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Three Plus

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  1. Like
    Three Plus got a reaction from IT07 in a3_vemf_reloaded by IT07   
    Digging the new notification system. +1
  2. Like
    Three Plus reacted to IT07 in a3_vemf_reloaded by IT07   
    a3_vemf_reloaded by IT07
    - ABOUT -
    a3_vemf_reloaded is based on VEMF (Vampire's Epoch Mission Framework).
    VEMFr is meant to be very stable, reliable and best for performance.
    - DOWNLOAD -
    https://github.com/IT07/a3_vemf_reloaded
  3. Like
    Three Plus reacted to IT07 in a3_vemf_reloaded by IT07   
    UPDATE!
    A newly improved mission notification as well as some small server-side improvements
  4. Like
    Three Plus reacted to Richie in Bornholm teleporters not there   
    All the coordinates are the same on all maps, don't change them, they're offset from the location of respawn_west
  5. Like
    Three Plus reacted to Richie in Bornholm teleporters not there   
    Have you moved your respawn_west from your mission.sqm ?
    They get the position automatically, so long as the floor of the spawn room isn't under the ground, they'll be there.
  6. Like
    Three Plus reacted to Richie in Bornholm teleporters not there   
    In .sqm the middle set of numbers is the height, just raise it up a meter or more if required.
  7. Like
    Three Plus got a reaction from Sawboss in a3_vemf_reloaded by IT07   
    I may have found a slight issue with the latest update. When I first added it the messages for killing AI and missions starting/cleared weren't showing.
    In my description.ext I changed class VEMFclient to class VEMFrclient and it fixed the messages not showing up. Thought I would share in case anyone else is having this issue.
     
  8. Like
    Three Plus reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    Hello Everyone, I know this is long overdue, but I have enough time to begin working on VEMF.
    I've been working at a full time factory job for the past year and a half, and their slow season is October to February, and it's about that time of year again. I'm hoping to find a less time consuming job related to my career path in the near future when I get my car loan paid off.
    What's new with me? I have the audio equipment my former patrons provided for me, and I have changed internet providers so I now have the speeds to be able to stream reliably. I hope to stream and upload more VEMF related content this time around now that I have better speeds so I don't have the frame drops I was experiencing last time.
    This means that continued development on VEMF will mostly be streamed on my twitch. I also now have a twitter instead of a website blog to try to keep you up to date.
    I know that I have let down the individuals who were my patrons, and I apologize. I am closing my Patreon down until I feel like I have made it up to the community for my absence. To those that were my patrons, I am still very appreciative of the support you provided me.
    I also want to thank IT07 for taking over while I was away, and he has renamed his version of my code to VEMF Reloaded to avoid confusion. I am working off of the existing code I left without his changes.
     
    So where is VEMF headed from here? The Arma 1.52 FilePatching change has affected a lot of how my system works. Even just launching it requires downgrading server security in BI's eyes, and for this reason I want to change it. Changing VEMF to be ran config-based with tags requires a lot of tearing apart and reorganizing code, and all the function calls in VEMF have to be changed. The end result should function better and be more organized. This is the first reason I want to change how VEMF works.
    VEMF as originally imagined and written on my Patreon and this original post was supposed to be more than a fetch-the-box mission system, and I feel like I have failed at delivering that. It could be improved farther along the way, but at it's core with the Town Invasions, it was still a fetch-the-box mission system with clear-the-town in front of it. My AI however are very aggressive and intuitive that made it unique but not unique enough to what has already been done. This is the second reason I want to change how VEMF works.
     
