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umfufu

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  1. Like
    umfufu got a reaction from vbawol in Happy Birthday AWOL!!!!   
    Happy birthday etc etc
  2. Like
    umfufu got a reaction from He-Man in 1.31 DB results in a black screen with 1.32   
    Yeah had to remove it due to overaged cans of scam beans and soda's that lost the bubbles 
  3. Like
    umfufu got a reaction from He-Man in 1.31 DB results in a black screen with 1.32   
    4:35:12 "Epoch: Loading storage"
     4:35:12 Error in expression <ld",false]];
    _vectordirup = [_vectordir,_vectorup];

    if (count _pos == 2) then{>
     4:35:12   Error position: <_vectorup];

    if (count _pos == 2) then{>
     4:35:12   Error count: Undefined variable in expression: _vectorup
     4:35:12 File epoch_server\compile\epoch_vehicle\EPOCH_load_storage.sqf..., line 53
     
    After removing all storage (tipi shelfs gunsafe etc) , simple login at 1.32
    with all (whole DB intact) on 1.31 no problem ???  , yet on 1.32 its ...black screen
     
    Finaly found it one item from the early days
    ["StorageShelf_EPOCH",[270.397,[12460.1,15208.1,0.000717163]],0,[[]  sort of way back 'pointing where'
    Error gone all is fine
     
     
     
  4. Like
    umfufu got a reaction from He-Man in Frequency Jammers not working   
    Thx guys
    Seems i got 2 left hands so u dont see me running around with hammer and nails (more with bandage and sore thumb)
    Its the yes we want to build mode , all is ok now (and even my thumb seem to survived at construction)
  5. Haha
    umfufu got a reaction from Helion4 in Frequency Jammers not working   
    Thx guys
    Seems i got 2 left hands so u dont see me running around with hammer and nails (more with bandage and sore thumb)
    Its the yes we want to build mode , all is ok now (and even my thumb seem to survived at construction)
  6. Like
    umfufu got a reaction from natoed in traders don't buy rocket launchers   
    Its a 3 days waiting period , then If the FBI doesn't either approve or deny its a go
  7. Like
    umfufu reacted to orangesherbet in Epoch 0.5 Celebration Event 4/22/17 - Hosted by [VB]AWOL, Orangesherbet and Friends!   
    (skip to the end for a tl;dr if you wish)
    Hello,
    I'm Dan also known as orangesherbet- haven't been active on these forums for some time but I've been a tester and supporter of Epoch since the early days in 2012.  More importantly, I've made lasting friendships with the development team and surrounding community of Epoch Mod. With the release of version 0.5, I wanted to organize an event that would bring all of us together to celebrate the time we've spent playing, testing, and developing (I'm not a dev) the mod!
    The event itself will take place on Chernarus, where everything started!  We will have several activities for participants including a race from Kamenka debug line to NE Airfield,  a melee arena, demolition derby, "Tower of Terror" built by community developer and friend SLI, stunt contest, fishing, and base building!  
    I'll be hosting the event on my stream and Discord, but I do want to make it clear that this event is about the celebration of Epoch Mod's development and not a promotion for my stream or Discord server.  I would recommend participants join my Discord server as that is where players will be welcomed to chat with each other and the admins to help us stay organized and have fun!  Feel free to leave the Discord server at the conclusion of the event if you wish.  We do have another Epoch Event in the near future and I will share that information with everyone once we have a date set!
    tl;dr
    ------------------------------
    Event Info:
    Date: Saturday April 22nd, 2017
    Start Time: 12pm EST / 5pm GMT (Find your time here: http://bit.ly/2pm6kXR via WorldTimeBuddy) Event will be at least 6 hours.
    Game Mode / Map: Epoch Mod Chernarus
    Server Information: Event has been completed
    Discord Server (for information, support): https://discordapp.com/invite/orangesherbet  Free to use program- please use the text channel #event for help with anything regarding the event.
    Mods required for the event (all available on Steam Workshop, total file size over 14gb): Epoch Mod, CUP Units, CUP Vehicles, CUP Terrains - Maps, CUP Terrains - Core, CUP Weapons, CBA_A3, Ryan's Zombies and Demons
    Stream channel if you care to watch the event: https://twitch.tv/orangesherbet
    ------------------------------
    Thanks to [VB]AWOL, SLI, Pumba, Konc, Robio, TipsyJack, somyc, Buddha187, and Philanthropy for help setting up this event and [VB]AWOL for providing the event server. Promo image made by SLI.
    Stay Tuned for server info Saturday morning! 
     
