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Posts posted by HARLAN
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I added gunracks, fire barrels, and a few other things in 1.0.3. But there comes a point where fluff is fluff. The more (useless) objects we have on a server, the worse performance gets.
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I fixed a few of the prices that were crazy, like the vodnik. also upped some prices on higher tier stuff.
PKP shouldnt take backpack unless its the wrong class (or spawned in or added to a player via DB incorrectly).
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Change "PLAIN DOWN" to just "PLAIN" for whichever one you want to be "above" (centered, basically). "PLAIN DOWN" will be 3/4 down you're screen.
Read below
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This was just added to 1.0.4
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thats a battleye filter issue, have your server admin download the correct fitlers and restart server or log into BEC and #reloadevents, #reloadscripts
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i can probably add a flag in that allows you to build certain items such as tanktraps, wire, and sandbags (for roadblocks). but this will list wouldnt be expanded other than those core items unless we add a global variable (toggle in mission file) as well. I'll talk to AWOL.
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you cant delete locked doors...you have to remove the lock first.
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BTW - Does Epoch prioritize loading modular buildings first before the vehicles(helicopters)?
Epochs table structure has all buildables and vehicles in one table. The server monitor streams them in chronologically. If the vehicle was bought after the base was built it should be fine, although maintenance may change the object ID to a later one
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batteries for them? do you know anyone who specializes in fixing thermal optics?
also, no one is stopping the server admins from adding them to traders.
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my personal opinion is this is a little to L4D or Residence Evil style zombie
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If I want to add for example LightPole_DZ must I then add "LightPole_DZ" or "ASC_EU_LHVOld". And I think its not possible to add "Fortifications" from the vehicle Class, or?
class ASC_EU_LHVOld; class LightPole_DZ: ASC_EU_LHVOld { armor = 200; scope = 2; offset[] = {0,2.5,0}; displayName = "Light Pole"; vehicleClass = "Fortifications"; maintainBuilding[] = {{"ItemLightBulb",1}}; };
you would add either. LightPole_DZ would inherit from ASC_EU_LHVOld. but LightPole_DZ is more specific. In terms of maintaining light poles, it doesnt really matter.
For example, we use a lot of "isKindOf" [Air] which is a top level class for helicopters, planes, gyros etc.
If we wanted to only allow Hueys we'd have "isKindOf UH1Y_DZ" or whatever...that is a subclass of "Air"
Hope that makes sense.
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How to add the H-Barriere, Wire, tank trap and Sandbag with the Area Maintenance ?
those items are not modular and have no maintenace (they are "buildables").
In any case, I've asked Axe for permission to add this to the base mod.
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crates of those items dont exist. you could only add the regular items
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It was removed to improve performance. there are reasons behind many of the decisions that you believe are "dictators forcing blah blah."
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i meant the guns and mags would be part of the loot tables, rather than just on traders.
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miltary female skins need to be created as custom assets as they arent part of the Arma 2 library.
I've added a few new items (gunrack, fire barrel) in the next build but if you have anything else you may want please speak up
as for the bikes, building them via toolbox is something that can be managed with custom mission-side scripts and I personally dont think that capability should be in Epoch.
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many of them refund the original kit back...sandbags for example
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these mags probably be in the next patch...we've been working on this.
The RPK mags wont be made backwards compatible with the AK weapons as that's not how they work....the RPK will still be able to take AK mags, though
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for all players online, there probably needs to be a call for JIP (join in progress)
http://community.bistudio.com/wiki/ArmA:_Multiplayer#Join_in_Progress_.28JIP.29
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all of these options that appear of the upper left of the map are being removed in the next patch...so might not want to waste your time
[NEW] In-game Map - Unused Arma UI has been removed, from DayZ CE 1.8. @Skaronator
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start posting your findings here, and I'll try to remind a dev to have someone pull the updates in
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Modular items should be maintainable
Modular Items
http://dayzepoch.com/wiki/index.php?title=Modular_Building_System
Other ones need to be torn down/reinstalled or rebuild from parts.
Player Grave
in General Discussion.
Posted
VBAWOL fixed this earlier today for 1.0.4
In any case, if it cant hold them, it should "poop" them out somewhere within a 30m radius...most of the time