Jump to content

Darth_Rogue

Member
  • Posts

    1913
  • Joined

  • Last visited

  • Days Won

    13

Posts posted by Darth_Rogue

  1. 21 hours ago, S3M4J said:

    How would i go about adding this to altis life server, its looks really good.

    I have no knowledge of Altis Life so I wouldn't know how to do a correct port.  I'm sure it can be done.  All you'd have to do is change the Epoch player variables to those used by Altis Life.  If you know someone in the Altis Life community who does scripting have them contact me and I'll be happy to give them permission to port it over.

     

    17 hours ago, JokerZClan said:

    Do you have the posibillity to make a keybind to this script for toggle on and of the ui?
    Making it so that its shown by standard, but a user can decide to turn this on or off?

    Would be great! Btw. love it :)

    That's a great suggestion!  I'll look into making it happen.  I can't give an ETA though since I'm pretty busy working on other projects.  Keep watching the thread for updates.  :)    

  2. One more quick question, re; the BE filters...

    Line 35 of my Scripts.txt is  "7 setViewDistance", which I feel like is probably not where that's meant to go lol. Line 36 is "7 createGroup", and I notice you told someone previously it should be on "7 createUnit"  - Just wanted to confirm which is the correct place for this, Group or Unit?

    For the BE filter(s), find the createUnit prefix and place the listed exception there.  It doesn't matter what line it's on.  It's the createUnit prefix that matters.

    So I wasn't sure about that as well on another script and I just put it in both lines, got it working, then took one away to isolate. 

    Are you using infistar?  Only asking cause I am not. 

    Is anyone successfully using this script that is NOT using Infistar?  I am only using stock AH and still no luck.

    The weird thing is I do not even see this loading up in my logs.  I have gone so far as to dump everything in my init file and only run this script alone and by itself and haven't had any luck.  For what its worth, when I find out why Ill post it.

    Getting this to work with the stock AH is possible, but you'll have to make sure to whitelist the addActions.  Also, pay close attention to the load order of your scripts.  This script is one of those where it matters where you place it in your init.sqf.  You can also try using this code in your init.sqf for the script startup:

     

    //Attach Explosives
    if (!isDedicated and hasInterface) then 
    {
    	
    		[] execVM "addons\etv\EtV.sqf";
    		waitUntil {!isNil "EtVInitialized"};
    		[player] call EtV_Actions;
    				
    	
    
    };
  3. I've never had any issues with the folder names being case sensitive, although I supposed it's possible.  

     

    With the BE filters, the line numbers may change depending on how the filter authors set them up.  Whether you're using the stock AH or Infistar the lines numbers can possibly be different.  When looking for which line to add the exception to, pay close attention to the filter prefix listed in the instructions, i.e., "exec" and "playableUnits".  The line numbers they're on may change, but if you just find the correct prefix and add the exception to whatever line it's on then you should be good, regardless if they're found on line 2 or line 65.  

  4. In your onPlayerRespawn.sqf try this:

    //Attach Explosives
    
    if (!isDedicated and hasInterface) then
    {
     
      [] execVM "addons\etv\EtV.sqf";
     
    };

     

    Clean all that other crap out of there.  Apparently there's some condition that's not being met and the script isn't loading properly.  Doing it the above way will pretty much force it to load regardless.

  5. Well as a server owner/developer having experience with both mods, I can say that at the dev level the Exile folks have gone a long way to make it very easy for people to create, run and develop their server.  Pretty much everything is open-ended and editable, allowing people to add their own flavor and flair to their servers, which is something that Epoch was, unit recently, sorely lacking.  Exile's server performance is top notch as well.  Hopefully Epoch can match all that on the 0.4 release.  Oh and btw, Exile runs on MySQL, which is just a Godsend if you ask me.  It's nice to be able to run the server and not have to worry about database crashes negating all player progress.  ;)  

     

    From a player standpoint, I tend to agree that Exile is the "flavor of the month".  It's new and people want to check it out.  How long they stay is dependent on how the next update goes, as far as new mod features, added stability to account for the recent Arma patch, and how quickly said update is released.  I'd say it will keep a dedicated following on whatever servers can manage to keep things interesting, but after a while you will have some players who prefer Epoch and others who prefer Exile.