     

  8. Like
    umfufu reacted to orangesherbet in Epoch 0.5 Celebration Event 4/22/17 - Hosted by [VB]AWOL, Orangesherbet and Friends!   
    Thank you all who helped with the event and participated! I will let you guys and gals know when we hold the next one 
  9. Like
    umfufu got a reaction from vbawol in Rate of Hunger Decay   
    class CfgEpochClient
    {
        epochVersion = "0.4.0.0";
        baseHTLoss = 4;      <<<<<<< add this with your value in \mpmissions\epoch.Altis\epoch_config\Configs\CfgEpochClient.hpp
        sapperRngChance = 100;
  10. Like
    umfufu got a reaction from Ghostis in Namalsk EMP Storms, Weather and a few other things..   
    Sorry but Sumrak hasnt updated namalsk after 0.75  , armaholic still is at  0.741 (but as a update to namalsk crisis and addon for dayz)
    And the server (dayz) files are also at 0.75  https://github.com/SumrakDZN/DayZNamalsk
    Namalsk Crisis is also still at 2.4 (v1.15.4)
  11. Like
    umfufu got a reaction from Grahame in Been away from Arma3/Epoch for a while, is it still fun?   
    https://github.com/EpochModTeam/Epoch/blob/master/Server_Install_Pack/sc/users/sc/sc.arma3profile
     
    Look there its the profile with explain who why and wot (its inside the Epochserver pack)
    And add or delete change on your behave
  12. Like
    umfufu reacted to vbawol in Sign in with Steam   
    You can now register new accounts and link your account to Steam and login using Steams login service.
    Existing members can link Steam to their accounts by:
    Goto Account Settings then click the Steam tab. Login with steam to link your account. You can also choose to use your Steam avatar. When logging in you can now simply use the "Sign in with Steam" option.  New Members can register for an account using "Sign in with Steam" and if the username is already taken you will be given an option to choose one.
  13. Like
    umfufu got a reaction from Grahame in EpochZ: Black Tide   
    Yes as a matter of fact i did the same due to the fact the old 2d editor was going to be depreacated and different notation of 3d eden
            class Item104
            {
                dataType="Logic";
                class PositionInfo
                {
                    position[]={17519.039,15.683965,13059.484};
                };
                name="SERVER";
                init="null=[] execVM ""cos\cosInit.sqf"";";
                id=205;
                type="Logic";
            };
     init="if (isServer) then { null=[] execVM ""cos\cosInit.sqf""; }";    will do due the if - isserver
    ( darn we can run of again with some brittle and/or spiderZs on our tail )
    Thx for the help
     
     
     
