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makasouleater

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About makasouleater

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  1. Hmm yep thats the one, I dono then. I put that in there, and when i log into the server my screen is black. I tried to add exile z 2 to my server, and it made the screen black too, so I guess its something I did wrong. But I set up a stock Epoch server, nothing on it, add my number to that, and i log in and the screen is black, till i take my number out of it. Thank you muchly for the reply.
  2. Hmm I cant seem to find anything about what a steam uid is. Thank you very much for answering. I found something about it under arma, and it said to go to my profile in arma 3 but that is just the steam number. Still a black screen though when i try to use it.
  3. Any one know how come when i add my self as admin in epochah, when I try to join the game the screen is black and I can't see anything? As soon as i take my steam64 id out it works again. I put my steam64 id under Admin owner. The exit menu comes up when i hit esc, but everything else is black. If i disable the anti hack in there it makes it so i can see the game, but the tools don't work.
  4. Just gonna add this to the list. I am done with it lol. The new update is 100 percent gonna brake all this. But if any one wants to rewrite it. It was a crafting system that made gems, uavs, ship wrecks, and ore useful to make all the high end guns. ////// Custom Part start////// //my stuff // Other Crafting parts class CircuitParts : Default { usedIn[] = {}; }; class ItemBattery : Default { usedIn[] = {}; }; //Ore class PartOre: Default { usedIn[] = {"ItemScraps"}; }; class PartOreGold: Default { usedIn[] = {}; }; class PartOreSilver: Default { usedIn[] = {}; }; //gems class ItemJade : Default { usedIn[] = {"muzzle_snds_H_SW", "muzzle_snds_acp", "muzzle_snds_338_green", "muzzle_snds_338_black", "muzzle_snds_338_sand", "muzzle_snds_93mmg"}; }; class ItemEmerald : Default { usedIn[] = {}; }; class ItemCitrine : Default { usedIn[] = {"muzzle_snds_H", "muzzle_snds_93mmg_tan", "muzzle_snds_L", "muzzle_snds_M", "muzzle_snds_B", "muzzle_snds_H_MG"}; }; class ItemRuby : Default { usedIn[] = {"m249_EPOCH", "200Rnd_556x45_M249", "launch_RPG32_F", "RPG32_HE_F", "m249Tan_EPOCH"}; }; class ItemSapphire : Default { usedIn[] = {"arifle_SDAR_F", "20Rnd_556x45_UW_mag"}; }; class ItemOnyx: Default { usedIn[] = {}; }; // machine guns class MMG_01_tan_F : Default { recipe[] = { { "m249_EPOCH", 1}, {"PartOreGold",5 }, {"ItemOnyx",5 } }; usedIn[] = {"launch_NLAW_F", "launch_Titan_F"}; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class MMG_02_black_F: Default { recipe[] = { { "m249_EPOCH", 1}, {"PartOreGold",4 }, {"ItemOnyx",4 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class m249_EPOCH : Default { recipe[] = { { "ItemRuby", 2}, {"PartOreSilver",3 } }; usedIn[] = {"MMG_02_black_F", "MMG_01_tan_F", "LMG_Mk200_F", "LMG_Zafir_F", "arifle_MX_SW_F"}; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class m249Tan_EPOCH :Default { recipe[] = { { "ItemRuby",1}, {"PartOreSilver",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class LMG_Mk200_F : Default { recipe[] = { { "m249_EPOCH",1}, {"PartOreGold",1 }, {"ItemOnyx",1 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class LMG_Zafir_F : Default { recipe[] = { { "m249_EPOCH",1}, {"PartOreGold",3 }, {"ItemOnyx",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class arifle_MX_SW_F : Default { recipe[] = { { "m249_EPOCH",1}, {"PartOreGold",2 }, {"ItemOnyx",2 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; // ammo MMG LMG class 150Rnd_93x64_Mag : Default { recipe[] = { { "200Rnd_556x45_M249", 1}, {"PartOreGold",7 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class 130Rnd_338_Mag : Default { recipe[] = { { "200Rnd_556x45_M249", 1}, {"PartOreSilver",7 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class 200Rnd_556x45_M249 : Default { recipe[] = { { "ItemRuby", 1}, {"PartOreSilver",5 } }; usedIn[] = {"150Rnd_93x64_Mag", "130Rnd_338_Mag", "200Rnd_65x39_cased_Box", "150Rnd_762x54_Box", "100Rnd_65x39_caseless_mag"}; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class 