    When I first envisioned the town-invasion missions back when I was working on DZMS, I also envisioned an infection mechanic, or hostile takeover mechanic (I prefer to use infection). The idea being that a town would be invaded lightly to begin with, but the longer the town is invaded (over real-time days) the town would become more fortified with more reinforcements, supports, and supplies.
    The main drawback with this is that either a server has to run without restarting, or the information has to be stored somewhere in a Hive. With the Epoch Redis calls, this should now be possible.
    The interesting part is that after a town reaches a certain level of fortification, missions in the traditional sense can be spawned nearby. One of these missions would be a scout vehicle style mission that would be heading from the infected town to a nearby one. When the scout vehicle reaches the town, and guards it for so long, the AI would also "infect" that town. Over the course of a week unchecked by the player-base of the server, AI could infect multiple towns and be quite a threat to normal day-to-day operations. There would be a users-online check to make sure a low-pop server doesn't become completely infected to ruin new-player experiences.
    So where's the reward? The AI along with their fortifications will also be bringing in heavy firepower and the supplies and resources for that heavy firepower. There will also be trader based missions to attack specific locations that are "infected" that will reward crypto instead of relying on finding cache's left by the AI.
    I think that this would add a great dynamic to PVE and PVP servers. For PVE servers there will be an option to spawn the server "completely infected" from the start. PVE servers players should band together to take on the AI Antagonists, and on PVP servers, players will be forced to work together to an extent or risk complete annihilation.
     
    I'm interested in your feedback on this new direction VEMF is headed in! Keep an eye on my twitter and twitch for Streaming notifications, and this thread for progress updates. (You can visit my website by clicking my signature banner if you don't know my twitch or twitter)
    I'm glad to be back.
  9. Like
    Three Plus reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    - What is VEMF? -
    VEMF is the Spiritual Successor to DZMS.
    VEMF Stands for Vampire's Epoch Mission Framework.
    VEMF is going to be a mission system designed specifically for Arma 3: Epoch.
     
    - How is VEMF different from DZMS? -
    VEMF is being designed to be a Mission Framework.
    VEMF will be more modular than DZMS allowing anyone to easily create an "Addon" for it.
    VEMF will not be a "fetch the box" mission system, it will be much much broader;
    A-B, Multiple Ending, Vehicle Convoys, Vehicle Capture, Manhunts, Investigation/Exploration, and more!
    VEMF will run entirely on the server side, in a server-side PBO.
     
    - When Will it be Done? -
    VEMF is still a work in progress.
     
    The current version is WIP.
     
    - Example Videos -
     
     
     
     
    - Github -
    https://github.com/SMVampire/VEMF
  10. Like
    Three Plus reacted to vbawol in Epoch 0.3.4 Rolling Changelog   
    Client:
    [Added] Fishing Pole and ocean fishing, also added crafting recipes to allow cooking fish.
    [Added] Workbench storage device added and used as a nearby crafting requirement for most Kit based crafting options.
    [Added] New secure storage device: The Epoch Safe.
    [Added] Totally new crafting system and UI by Raymix.
    [Added] Epoch variant of the unarmed Strider vehicle. (I_MRAP_03_EPOCH)
    [Added] Broad Sword Melee weapon that can chop down trees and mine rocks.
    [Added] Halloween Clown mask and re-added to loot tables: Wolf/Pumpkin masks as well as Meeps Candy.
    [Fixed] Unable to remove lit fireplace.
    [Fixed] Group members unable to lock a Lockbox or Safe that was placed by the group leader.
    [Fixed] Shadow artifact at top of Jammer.
    [Fixed] Reduce client fps lag when first joining the server by preloading objects before exiting loading screen.
    [Fixed] Being unable to remove a solar generator.
    [Fixed] Angry Pumpkin mask was incorrectly visible in first person.
    [Fixed] Issue with Headless clients being treated as players. @dayzai/Face
    [Changed] Removed debug hint text for 3d rotation of objects as it was not needed.
    [Changed] Re-enable Move button, this system will stay and be refined in the next few patches.
    **Improved Dog AI Dog Brain by Axeman**
    [FIXED] Dog not taming due to var reset in wrong place / BIS animal update.
    [UPDATED] Dog text format updated.
    [UPDATED] Dog whine, instead of bark, when alerting of other nearby players (When player crouched).
    [UPDATED] Dog prey kills now use animal looting system. i.e. Dog will loot dead animals, and other objects, then will fetch loot.
    [UPDATED] Attached weapon (loot) holder is now dropped if dog finds a new one. Needs update.
    [ADDED] New Quiet dog bark and whine.
    [UPDATED] Make dog sounds global and use quieter sounds to alert player once dog is tamed. Untamed dog or when attacking is still loud.
    [UPDATED] Add occasional quiet dog whine when other players in the area.
    [UPDATED] General Dog timeout tweaks to compensate for Arma Animals 'doing their own thing'
    Server:
    [Added] Example "Epoch Event" Code to provide an example on how to broadcast a message to all players using BE.
    [Added] 'CfgTraderLimits' config can control stock limit per trader per item. Default is 100 per item class per trader.
    [Added] storedVehicleLimit variable in CfgEpochServer can now control the total max allowed vehicles on traders. Default limit is 20.
    [Fixed] Logging to the database was not working due to missing function.
    [Fixed] Issue when trading vehicles that caused the trader data to save data to the wrong slot.
    [Fixed] Added missing prices for female vests.
    [Fixed] Error Generic error in expression in EPOCH_server_repairVehicle.
    [Changed] Reworked secure data storage system to be more reliable. (NOTE: This may cause issues with existing lockboxes spawn on the ground with incorrect orientation.)
    [Changed] Base building maintain option now also maintains storage devices.
    [Changed] Moved vehicle spawn config that controls how many vehicles can spawn at different location types to settings pbo. See new vehicleSpawnTypes array in the (WorldName).hpp config.
    [Changed] Use new sort command instead of BIS_fncSortBy.
    [Changed] Use new worldSize command as default if maps worldSize setting in CfgEpoch does not exist.
    [Info] Removed old .bikey and added new one for 0340.
    [Info] The source code for the a3_epoch_server.pbo is now on the GitHub.
    Expected Release is within 1-2 weeks.
  11. Like
    Three Plus reacted to He-Man in #include broken in new arma update?   
    Quick fix (for Infistar):
    1. move the run.sqf, A3AH.sqf and A3AT.sqf into your a3_infiSTAR.pbo
    2. Change in fn_preInit.sqf the 'run.sqf' to 'a3_infiSTAR\run.sqf'
     
