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Darth_Rogue

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  1. Like
    Darth_Rogue got a reaction from lesvieuxcrevards in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    Status Bar With Icons & Server FPS display

    After seeing all the struggles people were having in other threads I decided to redo this script to make it easier for folks to understand and edit. This has much of the same functionality and generally appears similar to Scarr's build but the back end code is much simpler and should therefore be easier for scripting noobs like myself to see what's going on where and make changes as needed.

    The color gradients can be edited to suite your liking, but I feel it's pretty well spot on the way it is. Your mileage may vary.

    Admins can add their UIDs to have the status bar show a real-time server FPS reading and also display their world space coords, which will be very helpful when doing map edits and object placement without having to use an editor just for a few small items.
     
     
    UPDATE - v1.36 Released
     
    Due to multiple requests I have added a feature to the status bar where the bar will resize automatically based on player interface size.
     
    To update:  Remove the current 'status_bar' folder from your mission file and replace it with the 'status_bar' folder you will download from Github.  No other changes should be needed.  BE filters are the same.  
    Here are a couple screenshot showing what it looks like

    For Admins

    For Players

    Install Instructions





    DOWNLOAD

    Credits: See Github
  2. Like
    Darth_Rogue got a reaction from Toby77 in [POLL] Epoch & CBA   
    I am well aware that Epoch is still in the VERY early Alpha stage.  Even at this point in development the dev team has done an amazing job on the mod, and I for one can't wait to see what the future holds.  This is truly a very exciting time and I feel privileged and honored to be a part of the best gaming community around.  All you guys and girls are amazing with helping one another and sharing knowledge.  I've learned so much since I've been working with you, and for that I thank you!
     
    As awesome as the devs are, without this community's interest and participation Epoch couldn't make it to the level that it currently enjoys.  We are tinkerers and modders.....all of us passionate with an intense love for what we do for our respective communities.  Without that passion we simply wouldn't be here.  We server owners and admins know all too well the sleepless nights and thankless days of pouring over log files checking for errors or cheaters.....playing with this and that setting trying to squeeze every last drop of performance out of our servers....looking for every possible way to provide a better experience for our community members and guests alike.  One of the ways that we do so is by customizing the gaming experience within the boundaries of what we are permitted.  Epoch is a great mod, and it has much development left ahead of it.  That being the case, now would be a perfect time for the dev team to seriously consider utilizing or at least supporting the use of Community Base Addons (CBA).  Many of you who have experience with running Arma servers will already be familiar with what CBA is and what it brings to the table in terms of modding and functionality.  But for those of you who don't know please take a few minutes to educate yourselves here.  
     
    In short, CBA allows the use of Extended Event Handlers, function libraries, events systems, and custom user interfaces.  Many popular mods and addons utilize CBA as a base, and for good reason, since Arma by default does not support or allow many of the features and functions that can help make a great game like Arma even better.  Addons like JSRS and ASR_AI3 make use of CBA, because without it they could not do the things that they do - make Arma better!  CBA is a stand-alone addon and does not require any licensing or usage permissions.  All that's needed is for it to be run along side Epoch, just like the AllInArmaTerrainPack for Chernarus.  
     
    So where am I going with this?  Well I had a short discussion with AWOL a month or so ago and was asking about CBA support and he stated that it wasn't planned.  So I wanted to put this together to respectfully ask AWOL and the rest of the dev team to reconsider and to gain some community support for the use of CBA.  I realize that a lot of work has gone into Epoch already, but development is still in its early stages, and if a change needs to be made now is the time to consider it versus 6 months from now when the mod is nearing beta.  CBA brings a lot of options to the table for Epoch itself and also opens the doors for the community to "run with the ball" once Epoch hits 1.0, just like we did with A2 Epoch.  So please vote and discuss the issue here, both pros and cons.  Hopefully we will get some feedback from the dev team and can get CBA included or at least supported for the benefit of Epoch and all the communities involved.  
  3. Like
    Darth_Rogue got a reaction from XTamiiX in [POLL] Epoch & CBA   
    Here are the BE filters for CBA using the stock AntiHack.  These are all tested and verified working.  Do note though that there are other allowances in the files for SEM, Status Bar and Welcome Messages.  If you wish to take those things out then feel free, but it shouldn't hurt to leave them in.
     