200Rnd_65x39_cased_Box : Default { recipe[] = { { "200Rnd_556x45_M249", 1}, {"PartOreSilver",3 } }; usedIn[] = {"200Rnd_65x39_cased_Box_Tracer"}; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class 200Rnd_65x39_cased_Box_Tracer { recipe[] = { { "200Rnd_65x39_cased_Box", 1}, {"PartOreSilver",1 }, {"Chemlight_blue", 10} }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class 150Rnd_762x54_Box : Default { recipe[] = { { "200Rnd_556x45_M249", 1}, {"PartOreSilver",5 } }; usedIn[] = {"150Rnd_762x54_Box_Tracer"}; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class 150Rnd_762x54_Box_Tracer : Default { recipe[] = { { "150Rnd_762x54_Box", 1}, {"PartOreSilver",2 }, {"Chemlight_blue", 10} }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class 100Rnd_65x39_caseless_mag : Default { recipe[] = { { "200Rnd_556x45_M249", 1}, {"PartOreSilver",4 } }; usedIn[] = {"100Rnd_65x39_caseless_mag_Tracer"}; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class 100Rnd_65x39_caseless_mag_Tracer : Default { recipe[] = { { "100Rnd_65x39_caseless_mag", 1}, {"PartOreSilver",2 }, {"Chemlight_blue", 10} }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; // AMMO UW class 20Rnd_556x45_UW_mag : Default { recipe[] = { { "ItemSapphire", 1}, {"PartOreSilver",5 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; // muzzles class muzzle_snds_93mmg_tan : Default { recipe[] = { { "ItemCitrine", 1}, {"PartOre",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class muzzle_snds_H : Default { recipe[] = { { "ItemCitrine", 1}, {"PartOre",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class muzzle_snds_L : Default { recipe[] = { { "ItemCitrine", 1}, {"PartOre",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class muzzle_snds_M : Default { recipe[] = { { "ItemCitrine", 1}, {"PartOre",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class muzzle_snds_B : Default { recipe[] = { { "ItemCitrine", 1}, {"PartOre",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class muzzle_snds_H_MG : Default { recipe[] = { { "ItemCitrine", 1}, {"PartOre",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class muzzle_snds_H_SW : Default { recipe[] = { { "ItemJade", 1}, {"PartOre",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class muzzle_snds_acp : Default { recipe[] = { { "ItemJade", 1}, {"PartOre",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class muzzle_snds_338_black : Default { recipe[] = { { "ItemJade", 1}, {"PartOre",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class muzzle_snds_338_green : Default { recipe[] = { { "ItemJade", 1}, {"PartOre",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class muzzle_snds_338_sand : Default { recipe[] = { { "ItemJade", 1}, {"PartOre",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class muzzle_snds_93mmg : Default { recipe[] = { { "ItemJade", 1}, {"PartOre",3 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; // Launchers class launch_NLAW_F : Default { recipe[] = { { "MMG_01_tan_F",1 }, {"PartOreGold",5 }, { "ItemEmerald", 3 },{ "CircuitParts", 3 },{ "ItemBattery", 1 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class launch_Titan_F : Default { recipe[] = { { "MMG_01_tan_F", 1}, {"PartOreGold",5 }, { "ItemEmerald", 5 },{ "CircuitParts", 5 },{ "ItemBattery", 2 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class launch_RPG32_F : Default { recipe[] = { { "ItemRuby", 5}, {"PartOreGold",5 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; //rockets class NLAW_F : Default { recipe[] = { { "ItemEmerald", 1}, {"PartOreSilver",5 }, {"RPG32_HE_F",2 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class Titan_AA : Default { recipe[] = { { "ItemOnyx", 1}, {"PartOreSilver",5 }, {"RPG32_HE_F",3 }, {"CircuitParts",1 },{"ItemBattery",1 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class RPG32_HE_F : Default { recipe[] = { { "ItemRuby", 1}, {"PartOreSilver",5 } }; usedIn[] = {"Titan_AA", "NLAW_F"}; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; //UW GUN class arifle_SDAR_F : Default { recipe[] = { { "ItemSapphire", 1}, {"PartOreGold",5 } }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; // Assualt