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Uro

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  1. Like
    Uro reacted to Sequisha in Zombie mode   
    Lets add some new code for the zombie mechanic.
    if player="fisk" make him ded and zombie.

    There have been other pressing issues to attend to bud, it's all a work in progress.
    Do you sit over the shoulder of an artist sculpting clay "Hey...that kinda looks like a prick right now....pretty much worst sculpt I've ever seen.".

    You give me the impression you sneak into stranger's homes and grade the crayon drawings on their fridge with a red Sharpie.
     
  2. Like
    Uro got a reaction from boxman80 in Please Delete Me   
    As title reads
  3. Like
    Uro reacted to Infinity in Infinicity - Chernarus map addition - wood industry city   
    Hi there,
     
    This is my first ever upload; so please be gentle on me ^_^
    As I was not very original with giving this an awesome name; I made a joke on my server about calling it 'Infinicity' and people actually liked it so I thought 'what the heck' :D
     
    History of Infinicity
     
    In the early 1950's (Or whatever year DayZ Epoch is on) a group of men traveled up North of Chernarus to find a place to settle down, a place that would provide them with all the basics elements for them
    to survive. The men finally set foot on 020-036 and found enough trees to build a shelter, a house to keep their family warm in days of winter. A lake that would provide them with fish, water for them to drink and of course to go skinning dipping in the hot summers!
     
    As the years went by; more travelers came to this place to join the ever growing wood industry city that is now called Infinicity. Soon they build themselves a school, to provide the kids with education. A supermarket to keep their wifes busy. A fuelstation just outside the city, a firestation, 2 construction site buildings and for the poor students; Not 1, not 2 but 3 apartment buildings. And a church for those who believe in higher spirits.
     
    BUT, all of this went to waste when the infection spread in the 1970's (Or whatever year the Infection spread out), causing everyone to die a slow and painful death; and return from the death to haunt those who survived the infection. Rumour goes that once you enter the city for the first time that you can still hear the men, women and children screaming in the far distance.
     
    And ........ back to 2014....
     
    I created this city because there wasn't much to loot close to the north-west corner of the map, this gives people some motivation to head up north to get supplies. I received quite a few positive feedbacks from my players about this city that I decided to release it to public.
     
    My intention was to create a city that wasn't a copy/paste job, minimum file size, some background story, not an OP lootable city but gives just enough reasons for people to travel to this city and as you can see; the city has lights for servers with night-time.
     
    Pictures
    [CLICK ME! HELLO! CLICK HERE!]
     
    Download
    [OH HAI! CLICK ME! I DARE YOU!]
     
    As I load this in serverside; here's a small guide on how to install it.
     
    Step 1; Save the file into a folder called 'buildings' inside your main directory of your server.pbo
    Step 2; Add this line; call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\Infinicity.sqf"; at the BOTTOM of your server_functions.sqf file located inside your server.pbo in the init folder.
    Step 3; Restart the server and check out your brand new custom city - Infinicity.
     
    Let me know if you have suggestions, questions or anything else to kindly bother me with; glad to help out my fellow server owners. DayZ Epoch FTW. :wub: :P
  4. Like
    Uro reacted to vbawol in If map can use with Epoch it look good.   
    Very cool, good work with the hotfix, we made it official:
    https://github.com/vbawol/DayZ-Epoch/blob/master/CHANGE%20LOG%201.0.4.txt#L2
  5. Like
    Uro reacted to Richie in Just good Base(ALTAR)   
    A bit harsh there don't you think ? the guy did what he thought best, he had the decency to share and along comes a cunt like you to piss on his chips.
    Ever heard the saying 'If you have nothing nice to say, don't say anything at all'
  6. Like
    Uro reacted to Richie in Need help with setting up my DayZ Epoch Server   
    Good luck with that, I hope your line has a decent upload speed, because it'll be very lonely on your server if you ever get it running :p
  7. Like
    Uro got a reaction from Richie in Need help with setting up my DayZ Epoch Server   
    When I read this I almost facepalmed myself :D
     