     

    And let's not forget, there are still other mods coming soon, like 2017.  And DayZ SA will be releasing server files sometime this winter (supposedly).  So as others have said, the traffic will come and go as the mods and other games are released.  

  6. LMAO!  You guys are a trip!   :P

     

    Back on topic, I think the community will be split somewhat.  Me personally, there's things I like about both mods, Epoch and Exile.  I hate to say it, but I think part of the waning in community interest in Epoch stems from the lack of zombies. Zombies have been done to death, yes, but that's the Epoch that people knew from A2 Epoch and that's what they expected in this new generation and it was a shock and disappointment to many folks when it wasn't part of the new vision.  In my opinion I think it was a mistake to release A3 Epoch to the public without having the new antagonists fully fleshed out, debugged, and a full back story to go along with it to give players something to get behind and help them become immersed in the Epoch lore and culture.  On Epoch's release the antagonists were buggy and, in the case of drones/AI, very overpowered (and they still are honestly), which really turned people off and drove lots of folks away, and as a result they didn't stick around long enough to see what all there was to offer.  Couple that with a shaky building system and it's easy to see why Epoch hasn't really taken off yet.  So now the Exile team believes they can create a new flavor and make it better, and perhaps that's true.  I like what I'm seeing from them so far and their development team's roster is certainly highly capable and very talented, but there's still a ways to go, and the same can be said for Epoch which is just now 1/3 of the way through its development.  All that being said, that doesn't even take into account the 2017 mod, which brings its own take on the post apocalyptic survival genre.  

  7. I think it will be up to the gaming community as a whole that will ultimately make that decision. It will come down to which mod has the most quality features and the best gameplay that offers the best performance to the end user.  Arma 3 has a long way to go before it gains the user base that Arma 2 has/had because of the popularity of the DayZ mod.  Currently there's no mods out there that are pulling people over to A3 left right and center like DayZ did.  As a result, the A3 player base just isn't there right now to support a bunch of different mods.  I'd say that within the next 6-9 months something will hit the wild that will fill that gap and Arma 3 will follow Arma 2's path and see a big uptick in popularity.  Which mod it will be that finds itself as that catalyst is still up for debate.  I have a gut feeling which it will be, but only time will tell.  

  8. Interesting. I have a identical script setup on Altis, Cherna and Bornholm. Altis and Cherna running fine (with and without Infistar). On Bornholm I have very low client FPS and the A3 Client crashs. Forcing the simulation handler on, the client FPS are OK. However, It still crashs. Even with simulation handler enables teh FPS go down. I think this is the normal known "Bornholm FPS Problem". Removing Infistar stop the client crashs, however I don't think Infistar is the cause, cause it is running fine on the other 2 servers.

     

    I just wonder why my setup crash's on Bornholm, while running fine on Altis and Cherna. But I don't have time to investigate at the moment.

     

    This bug is so strange, cause it seems to be related to the viewing angle...

     

    This video was taken without Infistar and without epoch AH. Enabled Force Simulation. Client and Server FPS readable in the bottom line.

     

     

    BR

    Rob

     

     

    Bornholm has been bugged since the 1.42 Arma update.  And since the author is no longer working on it I wouldn't expect any fixes in the near future, if ever.  That's why we moved back to Altis on our server.  

  9. non-freshspawns does not load the menu or the addaction, relog in the cloneroom and it will work ... ;)

     

    Yeah thanks!  I figured that out eventually.  A player reported to me that the spawns weren't working, but that was before I fixed the teleportals and changed the fixed coords to the offset coords in the Epoch settings.  I fixed the teleportals and then went to test the spawn system and couldn't figure out why it wasn't working.  Later I died and respawned and it was working again.  Eureka!   :P

  10. The spawn/gear selection doesn't seem to be working after the update.  In my server RPT I'm seeing where the script finds the coords for the respawn west marker and the stands are where they should be located in the box but they don't do anything or prompt for a menu for either players or admins.  The menu id has been added to Infistar exceptions and was working fine prior to the Epoch update yesterday.  

     

    EDIT:  Nevermind.  Works as a fresh spawn, not as a player with gear already it seems.  

  11. Having severe performance issues client side.  Had some crashing initially but I moved the mod load order around and put Epoch first and I can at least get in the server.  My client FPS hovers around 15 though.  Also got issues with flickering textures and bodies that want to contort into odd shapes.  

×
×
  • Create New...