    Works for me!
  12. Like
    Three Plus reacted to PixelDetonator in Cant view mission.sqm   
    You can search the missing file from here.
    Download and run DeOgg Installer. dll file will placed to your Mikero folder.
  13. Like
    Three Plus reacted to dnk_paul in Cant view mission.sqm   
    You can download that dll from the same place as you download eliteness. It might tell you to do another as well
  14. Like
    Three Plus reacted to KPABATOK in Why was "move" feature removed?   
    Removed base object "Move" in 3d option in favor of a more refined "ghost" snap mode. I really liked this thing, was very useful when you want to place jammer, shelf or lockbox just in right angle, you could move the item as long as the timer was ticking, so you didn't need to start from scratch everytime you do something wrong (and removing shelf gives you only 2 metals).
    I haven't tested yet this "ghost" snap mode refined thingy, but fact is, that now when you press build a jammer and place it, the timer is ticking and you no longer can move it and place somewhere else etc. It wouldn't be much of an issue if "END" function worked correctly, which brings things closer to you. Because now it is just moves back away as soon as you release END button, which is very annoying bug to me in 0.3 patch.
     
  15. Like
    Three Plus reacted to HollowAddiction in [Release] Hollow's Nissan 350z's   
    350z Re-Textures v1.0.8
     
    Tired of the same old 350z textures? Looking for something new?
     
    Two release's
    1.complete retexturing
    2.skins only
     
    tutorial:
    Super easy! just replace your nissan_350z.pbo!
     
    [uPDATE]:
    Added spoilers to all vehicles.
    Changed vehicle display names to match skins.
    Updated skin names.
     
    known bugs:
    This will only work on servers that do not check for verification, if you are the server owner set your verification check to 0
     
    [Downloads]
     
    [Video]! Updated
     
    Screenshots: http://imgur.com/a/drFds
  16. Like
    Three Plus reacted to Mikeeeyy in [Release/Addon] Build Snapping - Support for more buildables! (Safe, Storage Shed, 1/2 Floors, 1/4 Floors etc...)   
    [Release/Addon] Build Snapping - Support for more buildables! (Safe, Storage Shed, 1/2 Floors, 1/4 Floors etc...)
     
    Hey all, this is an addon to @OtterNas3's Build Snapping v1.6. It simply adds snapping support for a few more buildables which his current version doesn't support.
    @OtterNas3 - If you have any problems with this just message me, also feel free to add the snap points to your script.
     