  14. Like
    umfufu reacted to vbawol in 0.3.8 Release Changelog (Build 439)   
    Notable Changes (TLDR):
    CUP Weapons and Vehicle mod support added. Server will detect the mods and enable separate loot tables and vehicle spawn tables automatically. CBA mod compatibility added. License change for epoch sandbox survival gamemode to open source APL-SA  Full gamemode and configs now in mission file. Starting with the release of 0.3.8* everyone can make use of the work found here: https://github.com/EpochModTeam/Epoch to build your own gamemode and scripts as long as you provide credits, share sources (GitHub, etc.) and keep the same license (APL-SA). The Epoch name or logos may not be used without permission and your work should not appear to be officially endorsed by the Epoch Mod Team. 
    While the grander goal for Epoch mod still exists, the involvement of the team has been limited due to lack of time and the fact is to make anything worth while takes time. This is a small point of frustration for me as we are basically only able to do this as a hobby and while I would like to say that the Team could rally our efforts and work 40 hours a week to get to 1.0 faster that is quite simply not possible currently.
    The plan is to get the community more involved in further refining the Epoch survival gamemode so that we can then focus on the long term goal of taking Epoch Mod to 1.0 by adding additional new custom vehicles, weapons and an American themed map and much more.
    Full 0.3.8 Changelogs:
    [Changed] Trash looting is now done by interaction system only. Hold Space Bar and choose Examine. [New] Split gamemode from main assets, all epoch client gamemode code and configs are now found in the mission file under APL-SA license. https://github.com/EpochModTeam/Epoch [Added] Support for CUP Vehicles and Weapons. [Added] Display temperatures in both Fahrenheit and Celsius. [Added] Fully reworked loot object spawn system. [Added] Headers added to all gamemode files that include: Author, Description, Github Source link, Usage and Examples. [Added] All text based feedback now use new EPOCH_dynamicText function. [Added] Show current build number on debug monitor. [Added] Player Karma stat is now effected by Arma 3 rating system via Event Handler. More TBA. [Added] Players can now harvest Hemp from maps that it grows wild. [Changed] Can now over heat if fatigued and air temperature is greater than 100F or 37C [Changed] Crafting now supports Water sources from 'CfgWorldInteractions' configs. [Changed] Moved Cultist and Sapper permanently to enemy side. [Changed] Disabled remote sensors on server and client as all AI Epoch is locally controlled. https://community.bistudio.com/wiki/disableRemoteSensors [Changed] Repacked all pbo's to make use of the new 32-bit P3D binarization process. https://dev.arma3.com/post/techrep-00026 [Changed] Massive code overhaul to make use of many new SQF commands instead of slower SQF logic. [Changed] Increased the amount of Krypto a player can hold from 25k to 250k. [Changed] Further improve loot positions in existing maps and add more missing positions for CUP maps. [Changed] General cleanup and reorganizing of files. [Fixed] Temporary direction and angle placement issues when base building. [Fixed] Force player to lobby if the player did not tapout after timer runs out. [Info] Required Arma 3 version is now 1.56 or higher. **Server** [Added] Support for Napf by Momo and ANixon http://steamcommunity.com/sharedfiles/filedetails/?id=635780806. [Added] Batch files to rebuild server and mission pbo's can be found in Github Root/Tools/Build folder. [Added] Updated version redis-server.exe to latest build (2.8.2400) and added full Redis config examples. [Added] limit to number of plant sites that can spawn. Can be controlled with "plantLimit" inside (CfgEpoch >> worldName). [Added] Support for Eden editor mission files (version 51) and attributes. [Added] Battleye filter updates for CUP Weapons and CBA. [Changed] Moved vehicle spawn limit configs to per map configs found in server settings pbo (CfgEpoch > WorldName > allowedVehiclesList). [Changed] Use BIS_fnc_addStackedEventHandler for onEachFrame, onPlayerConnected, onPlayerDisconnected to increase compatibility with other mods like CBA. [Changed] Lower disconnect timeout to 10 seconds with disconnectTimeout set via config.cfg. https://community.bistudio.com/wiki/server.cfg [Changed] Mission system can now use missionConfigFile configs. [Changed] publicVariableClient calls changed to use remoteExec. This should provide