     
    BE Epoch with CBA.zip
  4. Like
    Darth_Rogue got a reaction from Toby77 in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    Status Bar With Icons & Server FPS display

    After seeing all the struggles people were having in other threads I decided to redo this script to make it easier for folks to understand and edit. This has much of the same functionality and generally appears similar to Scarr's build but the back end code is much simpler and should therefore be easier for scripting noobs like myself to see what's going on where and make changes as needed.

    The color gradients can be edited to suite your liking, but I feel it's pretty well spot on the way it is. Your mileage may vary.

    Admins can add their UIDs to have the status bar show a real-time server FPS reading and also display their world space coords, which will be very helpful when doing map edits and object placement without having to use an editor just for a few small items.
     
     
    UPDATE - v1.36 Released
     
    Due to multiple requests I have added a feature to the status bar where the bar will resize automatically based on player interface size.
     
    To update:  Remove the current 'status_bar' folder from your mission file and replace it with the 'status_bar' folder you will download from Github.  No other changes should be needed.  BE filters are the same.  
    Here are a couple screenshot showing what it looks like

    For Admins

    For Players

    Install Instructions





    DOWNLOAD

    Credits: See Github
  5. Like
    Darth_Rogue got a reaction from rvg?! in [Server Addon] Persistence (v0.1.7)   
    I'd like to see mines and claymores be persistent. No more worries about players logging out and having their bases raided. It would at least provide a small deterrent or obstacle for players wanting to steal things. Of course you can set them to have an expiry date so they don't stay on the server more than X hours. Players could pick them up and place them again to reset the timer. That way active players don't get penalized but old, unattended mines and claymores still get wiped.
  6. Like
    Darth_Rogue got a reaction from DirtyGranny in [Tutorial] Adding Map Markers   
    I've seen some confusion on the forums here about how to add map markers to highlight areas or game objects.  There is a really simple way to do it without having to add scripts to your mission file and without worrying about having to play with BE filters to prevent players getting kicked due to the custom marker scripts.  Markers can be easily added to the mission.sqm file.  Yes, the default file is encrypted, but a quick search here on the forums will help you find one that's "normal".
     
    Toward the bottom of the mission.sqm is a section labeled "class Markers".  You can add more items in that section and it will place markers on the map for all players to see.  No extra scripts.  No BE filter adjustments.
     
    Use the following code as a template:
    class Item3 { position[]={7218.08,0,12069.4}; name="My Object"; text="My Object"; type="hd_objective"; colorName="ColorRed"; }; Pay close attention to the position, as the coords go x,z,y instead of x,y,z as they do in other places.  In the mission.sqm markers section the z coords can always be 0, since the height of a marker on the map doesn't matter.
     
    When you add items to the class markers pay close attention to the top of the markers section.  There is a line that says 'items = X'.  The 'X' is the sum total of all markers in the list.  This value MUST match the total number of markers that you have in the markers section.  Keep in mind that the markers list begins with 0, so if your markers list ends with 'Item3', then your line 'items = X' should say 'items = 4', since there are actually 4 items in the list and the list begins with 0. Zero still counts as an item, even though it's zero.  See below for an example.
     



     
    Some aspects of the markers can be changed, such as marker types and marker colors.  Here is a list of different marker types.  Here is a list of marker colors.  Simply substitute the 'type' or 'colorName' values in the example shown above for your chosen type or color.  The 'name' of the marker can be anything.  The 'text' of the marker is what is displayed on the map to players.  It can say anything you want, but I would recommend keeping it short so as to not clutter up the map view with text.  
     
    Hope this helps out!  Enjoy!   :D
  7. Like
    Darth_Rogue got a reaction from Cavadus in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    Status Bar With Icons & Server FPS display

    After seeing all the struggles people were having in other threads I decided to redo this script to make it easier for folks to understand and edit. This has much of the same functionality and generally appears similar to Scarr's build but the back end code is much simpler and should therefore be easier for scripting noobs like myself to see what's going on where and make changes as needed.

    The color gradients can be edited to suite your liking, but I feel it's pretty well spot on the way it is. Your mileage may vary.

    Admins can add their UIDs to have the status bar show a real-time server FPS reading and also display their world space coords, which will be very helpful when doing map edits and object placement without having to use an editor just for a few small items.
     
     
    UPDATE - v1.36 Released
     
    Due to multiple requests I have added a feature to the status bar where the bar will resize automatically based on player interface size.
     