    but then I thought I'd give you the link to the custom scripting section in this very forum,
     
    and let you facepalm yourself,
     
    so,.. here you go:
     
    http://epochmod.com/forum/index.php?/forum/33-arma-2-dayz-mod-epoch-custom-scripting/
  8. Like
    Uro reacted to cayote in Please Delete Me   
    Just a congrat...good work and thanks for the support.  Works fine....
  9. Like
    Uro reacted to andygully in Please Delete Me   
    installed and is working fine thank you  :D
  10. Like
    Uro reacted to cayote in Please Delete Me   
    Just want to say works like a charm and thanks for the work!
  11. Like
    Uro reacted to andygully in Please Delete Me   
    thanks for this put it on a new tavi server along with your prison
  12. Like
    Uro reacted to vbawol in Any plans to use @A3CM[WIP] in A3 Epoch ?   
    A3 Epoch mod will have the same goal as dayz epoch did in that we will support every map as its released by the author. Thanks to programs like http://play.withsix.com/, Distribution issues should be solved by the time we are ready to release something.
  13. Like
    Uro reacted to w00k in Help! - Vehicle Saving   
    Just want to say a big thankyou to Uro for his time and effort helping me sort our problems out. We're indebted to you mate!
  14. Like
    Uro got a reaction from cring0 in Help! - Vehicle Saving   
    Can you post your server RPT log? 
     
    If somethings broken, clues to the answer usually reside in this :)
     
    PM'd ya my TS address, much easier doing this over voice.
  15. Like
    Uro got a reaction from 11Hotel in Strange Loot Problem....   
    Client side you only need @DayZ_Epoch active, launch params -mod=@DayZ_Epoch;
     
    If launching through DayzCommander you dont need to add launch parameters as DZC does it for you.
     
    If your getting an error about files not being signed you dont have the correct Keys installed.
     
    Copy the \Keys\ folder from your client install over to your server directory, and reinstall the keys from the server archive.
     
     
    Without seeing the exact error your getting I, nor anyone looking at this has no clue whats going wrong. 
     
    Check your RPT log in your instance folder for any errors also! :)
  16. Like
    Uro reacted to Axle in DAYZ EPOCH HELP!   
    Damn if he can't find the right forum to post in, I'm not sure I even want to help him..
     
    Thread moved.
  17. Like
    Uro got a reaction from Skaronator in Any plans to use @A3CM[WIP] in A3 Epoch ?   
    Just been browing the BIS forums and came across this WIP:
     
    http://forums.bistudio.com/showthread.php?169787-A3CM-ArmA-3-Chernarus-Mod
     
    It might be a nice addition to Epoch@A3 as Stratis & Altis are getting a bit stale.
     
    And the old maps look friggin awesome in the A3 engine :D
     
     
     
     
     
     
     
  18. Like
    Uro reacted to vbawol in If map can use with Epoch it look good.   
    We will add support for this map and include this map with the next dayz epoch patch 1.0.4 provided falconsan gives us permission to do so. If so please provide a download link of your final version that you would like us to add.
  19. Like
    Uro reacted to MatthewK in i'm having trouble installing dayz epoch   
    Sure thing, I agree. Was a little harsh. So when he comes back tomorrow with an equally obvious problem, I'll remember to not try and help him, help himself.  The solution was actually in my previous link.  But hey , let's keep feeding the pigeons! 
  20. Like
    Uro reacted to Bags2247 in Plot Poles   
    Actually I think ToeJaM nailed it with his reply, #17 if you want to read it...
     
    Though how to make it work like that, is a completely different matter, for better heads than mine anyway
     
     
    Bags
  21. Like
    Uro reacted to ToejaM in Plot Poles   
    I was trying to work out why this didn't sit well with me and I almost posted that I completely agree with it. As I do agree that dying should be a punishment, however the problem is to reclaim the land you have to remove it and replace it and this requires destroying it completely if you have died yourself.
     