better performance and reliability as PVC's can be unreliable under heavy use and can also bottleneck the games netcode. [Changed] CfgClientFunctions is now able to be overridden via description.ext. [Changed] Fully removed BIS MP init override and added remoteExec BE filter rule for initPlayerServer.sqf usage. (Still must be whitelisted in remoteExec configs to use) [Fixed] Incorrect scope on some magazine items prevented them from showing in the admin spawn menu. [Fixed] Reworked player login, fixes issues with players logging in without gear (when one or more players are logging in at the same time, IE. server startup) [Removed] Old BEC plugin as its not needed anymore. [Info] RConPort 2303 added to example-beserver.cfg for changes since A3 1.58. [Info] epochAH.hpp updated "antihack_checkFiles" for new file paths. [Info] Some AI Scripts Mods may not work with disableRemoteSensors enabled. You can disable with "disableRemoteSensors = false;" in CfgEpochClient. [Info] Removed old .bikey and added new one for 0380. Build: 439 [Added] FastNights Epoch Event. http://epochmod.com/forum/topic/41949-accelerated-time/?do=findComment&comment=275310 [Added] Install batch for all CUP mods and CBA. https://github.com/EpochModTeam/Epoch/tree/master/Tools/Install [Changed] The function EPOCH_fnc_addItemOverflow now supports spawning items and weapons types given a count. [Changed] Moved the secure storage config variable 'returnOnPack' from cfgvehicles config to CfgBaseBuilding. [Changed] Make use of new getOutMan EH for vehicle epoch anti wall glitch checks. [Changed] Change last few uses of hintSilent to Epoch_dynamicText. Now only the debug monitor uses hintSilent. [Changed] 1.58 Difficulty Overhaul changes to enable 3rd person. Thanks to klinGiii on the forum: http://epochmod.com/forum/index.php?/topic/41922-158-difficulty-overhaul [Changed] Epoch AH reworked displayAddEventHandler checks to use CfgEpochClient configs. [Changed] Increased range for vehicle interactions to fix issues with access to larger vehicles. Thanks to Grahame for the report: http://epochmod.com/forum/index.php?/topic/41894-cannot-unlock-large-vehicles/ [Changed] Preloading sapper by spawning one on the map at server start. [Changed] Change to github markdown for credits and license. [Fixed] suppress loot spawning at main traders. Thanks to Ghostrider-DbD- for the report. http://epochmod.com/forum/topic/41954-loot-spawning-at-traders/ [Fixed] BE kick since 1.58 hotfix. http://epochmod.com/forum/topic/41961-rscdebugconsole_watch-battleye-kick/?do=findComment&comment=275456 [Fixed] Use object as input for remoteExec instead of owner. http://epochmod.com/forum/topic/41959-be-carefull-with-remoteexec-and-owner/ [Fixed] Attempt fix issues with temporary angle and rotation issues with base building. [Fixed] Check for base kit item is in players inventory before spawning ghost. [Fixed] Prevent empty group menu display. Thanks to He-Man! for the fix. [Fixed] Group system marked player as "Dead Player" if moderator status was change while player offline. Thanks to He-Man! for the fix. [Fixed] Group system invite and kick from group options not working. Thanks to He-Man for the fixes: http://epochmod.com/forum/topic/41893-group-menu-broken-kick-invite-for-admin-not-possible/#comment-275429 [Fixed] Rewrote deleteVehicle.txt BE filter to correct filter syntax to fix false kicks. Thanks to BetterDeadThanZed for the report http://epochmod.com/forum/index.php?/topic/41933-players-kicked-for-moving-safes/#comment-275297 [Fixed] Fixed Arma install batch script not closing after update. [Fixed] Mission loot payout not working. Thanks to @He-Man for the fix: http://epochmod.com/forum/index.php?/topic/41892-payout-trader-mission-broken/ [Fixed] Crafting recipe for Vehicle Repair Kit had wrong part in usedIn array. Thanks to LeBarbare for the report: http://epochmod.com/forum/index.php?/topic/41896-wrong-recipe-place/ [Fixed] Green Marked traders unable to be accessed. Thanks to @He-Man for the report: http://epochmod.com/forum/index.php?/topic/41887-radom-unexpected-script-failure-with-traders-ai_slot/ [Fixed] Trailing commas in CfgLootTable. [Fixed] Disallow building inside of vehicles. [Fixed] Incorrectly enabled CUP vehicles and weapons support if only Core and Maps where enabled. [Fixed] remoteExec Battleye kick fixed. [Fixed] Player getting stuck waiting for inventory to load. [Fixed] Delete base object if over limit. [Info] Defined proper settings in full redis-example.conf [Info] Requires Arma 3 1.58 or higher. Test servers can be found here: 