    To update:  Remove the current 'status_bar' folder from your mission file and replace it with the 'status_bar' folder you will download from Github.  No other changes should be needed.  BE filters are the same.  
    Here are a couple screenshot showing what it looks like

    For Admins

    For Players

    Install Instructions





    DOWNLOAD

    Credits: See Github
  8. Like
    Darth_Rogue reacted to He-Man in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    try this to switch on / off with the right shift key:
    http://pastebin.com/4DWjyUg0
  9. Like
    Darth_Rogue got a reaction from koriaba in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    That's due to the offset of -1 I placed in the code to account for headless clients.  Check the files for this code:
    _players = (count playableUnits -1); and remove the -1 to have an actual player count.  You will have to do that for the playerbar.sqf, adminbar.sqf and adminbar_WS.sqf so that all bar types appear as you want them to.  
  10. Like
    Darth_Rogue got a reaction from koriaba in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    Status Bar With Icons & Server FPS display

    After seeing all the struggles people were having in other threads I decided to redo this script to make it easier for folks to understand and edit. This has much of the same functionality and generally appears similar to Scarr's build but the back end code is much simpler and should therefore be easier for scripting noobs like myself to see what's going on where and make changes as needed.

    The color gradients can be edited to suite your liking, but I feel it's pretty well spot on the way it is. Your mileage may vary.

    Admins can add their UIDs to have the status bar show a real-time server FPS reading and also display their world space coords, which will be very helpful when doing map edits and object placement without having to use an editor just for a few small items.
     
     
    UPDATE - v1.36 Released
     
    Due to multiple requests I have added a feature to the status bar where the bar will resize automatically based on player interface size.
     
    To update:  Remove the current 'status_bar' folder from your mission file and replace it with the 'status_bar' folder you will download from Github.  No other changes should be needed.  BE filters are the same.  
    Here are a couple screenshot showing what it looks like

    For Admins

    For Players

    Install Instructions





    DOWNLOAD

    Credits: See Github
  11. Like
    Darth_Rogue got a reaction from KahnSoft in help want to increase FPS server epoch dayz   
    In my experience Arma games don't run well on a virtual environment.  Performance on bare metal hardware is WAY better.
  12. Like
    Darth_Rogue got a reaction from Chainsaw Squirrel in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    That's a great idea!  Why not add code for the Facebook API so you can post a status every time you get shot in the face?!  lol!
  13. Like
    Darth_Rogue got a reaction from Chainsaw Squirrel in Custom Loadouts for Admins and Regular Players   
    Yeah the more I think about this the more I don't like it.  Stuff is pretty easy to get in Epoch as it is.  The only legit rationale I can think of for doing a starting loadout would be to give freshies a sidearm so they at least have a chance at defending themselves from spawn rapers.  Other than that it's just dumbing things down too much. 
  14. Like
    Darth_Rogue got a reaction from js2k6 in Has everyone really gone to exile?   
    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.  
  15. Like
    Darth_Rogue got a reaction from Brian Soanes in Has everyone really gone to exile?   
    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.  
  16. Like
    Darth_Rogue got a reaction from matrixmark in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    That's due to the offset of -1 I placed in the code to account for headless clients.  Check the files for this code:
    _players = (count playableUnits -1); and remove the -1 to have an actual player count.  You will have to do that for the playerbar.sqf, adminbar.sqf and adminbar_WS.sqf so that all bar types appear as you want them to.  
  17. Like
    Darth_Rogue reacted to happydayz in [RELEASE] Enigma_EPOCH_CfgBuildingLootPos   
    G GM G A GMAEN M E E IGM IG N AEN EN EN E IG I MAE GM NIG EN G IGM N I AE M ENIG A G ENI A MA N G MA IG E I MAEN A IG N E G A EN MA I MAENI N G I E NIGMA IG NI M NIGM IG AE GMAENI G MA MAE GMAEN IGMA NI A GMA A EN E I AEN G MAEN GM N EN N G GM NI AEN ENIG AE G G A AE GM IGMAEN GM NI M AENIG E A N G Have you ever wished you could set your own loot positions? 
     
    Have you added in custom buildings that dont spawn any loot objects?
     
    With the latest version of Epoch 0.3.1 you can now define any buildings lootable objects and their position within said building!
     