    The issue is, if you connected it all to the plot pole it would easily be abused. Glitching is still easy to do due to Arma limitations and there is still one very easy way to do it and no doubt other ways thanks to the wonderful engine that is Arma 2. If ownership was linked solely to the plot pole with no security, people would replace it and then remove the entire base. Theres a fine line between balance, realism and gameplay here.
     
    As a server who had base building before it was cool in Epoch (its cooler now than before ;)).. the best feature I have seen for this is that when you placed the item, it gave you a code, this code was simply the unique ID code inside the database, you then got an option on each buildable to enter this code to remove it but it was around 15 digits long.
     
    This was enough of a ballache with only one level of building allowed, as it snapped all buildables to the floor.. so with Epoch, this is unreasonable to expect from players with a base of many floors.
     
    Someone (kikyou2 - not sure if he even still runs a server) modified this to a much shorter code and allowed players to change the code if they were:
     
    1) Object owner - Like what you have now, if they died this option disappeared and they needed the code
    or
    2) Had the original 15 or 4 digit code.
     
    This works but is not ideal due to the sheer amount of objects, it puts removal into the hands of players and its as secure as the player wants it to be.
     
    Suggestions for codes on bases:
     
    1)
    You already have the code to create safes, this would work fine as long as players could change the code but changing these codes would be monotonous and remembering 100s of different codes, even written down would require an architects plan so really would need a universal code.
     
    2)
    Even better would be if they could set a code when they were about to build so that they didn't have to keep changing it while building or writing down 100's of different codes as above.
     
    3)
    What I think would work best.
     
    When you place the plot pole, it gives you a removal code. This for security could just be kept at a long 15 digit code and unchangeable unless via the database by an admin.
     
    You implemented the area base maintenance option, an extra option could be for setting all codes within the area to XXXX. So once building is done players can use this to unify their base for making adjustments themselves.
     
    Alternatively, the buildables around the area would seek this plot pole and use its unique ID as the code needed for removal.
     
    Punishment
    If the player dies, to access this pole they need the code again and what ever financial punishment you wish to inflict on them.
     
    Why a financial punishment? Because it means they can go out and loot and play the game, rather than playing a crafting simulator or playing mummies and addies inside their 'houses'. It means that the risk is perpetually dying if they cannot meet the 'cost of dying' therefore cannot change their base, if they've already got a wealth together then they already play the game!
     
    You could maybe make it a unique item that cannot be stored, something that has to be bought from a trader and transported back, this will stop hoarding of death tokens if you want people to go out and play. I'm not sure if this is even possible though.
     
    As a server host
    I get the need for punishment for dying and making people not take risks but the current system just isn't friendly to players nor admins, as many things as possible need to be in the hands of the players to look after. Right now, we are babysitting players and I say that in the nicest way possible but it requires teams of 10+ just to keep a busy server running smoothly and removing base objects is a huge chore for us, we do it daily because people screw up or just don't like what they've created. If we refuse, they'll go elsewhere where others will help them. Of course, we've never refused as we believe players should be able to remove objects themselves without losing their entire base and we'll continue to help them until a via player controlled alternative is in place.
     
    Players literally live the game, they put a lot of time and effort into it and for the time it takes to put a base together, players are not willing to let it be taken from them easily and they want as much control over their own possessions as possible.
     
    Finding the perfect balance will always be difficult but I really don't think I'm wrong with this post, again as someone who gets a lot of requests from players and sees what they want, I think I'm in one of the best positions to offer advice.
  22. Like
    Uro reacted to MatthewK in Some issues   
    You might need to provide a bit more information.  Pretend that we don't know what you're talking about, then go from there..
     

  23. Like
    Uro reacted to vbawol in Epoch Mod for Arma 3   
    Arma 3 Epoch Mod will be a total conversion mod coded from the ground up, and no longer based on DayZ. Many of the key ideas from DayZ Epoch will play a major role in Epoch Mod however everything else will change!
     
    More will be announced early this year.
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