  15. Like
    umfufu got a reaction from TheStainlessSteelRat in What kind of sorcery is this?   
    Its like a magic carpetride
    (Steppenwolf)
  16. Like
    umfufu reacted to KPABATOK in What kind of sorcery is this?   
    It is not a first time I see around the map in different server floating building materials, stud walls, cinder walls, floors. How this glitch happen?
    Today saw one just above my base, floor floating hundreds of meters in the air, so I landed on top with mosquito and thinking now about building a sky base here :D
    P.S. though now think it won't be possible as the height is higher than the 99 meter limit, if I exit the heli I probably will just start floating in the air...
     
     

  17. Like
    umfufu got a reaction from TheStainlessSteelRat in A santa sapper   
    Can the devs push this request out as a small update , a Hohoho merry Cr....ackaboem
  18. Like
    umfufu reacted to KPABATOK in Epoch 3.5.0 with A3 1.52 and 1.54   
  19. Like
    umfufu reacted to KPABATOK in Suggestion: aiming and aiming speed of AI   
    A bit related, I found a spot in central spawn were you lose god mode (even though you are technically inside the safe zone). It is further inside the pier behind last traders back at that cross section. That's how I died a couple of times to drone soldier AI because I thought I was invulnerable ;D But if you manage to lure the drone above that spot, you can shoot it, and of course, same with AI soldiers.
  20. Like
    umfufu got a reaction from Axle in IT'S A TRAP!   
    Vbawol has a nickname 'Buster' and yes its plausible it can kill ya
  21. Like
    umfufu reacted to Axle in New base item   
    You can build 4 of them without a jammer.
  22. Like
    umfufu reacted to KPABATOK in Is the 'move button' back to move build objects ?   
    Physical building was really tedious job to do, there is currently no need to move an item after you placed it as you can move these items anyway you want in free mode (well except rotate, which kinda sucks and I hope it will be implemented in a future) and make that it does not have gaps. So for example, if you snapped your floors correctly, any wall built on top won't have gap (specifically talking about cinder walls), though stud walls seem to have a tiny few millimeter gap between them when snapped together, but that can be fixed using ghost snapping with "free mode" (press number 2 on your keyboard), where you can build a wall and it won't snap until you press number 2 on your keyboard again, so it won't re-adjust automatically. If you are worried by those few millimeters, just move a stud wall closer to each other (or even make them overlap if that's your thing) and press 2 again. That's how you can place them in a right spot without a gap.
    People also complained a lot that they used to die when they were building bases and that was mainly because move function for physical objects was possible, the build an object, decide to move object and rotate it and forget to use "END" button to move it further from them. Rotating object killed them almost instantly since it was the same as getting hit by a car. Physical building (except for shelfs/lockboxes) was removed entirely and building itself will be redefined again in upcoming patches but for now you can build a base almost safely.
    I would expect the "move" function to be implemented for ghost snapping (like it is in Exile currently for example), so that even if you snapped a wall, you can pick it up again whenever you want and move to different spot. But again, it all depends on the vision that Epoch developers have with how their mod needs to be. Being able to remove a wall or any other object offers almost same stuff as being able to just move it to different spot, since by removing you still get some of the materials back and starting from scratch isn't as hard.
     
     
     
  23. Like
    umfufu got a reaction from KPABATOK in settingvalue for solarpanels   
    I would like to see a adjustable variable for the solarpanel (buildable) due to what i think is a to high rate of charging
    Maybe also apply it with vehicles
  24. Like
    umfufu got a reaction from He-Man in Solar generator non-removable?   
    Kpabatok if u want to remove it , i'd just say a satchel will do
  25. Like
    umfufu got a reaction from KPABATOK in Snakes get killed but after 3 seconds they move again   
    Ok is this a new feature ?
    Coz i believe in 0300 or 0301 i did shoot them and looted them as soon the question mark popped up wich looked like i was 2-3 feet from the snake not on top of them
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