    How?
     
     
    Go to - https://github.com/happydayz-enigma/Enigma_EPOCH_CfgBuildingLootPos to get the tools!
     
     
     
    There you will find a sample mission file and included inside the custom folder is a copy of the generic CfgBuildingLootPos.hpp
     
     
    Please note this is a ROUGH script... Im sure there is a better way to get the information out, and it seems to be really laggy sometimes with the cursortarget not finding the object right in front of it! just keep trying different positions of looking at it - often further away is the answer! You can also try and search the object the look at it. That seems to work also.
     
    If you have suggestions I will gladly take your feedback/expertise!
     
     
    Unhide the Spoiler for the Readme!
     
     



  18. Like
    Darth_Rogue got a reaction from Fleischer111 in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    That's due to the offset of -1 I placed in the code to account for headless clients.  Check the files for this code:
    _players = (count playableUnits -1); and remove the -1 to have an actual player count.  You will have to do that for the playerbar.sqf, adminbar.sqf and adminbar_WS.sqf so that all bar types appear as you want them to.  
  19. Like
    Darth_Rogue got a reaction from Panduhh in Repair & Rearming script   
    The same holds true for any script.  Any script can go into any folder in the mission file, as long as all other scripts that need that information know where to find it.  Different admins each have their own ideas about organization.  Personally, I like to put everything in its own folder.  Everything that's not native to Epoch goes into 'addons'.  From there it breaks down further into specific scripts, like 'Status_Bar', 'Welcome Messages', 'Ammo_Fix', etc.  The only exceptions to that would be something like R3F, where there's dozens of files all getting called from all over the place.  It's just too much work to try to change them all and then risk something obscure not working right when you least expect it.  But for the most part, you just have to make sure that if there are scripts calling other scripts that you update the paths to where those files actually reside.  
  20. Like
    Darth_Rogue got a reaction from Panduhh in Dayz style heli crash sites   
    I disagree.  The smoke from these can be seen from almost 2k away.  Half the fun of these is going looking for them.  If you put a marker on the map that will just spoil it.  Plus, if you have markers all over the map for these, markers for AI missions, plant spawns, loot containers on the coast.....when you pull up the map it's just going to get cluttered and look like ass.  Just my 2 cents.  
  21. Like
    Darth_Rogue reacted to vbawol in Epoch 0.3.2.0 Released   
    Epoch Mod 0.3.2.0 Client Files have been released on Steam Workshop and the rest of the download links on epochmod.com will be updated soon.
     
    Server files released on github.com/EpochModTeam
     
    Change logs - Also see what server files have changed here.
     
    Report bugs
     
    Feedback
  22. Like
    Darth_Rogue got a reaction from Caveman1 in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    Status Bar With Icons & Server FPS display

    After seeing all the struggles people were having in other threads I decided to redo this script to make it easier for folks to understand and edit. This has much of the same functionality and generally appears similar to Scarr's build but the back end code is much simpler and should therefore be easier for scripting noobs like myself to see what's going on where and make changes as needed.

    The color gradients can be edited to suite your liking, but I feel it's pretty well spot on the way it is. Your mileage may vary.

    Admins can add their UIDs to have the status bar show a real-time server FPS reading and also display their world space coords, which will be very helpful when doing map edits and object placement without having to use an editor just for a few small items.
     
     
    UPDATE - v1.36 Released
     
    Due to multiple requests I have added a feature to the status bar where the bar will resize automatically based on player interface size.
     
    To update:  Remove the current 'status_bar' folder from your mission file and replace it with the 'status_bar' folder you will download from Github.  No other changes should be needed.  BE filters are the same.  
    Here are a couple screenshot showing what it looks like