rifles class arifle_MX_Black_F : Default { usedIn[] = {"arifle_MX_GL_Black_F"}; }; class arifle_MX_F : Default { usedIn[] = {"arifle_MX_GL_F"}; }; class arifle_Katiba_F : Default { usedIn[] = {"arifle_Katiba_GL_F"}; }; class arifle_Mk20_F : Default { usedIn[] = {"arifle_Mk20_GL_F"}; }; class arifle_TRG21_F : Default { usedIn[] = {"arifle_TRG21_GL_F"}; }; // assualt rifles grande class arifle_MX_GL_Black_F : Default { recipe[] = { { "arifle_MX_GL_Black_F", 1}, {"PartOreGold",2 },{ "ItemRuby", 2} }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class arifle_MX_GL_F : Default { recipe[] = { { "arifle_MX_F", 1}, {"PartOreGold",2 }, { "ItemRuby", 2} }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class arifle_Katiba_GL_F : Default { recipe[] = { { "arifle_Katiba_GL_F", 1}, {"PartOreGold",2 },{ "ItemRuby", 2} }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class arifle_Mk20_GL_F : Default { recipe[] = { { "arifle_Mk20_F", 1}, {"PartOreGold",2 },{ "ItemRuby", 2} }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class arifle_TRG21_GL_F : Default { recipe[] = { { "arifle_TRG21_F", 1}, {"PartOreGold",2 }, { "ItemRuby", 2} }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; // Gl ammo required class HandGrenade : Default { usedIn[] = {"1Rnd_HE_Grenade_shell"}; }; class Chemlight_blue : Default { usedIn[] = {"UGL_FlareWhite_F"}; }; // GL ammo class 1Rnd_HE_Grenade_shell : Default { recipe[] = { { "HandGrenade", 1}, {"PartOreSilver",2 }, { "ItemRuby", 2} }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; class UGL_FlareWhite_F : Default { recipe[] = { { "Chemlight_blue", 1}, {"PartOreSilver",2 }, { "ItemRuby", 2} }; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; //my stuff end
  5. Thank you very much. Yeah i would have to update every single recipe out of the 200 i made........... I think ill just quit when u update. That is alot of work to re write that whole thing, and i have 0 idea where to start on it. Thank you muchly for the fun though, i enjoyed arma for 200 hours. time to find something else.
  6. Yeah that sounds really complicated :)
  7. Thank you so much. The only config i checked was crafting. Which hopefully overwrites, and still works. I guess Ill just have to try. Because, new system you made, wont work with what i made. It would add by the looks of the code some kind of crafting timer. Which would complicated it more than I wanted it too. I suppose i should of just waited lol. Basically since there was no crafting timer, i just added different steps to make it take longer. With a whole bunch of stuff, to make UAVs worth killing, Ship wrecks worth going to, and earth quakes. And i just used the fire in place of a crafting table. I will wait for your video, i don't know what you mean by limits. I added prolly 150 different recipes, and they all seem to work.
  8. I see the whole crafting file has been re written. What would happen if i just overwrite that part of it? Would people who updated to the latest version be able to join. Like if i stuck the cfgcrafting in my mp mission, it should over write the one in the epoch folder, but they wont get kicked, when trying to join, when he updates it on steam. So heres the new one class CircuitParts : Part { usedIn[] = { "EnergyPack", "EnergyPackLg", "KitPlotPole" }; previewPosition[] = {0.791044,1,0.256956}; previewScale = 2; previewVector = 2.3; here is one of mine class MMG_01_tan_F : Default { recipe[] = { { "m249_EPOCH", 1}, {"PartOreGold",3 }, {"ItemOnyx",3 } }; usedIn[] = {"launch_NLAW_F", "launch_Titan_F"}; nearby[] = { { "fire", { "ALL" }, 3, 1, "Fire", "fire" } }; }; So basically by my novice look, I would have to rewrite the entire thing, if i wanted that bottom code to work with the new one. So I am hoping, with it in the MP mission, its just gonna over write it, and still be able to join with the updated version. Thanks for any help:) I suppose it wouldn't really matter, but if i understand steam right, as soon as he updates it on there, every one will update to that version, and it will not work with the old one. So i guess im just asking in advance so i can figure out a way to by pass it.