     
    Buildables supported:
    WoodRamp_DZ - Allows snapping to the left and right sides. VaultStorage/VaultStorageLocked - Allows snapping to the left and right sides as well as the top and bottom. TentStorage - Allows snapping to the left and right sides. TentStorageDomed/TentStorageDomed2 - Allows snapping to the left and right sides. StorageShed_DZ - Allows snapping to the left and right sides. WoodFloorHalf_DZ - Allows snapping to the front, back, left and right sides. WoodFloorQuarter_DZ - Allows snapping to the front, back, left and right sides. WoodStairsSans_DZ/WoodStairs_DZ/WoodStairsRails_DZ - Allows snapping to the left and right sides. GunRack_DZ - Allows snapping to the left and right sides as well as the top and bottom. WoodCrate_DZ - Allows snapping to the left and right sides as well as the top and bottom. Requirements:
    OtterNas3's Build Snapping - this should already be installed! Installation:
    Open the 'points.hpp' file located inside the build snapping folder. Scroll to the very bottom. Just before the very last '};' paste in the contents of the spoiler. Save the file and that's it!


     
    Credit to OtterNas3 for the amazing Build Snapping script!
  17. Like
    Three Plus reacted to OtterNas3 in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)   
    Hey Survivors,
     
    i started this new Thread for the Mod so it's easier for players to find it and for me to support it!
    This will also stop the confusion with the mod when you use Maca's or mine and have problems with it.
     
    I got Maca's permission to do it and ALL credits for the idea and the first coding goes to Maca!
    Thanks again Maca for this amazing idea/script!
     
    Ok here we go...
     
    This Mod adds a "Toggle Snapping" function to these Epoch Buildable objects:
    MetalFloor_DZ WoodFloor_DZ CinderWall_DZ CinderWallDoorway_DZ CinderWallDoorLocked_DZ CinderWallDoor_DZ CinderWallSmallDoorway_DZ CinderWallDoorSmallLocked_DZ CinderWallHalf_DZ CinderWallDoorSmall_DZ WoodLargeWall_DZ Land_DZE_LargeWoodDoor WoodLargeWallWin_DZ WoodLargeWallDoor_DZ Land_DZE_GarageWoodDoor Land_DZE_GarageWoodDoorLocked Land_DZE_LargeWoodDoorLocked WoodSmallWallThird_DZ WoodSmallWallDoor_DZ WoodSmallWall_DZ WoodSmallWallWin_DZ Land_DZE_WoodDoor Land_DZE_WoodDoorLocked Sandbag1_DZ MetalPanel_DZ Fence_corrugated_DZ StickFence_DZ Land_HBarrier1_DZ Land_HBarrier3_DZ Land_HBarrier5_DZ Fort_RazorWire Objects can be snapped to another object of the same type like:
    Metal_Floor_DZ <-> Metal_Floor_DZ
    Sandbag1_DZ <-> Sandbag1_DZ
     
    or any Wall combination if its the same Material like:
    WoodSmallWall_DZ <-> WoodSmallWall_DZ
    WoodSmallWall_DZ <-> WoodSmallWallWin_DZ
    CinderWallHalf_DZ <-> CinderWallHalf_DZ
    CinderWallHalf_DZ <-> CinderWallDoorway_DZ
     
    When you start building a new object you will get a "Toggle Snapping" option if the object is supported.
    Hit it to activate the snapping.
     
    Distance between the two objects has to be lower then 1.5m.
    So move your object to almost same height and next to one side, near the top or near the bottom of the object you want to snap it to.
    SNAP!
    This allows you to build a Floor or a Wall on the same height in a perfect line.
     
    It is also possible to make perfect 90° angles with it, for this you also have to bring the object almost in the desired angle to the other object and it will snap to it.
     
    So What makes this version "Extended"?
     
