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nimh

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  1. Like
    nimh got a reaction from Pinkyizthebrain in Any plans for Bicycles?   
    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. 
  2. Like
    nimh got a reaction from Pinkyizthebrain in Any plans for Bicycles?   
    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).
  3. Like
    nimh got a reaction from martuk66 in Dual Instance Arma3/BEC FireDaemon   
    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. 
  4. Like
    nimh got a reaction from Flosstradamus in Spawn campers on ATL#02   
    Definitely seems to be the rule, but an admin will probably need to see proof (video) and/or be there at the time of this happening. Nobody is getting kicked from alpha on word alone. 
     
    As long as people can server hop and appear with full gear at spawns, people will camp them. My suggestion, gtfo of spawn quick if you're geared and don't look back. 
  5. Like
    nimh reacted to vbawol in Epoch 0.1.0.1 Hotfix Changelog   
    [Added] Test adding mineral spawns at a 30% chance to earthquakes epicenters. [Added] Added spawning of semi-secure lockbox storage (shared with your group) (only owner can pack). [Added] Loot added to Sapper and Cultist (press "T" to loot dead body). [Fixed] Incorrect path for snake corpse model. [Fixed] Fixed double chickens. [Fixed] Frequency jammer (Plot pole) now works for both owner and group members. [Fixed] Group invite system. [Fixed] Missing alert sound added to Sapper. [Fixed] fixed description for .22 ruger. [Fixed] Check for invalid player data and revert to default (fixes some bugged players issues with joining servers). [Fixed] fixed AI cleanup on player disconnect. [Changed] Reduced multi gun ammo count to 10 from 99. [Changed] Increased crafting requirements on many base items (it was kept low for testing). [Changed] Lower chances to spawn Dogs and lowered animal spawn limit from 6 to 3. [Changed] Shipping containers now have more loot and (building mats & backpacks). [Changed] Removed ammo and weapons from Fridge and stove. [Changed] Increased cultist and sapper armor levels. [Changed] Try to find a better place to spawn purchased vehicles. [Changed] Player must be local (last driver) to sell a vehicle. [Changed] Increased range for buying and selling vehicles. [Changed] Lowered volume on Dog and Chicken sounds. [Changed] Server side tax rate on NPC trader purchases (currently 10%). [Changed] Manipulating base objects now have varying energy consumption. [Optimize] Disable simulation on any ThingX props at trader cities.    
    Report bugs via Github: https://github.com/EpochModTeam/Epoch/issues
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