawnpoint of bandit trader
Changelog V.0.2.1
[REMOVED] several object from several traders to improve client FPS performance
[CHANGED] several trader units to eliminate bug when Wicked AI is being used on the server
[REORGANIZED] Bandit, Hero and Lenz trader
[ADDED] container north boat dealer. (was missing in previous versions)
[NEW] removeAllWeapons applied to traders as a fix for the traders pointing their gun at you. (some people find that annoying and I understand)
Download
Click to download version 0.2.2.1
How to install?
Just read the README.md included in the download :)
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IT07 reacted to DangerRuss in [Chernarus] Epoch/Overpoch traders by IT07
Thats odd considering when I originally downloaded your package none of the barrels were burning to my knowledge and I went through and changed them all to burning... I like the ambience lol. nice work man