    Well...
    Snapping will work on more then one  Floor Snapping will work while building over Water Snapping a object on Top/Bottom of eachother Snapping with set rotation (for set Door open directions) More objects supported Code for finding snap points redone Demo Video:
    http://youtu.be/j5SXctN8WHA
     
    Download (install instructions included):
    https://www.dropbox.com/s/e1x7mcfuvy7mwyj/Snapping_v1.6.zip
     
    Installation instructions:
     
    1.
    Download and extract Snapping_v1.6.zip
     
    2.
    unpbo MPMissions\YOURMISSIONNAME.pbo
     
    3.
    Copy custom folder from the extracted Snapping_v1.6 to MPMissions\YOURMISSIONNAME\
     
    4.
    Open MPMissions\YOURMISSIONNAME\init.sqf
    Find this line:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and add this line RIGHT BELOW it:
    call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; so it will look like:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; 5.
    Open MPMissions\YOURMISSIONNAME\description.ext
    Add this line to the VERY BOTTOM of it! (Yeah this means AFTER the last closing bracket!)
    It has to be the VERY LAST LINE of the File!

    #include "custom\snap_build\points.hpp" 6.
    repbo MPMissions\YOURMISSIONNAME\ - upaload - reload - snap - smile!
     
     
    I hope i could clarify the !IMPORTANCE! that you copy the lines i mentioned to the VERY BOTTOM!
    Else:
    No Snap - No Smile - unneded questions
     
     
     
    Have fun with it,
    Otter
    aka Bob der Baumeister
     
     
    - If you like it - Like it - So I can count Downloads - I like that
     

    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  18. Like
    Three Plus reacted to Sukkaed in Police Sirens   
    For 8 second sound, replace your sirens_on.sqf with this.
    _vehicle = vehicle player; _inVehicle = (_vehicle != player); if (isnil ("sirensOn")) then { sirensOn = 0; }; if (!_inVehicle) then { sirensOn = 0; }; if (sirensOn == 0) then { sirensOn = 1; cutText ["Sirens ON!","PLAIN DOWN"]; }; while {sirensOn == 1} do {     If (_inVehicle and (driver _vehicle == player)) then {     _nul = [objNull, _vehicle, rSAY, "siren", 120] call RE;     [_vehicle, 200, true, (getPosATL _vehicle)] spawn player_alertZombies;     for "_i" from 1 to 20 do {     player action ["lightOn", _vehicle];     sleep 0.2;     player action ["lightOff", _vehicle];     sleep 0.2;     };     } else {     sirensOn = 0;     }; };
  19. Like
    Three Plus reacted to Sukkaed in Police Sirens   
    Simple togglable police sirens and blinking head lights to Black SUV, Police Car and Police Lada :)
     
    Add to description.ext right above "class RscLoadingText : RscText"
    class CfgSounds { sounds[] = {siren}; class siren { name = "siren"; sound[] = {Scripts\sirens\siren.ogg,0.5,1}; titles[] = {}; }; }; Add to fn_selfActions.sqf right above "//Grab Flare"
    //Sirens _isCopcar = typeOf _vehicle in ["SUV_TK_CIV_EP1","SUV_TK_CIV_EP1_DZE1","SUV_TK_CIV_EP1_DZE2","SUV_TK_CIV_EP1_DZE3","SUV_TK_CIV_EP1_DZE4","LadaLM","LadaLM_DZE1","LadaLM_DZE2","LadaLM_DZE3","LadaLM_DZE4","policecar"]; if (_inVehicle and _isCopcar and (driver _vehicle == player)) then {         dayz_addsirens = _vehicle;     if (s_player_sirens_on < 0) then {         s_player_sirens_on = dayz_addsirens addAction ["Sirens on","Scripts\sirens\sirens_on.sqf",dayz_addsirens,2,false,true,"",""];         s_player_sirens_off = dayz_addsirens addAction ["Sirens off","Scripts\sirens\sirens_off.sqf",dayz_addsirens,2,false,true,"",""];         };     } else {         dayz_addsirens removeAction s_player_sirens_on;         dayz_addsirens removeAction s_player_sirens_off;         s_player_sirens_on = -1;         s_player_sirens_off = -1;     }; Make "Scripts" folder to your mission file root if you don't have it yet and place "sirens" folder inside.
     
    DOWNLOAD
     
    Optional:
    Add police car to traders
    INSERT INTO `traders_data` (`id`, `item`, `qty`, `buy`, `sell`, `order`, `tid`, `afile`) VALUES (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 565, 'trade_any_vehicle'), (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 568, 'trade_any_vehicle'), (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 591, 'trade_any_vehicle'), (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 661, 'trade_any_vehicle');
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