    For Admins

    For Players

    Install Instructions





    DOWNLOAD

    Credits: See Github
  23. Like
    Darth_Rogue reacted to horbin in Fulcrum Mission System v2.1a   
    V2.1 is out.  Overhaul of logic bomb will permit much more flexibility in mission design.  Integration of UAV/UGV's, and new Captive AI logic and theme.
    v2.1
    Fixed slow helo's. All helo's now spawn and fly at proper speeds.
    Vehicle stuck logic enhanced.
    Fixed data entry error in the 'Aquatic' theme that was causing frogmen to be on side 'EAST' instead of 'RESISTANCE' (no wonder they wouldn't shoot at you!!!!!!!)
    *UAV and UGV mission support UAV's and UGV's use all the same logic as 'drivers'. See MissionFile.htm, AI_Logic section for options. Valid UAV and UGV objects are defined for FuMS in the BaseServer.sqf file. See BaseServer.htm for details.
    *Theme Global Loot Data Fixed bug causing a parsing error when choosing to use a theme's local loot data file.
    *Rebuild of Logic Bomb See MissionFile.htm for details. Missions now operate on a trigger/action mechanic. Mission phasing has been removed. Missions now create children missions as part of the new 'logic' structure. Settings for the new 'mission launch' actions are detailed in MissionFile.htm. Mission spawning no longer 'suspends' triggers in the active mission, and admin's can now control how assets created in spawned missions contribute to the parent mission. Also see Test theme TestMission01.sqf for multiple examples.
    *New Triggers
    "OK" - Use of this trigger will result in the associated action occurring immediately upon mission start. "CAPTIVE" - Evaluates 'true' when the specified number of AI have been rescued. *New Mission Actions:
    "Lose" - causes 'lose' messages and loot events "Win" - causes 'win' messages and loot events "END" - terminates the mission and cleans up mission resources. Operates independent of win/lose. win/lose no longer clean up the mission. "CHILD",["",[location],Times, Frequency(seconds) ] "STEPCHILD",["",[location],Times, Frequency(seconds)] Child and StepChild spawn new missions that will share and inherit resources. See MissionFile.htm.
    MissionFile.htm updated. -Details on new Mission Logic -Details on how XPOS works with respect to 2D, 3D coordinates and 'named' locations.
    *New AI Logic: "CAPTIVE" - makes a unit 'neutral' with AI regardless of its 'side'. Adds an action menu to the AI with the following options:
    Flee: If within 200m of a rescue spot captive will run to that location. Otherwise it selects a random rescue spot from the list provided. Unit sets CARELESS behavior and sprints to its destination. Stay: Unit will stop at its location and assume the stance of the player issuing the order. Follow: Unit will follow the player, mimicking his stance. If the player gets more than 250m away from the unit, the unit will resort to a 'Stay' behavior using the stance of the player at the time the unit loses him. Board: Unit will board nearest non-ai controlled vehicle. Escape Point: Unit will temporarily display its 'escape point' on the map. Note: The captives are a little 'shell shocked' and will sometimes take a few seconds to respond to commands, but they will always acknowledge they heard the command via 'system chat'. Note: Captives that start a mission as 'cargo' in an AI vehicle will remain in the vehicle until it is disabled. Note: Captives assigned to follow an AI group will stop following that group when the group leader dies. Note: Captives remain 'neutral' to hostile AI until directed to Flee. *New "CAPTIVE" Theme
    Theme demonstrates new Captive logic. This theme creates a mission in a random location that contains 10 prisoners being guarded by a small squad of Humans, and an unarmed UGV. The goal is to get into the camp and rescue at least 7 of the captured clone prisoners. Beware, if too many of the guards are killed, reinforcements will be called upon! Talk to an captive to find his 'evac location', take advantage of nearby transportation, and if you succeed expect to find loot at one of the Evac sites! *New SoldierData Flag
    All AI defined in SoldierData files may also be provided with a true/false flag to set their captivity. This flag has no relation to the new 'Captive' AI logic and missions. This flag is a method to define custom AI that, by default, are 'setcaptive', thus hostile AI will not fire upon them. See GlobalSoldierData.htm section 8 for more details. Issues:
    Loot set to be placed in vehicles is not working consistently.
  24. Like
    Darth_Rogue got a reaction from Kronky in Custom Loading Screen   
    When you open a file directly inside the PBO it gets copied to a temp file on your hard drive.  Once you make your edits and go to save them the new file gets saved in the temp file and does NOT go back into the PBO, which means any changes you make don't take hold inside the PBO.  So what you need to do is open the PBO, select the file you want to edit, copy and paste it to your desktop, make your edits and save it, then copy and paste it back into the PBO.  Profit!   :)
  25. Like
    Darth_Rogue got a reaction from OzzY_MG in Please welcome the newest addition to the Epoch Dev Team   
    Since you've got more help now how about getting busy on a SQL port?   :ph34r:  :D  :D   j/k
     
    Welcome, Denis!
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