nimh
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Posts posted by nimh
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Ah yeah, that script made me laugh. Deployable... vehicles, is what he's got working, using the existing ebike, quad, or mosquito already in Epoch. Completely unbalancing in my opinion, and frankly unrealistic. I never really liked deployable bicycles in Arma 2 Epoch though, prefer that they had to be bought not crafted from a few pieces of scrap.
I saw in another thread somebody mention a foldable bike that would take up the sledgehammer slot. This would be neat, however I still see a problem with the bicycle using up a vehicle slot on the server. I think just a simple, buy the bicycle from trader or find on map, limited supply on the server, and you own it just like a vehicle sounds cleanest. You could make them super cheap at trader, rent-a-bike, and despawn on restart too if somebody preferred that style.
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Isn't there already a way to add temp bikes in that other thread? Really don't think the Epoch team would add this to the core mod..
Couldn't find what you're describing after doing a few forum searches. An addon script would be fine if somebody has got one working, doesn't have to be part of core.
Just too bad I assume it'll require clients to download in addition to the mod as well, I know our player base will do it though.
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I'll kick this up, +1 for bikes. They just fit for sandbox and post-apocalypse. I know they will likely take up a vehicle slot to do, but we'll happily balance this by removing other unessential vehicles (gokarts, hatchbacks, rubber boats).
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Reboot indeed fixed it, not sure how I managed to delete it. Disregard post, thanks.
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Anybody seeing a similar issue, all I did was update to new AiA version + hotfix. Location is correct, just no more concrete building around it.
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+1 support this, while the buildings may not fit perfectly, I'd rather have more indoor options for barricading and looting.
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+1 But please ensure that the vehicles will still despawn if not moved or touched for a set amount of time in config (options already there) EVEN if locked. Pairing forever locked vehicles, with despawning vehicles that haven't been moved in X amount of days, should work out nicely. Help free up vehicles from people who left the server.
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uppity
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Fixed by adding --dsc to BEC launch parameter, and also removed the a3server exe dependency in FireDaemon so BEC launches independently and just waits for the server. Since this fixed it, my only guess is BEC was connecting and loading publicvariables.txt before new ones were being created, causing it to load an old version. Both servers start extremely fast on my box with an SSD.
May be of some help to somebody later.
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I'm using FireDaemon to restart two instances of Arma 3 epoch, in separate directories, with separate BEC instances as well. Everything works great, except for admin tools on my 2nd instance. No matter how I configure it, even with getting proper publicvariables.txt to show being rewritten by what I assume is watchdog plugin on both instances, the 2nd server will kick for restriction #0 if I try to use the admin tools.
I've been able to get the 2nd instance to NOT kick, by deleting BEserver.cfg, making a brand new one, and reverting to the .original publicvariables.txt. This will work fine for the 4 hours it's up, but then restart happens using #shutdown in BEC scheduler, and I get kicked again once it comes back up by FireDaemon. This only happens when using admin tools, and I've confirmed my steam id, and guid are in place, and all of my configs point correctly to 2nd instance directory. Proof being that I can get it working between restarts.
My first instance, restarts without issue, and allows me to use admin tools without kick every time.
I'm really at a loss as to why this happens. I noticed in the FAQ page in this forum there is mention of an unconfirmed bug with txt filters not replacing:
Perhaps this is what I'm dealing with? Do I really have to separate my arma 3 instances onto two separate servers?
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Thought this might be the case also. Lots of servers advertise longer lock times but restart every 4 hours, perhaps this should be clarified in a comment next to the settings.
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Can anybody confirm if Chernarus map has working ship wrecks/underwater loot? I'm used to seeing the icons on the map in Altis but we haven't seen any on our test server.
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Don't think I missed anything but KeepAlive isn't working for me. Getting a
Status: Critical Error Server events: 0 was unexepected at this time.
My path is correct as it's launching ka_launcher.bat fine, but the rest fails. Running this on Windows Server 2012 R2
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Has not happened to a base of mine, but I can confirm cars will spawn slightly in the air. This can be seen if you're one of the first players on a server after restart and you're standing next to a car. They'll be floating off ground for the first 30 seconds, then drop. It's probably not a good idea to stick them under a low roof right now :ph34r:
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Cannot join Vert_01 or 02 today.
Can join other servers, such as Mell's House etc.
Get the following:
"Loading Player Body.......Please Wait!"
"Problem Setting Up Player"
"Kicked Off Game (BattleEye: Public Variable Restriction #0)"
Obviously no need to download the @Epoch folder again, as it works for other servers. Very strange.