  9. That is interesting. I don't think it has to do with the Epoch code though. I have made multi groups on my sever, and it makes the group. It also saves the group in till the group is disbanded, even after server restarts. Sounds like those servers you are joining either disabled grouping, or inadvertently broke it some how. Maybe some mods you all are using could brake it. If you are joining with just the epoch mod activated and nothing else, and it still doesn't work. Ask people in the server if it works for them.
  10. To make a group, you have the person make it, then add the people, those people have to go into the menu under their interface, which says requests in there. Then they accept it.
  11. class GenericAuto { items[] = { { { "ItemLockbox", "magazine" }, 4 }, { { "jerrycan_epoch", "magazine" }, 5 }, { { "CircuitParts", "magazine" }, 6 }, { { "MortarBucket", "magazine" }, 9 }, { { "VehicleRepair", "magazine" }, 11 }, { { "ItemCorrugated", "magazine" }, 11 }, { { "CinderBlocks", "magazine" }, 12 }, { { "JackKit", "magazine" }, 9 }, { { "ItemCoolerE", "magazine" }, 13 }, { { "ItemScraps", "magazine" }, 13 }, { { "lighter_epoch", "magazine" }, 1 }, { { "ItemSolar", "magazine" }, 3 }, { { "ItemBattery", "magazine" }, 3 }, { { "ItemCables", "magazine" }, 3 } Any one know what this is in reference to. Is it for the loot table for vehicles that spawn on the map. Or is it for looting those broken autos all over the map? Thanks muchly for any info on this.
  12. Just want to thank the people who made epoch, and the crafting system. It is bad ass, and will fill the ich i had since playing Star wars galaxies crafting :) Now if only you could build the vehicles :)
  13. Hmm, I dono guys. I just ran it from 8 pm, to 8 am, and the server was still playable at 8am, with my ai helis flying around, with the tank patrol, and ai troops. Plus like 15 random missions from FUMS, but I use a headless client so i dono. As i said though I am pretty sure its your settings. //Maximum number of placed random spawns on map. Set to -1 for A3EAI to automatically adjust spawn limit according to map size. Set to 0 to disable random spawns. (Default: -1) maxRandomSpawns = 10; change that from -1, and put it at a lower number. //Upper limit of dynamic spawns on map at once. Set to 0 to disable dynamic spawns (Default: 15) maxDynamicSpawns = 10; lower that from 15 //(Static/Dynamic/Random Spawns) minAI: Minimum number of units. addAI: maximum number of additional units. unitLevel: Unit level (0-3) minAI_village = 1; addAI_village = 2; unitLevel_village = 0; spawnChance_village = 0.60; //(Static/Dynamic/Random Spawns) minAI: Minimum number of units. addAI: maximum number of additional units. unitLevel: Unit level (0-3) minAI_city = 1; addAI_city = 3; unitLevel_city = 1; spawnChance_city = 0.70; //(Static/Dynamic/Random Spawns) minAI: Minimum number of units. addAI: maximum number of additional units. unitLevel: Unit level (0-3) minAI_capitalCity = 2; addAI_capitalCity = 3; unitLevel_capitalCity = 2; spawnChance_capitalCity = 0.80; //(Static/Dynamic/Random Spawns) minAI: Minimum number of units. addAI: maximum number of additional units. unitLevel: Unit level (0-3) minAI_remoteArea = 1; addAI_remoteArea = 4; unitLevel_remoteArea = 3; spawnChance_remoteArea = 0.90; //(Static/Dynamic/Random Spawns) minAI: Minimum number of units. addAI: maximum number of additional units. unitLevel: Unit level (0-3) minAI_wilderness = 1; addAI_wilderness = 2; unitLevel_wilderness = 3; spawnChance_wilderness = 0.50; And lower all of those, till you find it to work. Shut off veh patrols/air/uav/and ugv. See if you have the problem.
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