Was able to get into Vert 1, but Vert 2 is giving me this same message. Vert 1 is also fooked for a friend of mine though, same message also.
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I've only had one encounter with the Cultist since they updated it. It didn't stalk me and just stare at me like they were doing. It kills you with its stare I guess. I didn't have a weapon yet and the thing took me out in under a minute. It blurs your vision(actually it fades back and forth into red) and makes you walk, so you can't get away from it. Then your health goes down and you die.
I'm not sure if it's too OP or not. Knowing this is their current state, I'll be sure to take off if I see one now. It's kind of hard to fight it if it's screwing with your vision that badly. Don't get me wrong, I think it's pretty badass, but maybe if it didn't screw with your vision as badly. Either that or doesn't cause you to walk. Maybe I was walking because my health was down to low, eh.
As far as sappers go, I don't think I've died from one yet, a couple close calls though. I had one give away a players position who was getting ready to attack me the other day lol. Good sapper, good boy. I just wish it was possible to lose the antagonists. As it is(since last time I noticed), you can get a click away from them and they still show up.
Def not OP, the first time you get hit with the vision-blur from them, turn around till you face them, and walk backwards while staring directly at him. The cultist won't be able to move, and you'll eventually get out of it's range. We did some tests and it takes anywhere from 4-6 vision blurs, before he'll insta-kill you. So as long as you back up out of range, then shoot em down, you'll be fine. I miss the fireballs though, as they would force you to sidestep which can break the stare-lock and he'll move at you.
Could be good if the vision-blur also had a chance to 180 turn you around. That'll break this tactic, and you'll be stuck with a red screen, and facing away from them so they can move towards you again. Straight up panic if this happened.
I think the antagonists are great, I want more.
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Have you seen one? They have a really cool attack I think And new FX to go along.
I've seen at least one new attack, screen went red, and I started bleeding? Definitely shocked and confused me the first time. I'd like it if they did both type of attacks. Was able to run away from one while I was out of ammo, and seemed like I could stay out of range of his "psychic" powers. The fireball used to work well while staring em down, they couldn't move but they'd still send a fireball at you from a decent range. It wasn't perfect (sound would bug, usually easy to dodge) but aesthetically it was great.
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Ah dang, the fireball is gone? I miss it already. It was fun to dodge, and you'd sometimes get caught off guard in a narrow space and have to take it to the face.
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Get an empty jar (squish trash), go to a water spout (courtyards of cities) or find a blue barrel with water in it (not sand), double click on empty jar in inventory, craft new jar with water in it (must be near water source), cheers to your health!
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Can confirm this happening with my group as well. Pulled this off between restarts too. We returned to an already looted area on the other side of the map, trash was puffed back up, but not squish-able again. Logging in and out in front of the trash updated it to be squished.
Server: VERT01
Version: Arma 1.32 Epoch 0.2
Repeatable: Yes
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It's possible, just depends on how they choose to do it.
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This has happened to me also several times. I always log out with hatchet equipped in secondary now, seems to save properly there, but stored anywhere else and it'll poof.
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This is an arma 3 bug, I've seen it happen in other mods with the same hatchback car model. Doubt it can be fixed easily. If you're brave, using another car to nudge it out of the ditch usually works. Otherwise they're best driven on roads only.
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if wood decays but metal dont, what happens to a stud wall with metal on the side? it's a combo of wood and metal, i think it should have something like the arma 2 epoch maintenance system, pay to maintain, on the french server 2 i found a base where the walls where made out of loads of stud walls overlapped to fill the gaps, that will be taking up alot of the usage on that server, and meanwhile more keys are being given out and people cant build/test the building system, cant place a tp even so how do they store stuff? loving the mod but building limit is killing it for me atm
Metals walls that have been upgraded should not decay, stud walls should because they can be made easily by chopping down a single tree. This would fix people making bases with overlapping frames like you described as it wouldn't be permanent.
Regardless, this is just a temporary solution I was suggesting because there is nothing in place at the moment. I'm sure the devs have plenty of ideas for the long term, but decaying basic stud walls that haven't been upgraded with metal would make the world limit much more dynamic in the short term.
Any plans for Bicycles?
in Discussion
Posted
Agreed, "deployable" bicycles are not great, and don't even make sense from an immersive point of view. I would enjoy just bicycles on the map, like you find gokarts. The advantage being they're quiet, disadvantage being they are slower, break easy, and an exposed moving target while riding one.