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MALUK3N

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  1. Like
    MALUK3N reacted to PetuniaEpoch in AI guards for bases...   
    Hey,
     
    So there is a lot of discussion about bases being perma or not...
     
    The argument for perma bases (which I am for, by the way!), is that it's not fair that someone can spend weeks building a base, only to have it removed in one evening when they are not online. 
     
    The argument against perma bases seem to be that its more realistic, I see the point here too - IRL, people WOULD be able to raid & destroy your bases, although not as easily as when someone leaves the game IRL for work/sleep etc!
     
    That's the point here then, right? In Real Life, you'd ALWAYS have someone at the base - hell, you'd likely sleep there and have someone posted on guard to wake everyone to defend it if needed, right? Trouble is, we can't do that on DayZ, as we ALL need sleep, some go to school/college/work etc...
     
    So how about being able to 'buy' from the traders (hire?) a small group of AI guards (a set number, like 1 sniper, 2 gunner, 1 scout and a medic?) that are only friendly to your GUID or PlayerUID (database)?
     
    Obviously this would mean trouble for your clan mates, but then again, there could be a warning with 60 seconds to enter the right PIN code for the guard. The AI guards, when purchased, would appear at your base (plot pole? - so you'd have to have a placed pole to be able to purchase).
     
    This way, players bases are guarded while they sleep or work IRL, but they are not perma, as if bandits are good, they will be able to wipe out all the guards then destroy/raid the base.
     
    Prob quite a bit of coding, but I'd love to see this, and I'd even be happier using Epochs non-perma base building if I knew it was guarded so that one lonely sad geek couldn't wander up with a few tools and take it all apart unhindered!!!
  2. Like
    MALUK3N reacted to MadMartyr in Zombie-Free Bases   
    I've been fielding complaints from some of my players that there just isn't a way to build a base in towns, as the zombie spawn just means they get killed while trying to build (and I personally feel that you should be able to have a base in a town and a way to keep it safe from zombies that run through the walls and barricades).  I decided to address that by modifying the ZombieShield script I've been using to keep my admin base safe.
     
    What this does, is gives a predefined area around the plot pole where zombies will be automatically teleported away when they spawn.  For starters, in your configuration area of the init.sqf, add the following:
    dayz_poleSafeArea = 30; // Default = 30m, the buildable distance At the bottom of your init.sqf, add the following:
    [] execVM "custom\base_SafeArea.sqf"; Now, create a folder in the same directory as your mission's init.sqf called "custom".  Within that folder, create a new file called "base_SafeArea,sqf" with the following contents:
    //--------------------------------------------------------------------- // Epoch Base Safe Area // By MadMartyr // Modified from generic ZombieShield code by felixberndt and meat // http://opendayz.net/threads/prevent-zombie-spawning.8799/#post-32461 //--------------------------------------------------------------------- while {true} do {   sleep 10;   // No Zeds near Plot Poles   _playerPos = getPos player;   _nearPole = nearestObject [_playerPos, "Plastic_Pole_EP1_DZ"];   if (!isNull _nearPole) then {     _pos2 = getPos _nearPole;     _zombies2 = _pos2 nearEntities ["zZombie_Base", dayz_poleSafeArea];     _count2 = count _zombies2;     for "_i" from 0 to (_count2 -1) do     {       _zombie2 = _zombies2 select _i;       _zombie2 setpos [-3367.739,-120.84577,-8247.0625];     };   }; }; You might get some BattlEye script restrictions on getPos and setPos, just add an exception for base_SafeArea.sqf.  
    Not thoroughly tested yet, as I just did this in the last hour, so let me know if you try it out and if it works well for you.
     
    UPDATE:
    arma2oaserver.rpt spam fixed.
  3. Like
    MALUK3N reacted to Bungle in [OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)   
    That's the idea mostly. Some players wont like all the addins, Some will. You can chop back or copy the functions you like if your willing and able.
     
    I am looking to make some modifications that I am hoping you all approve however I will wait until the new patch release I think.
     
    Removal of the BTK as with R3F Combined it means too much extra cargo.
    Changing Sarge AI to only Bandits and removing patrols also changing to add more loot and more weapon types.
    Map Fixes and More Addons including something to do on skalisty Island..
    Possible Vendors at villages "Low level Loot" and Services only.
    Extra Scripts like CCTV and More..
    Various Bug Fixes and updates for current scripts and BE Kick Issues
  4. Like
    MALUK3N reacted to Axle in Epoch Sahrani?   
    It will be released when it's finished :D
  5. Like
    MALUK3N reacted to fr1nk in vehicle keys   
    Ah ok. See, this is why they don't let me learn how to code. I'd probably try to write a "hello world" script and end up formatting the hard drive  :lol:
  6. Like
    MALUK3N reacted to Bungle in Patch 1.0.1.2 Discussion.   
    Also the Orange Sherbert.. I would of personally resprayed the Pistachio Pack Orange, or other colors.  :lol:
     
    Inspiration
     

  7. Like
    MALUK3N reacted to boxman80 in Generators and base lights   
    Be nice if it could be added that lights need generators and can be turned on or off. There's been a  number of times it would have been useful to turn the lights off at our camp (such as chopper overflights, enemy raids, etc.).
     
    I would also like to see some kind of spot light system in the game and maybe the ability to add the big tower flood lights.
  8. Like
    MALUK3N reacted to Axle in How to take away "gear" option for locked cars   
    If we knew, it would be done. If anyone knows and would like to share that would be great.
  9. Like
    MALUK3N reacted to Connorbarnes in Is there a 1.0.1.4 item list?   
    i was just wondering if we could get an item list as it would help alot? 
     
    Thanks.
  10. Like
    MALUK3N reacted to Bungle in protect locked vehicles   
    I know that there was some awesome work done adding god mode to players when inside trader cities for anti-grieving and server owners wishing to employ it.
     
    http://dayzepoch.com/forum/index.php?/topic/386-better-safezone-maybe/
     
    I am not sure if the same "God Mod" could be applied to a vehicle once locked, but it could be a viable option also for server owners that wish to head down that path.
  11. Like
    MALUK3N reacted to Dobrowney in Thank you Dev Team   
    I wanted to take this time to thank the Epoch dev team. I have been playing dayz since April 2012. I played dayz almost everyday until a few months ago. With all the hacking and Mods of the mod I would try every mod and all seem to miss the mark on what needed to be added to dayz.  Some had some cool ideas. I seen the Epoch Mod on Github. I knew when reading about epoch it would be the mod I was looking for in dayz. Moving into 1.0.1 shows what these devs can do. For that I thank you for bring dayz back for me.
  12. Like
    MALUK3N reacted to vbawol in 1.0.1.4 Release Bugs   
    Delayed another 24-48 hours. We are going to have to have another version 1.0.1.3 RC1 as we needed to move some of our code changes out of some pbo's that we do not have permission to edit.
  13. Like
    MALUK3N reacted to vbawol in 1.0.1.4 Release Bugs   
    Just finishing up trader configs and we should be good. 
  14. Like
    MALUK3N reacted to vbawol in 1.0.1.4 Release Bugs   
    The traders are now going to use one pool of tid's so that we can maintain consistency across all maps. Also we will now have bandit and hero traders that both only deal in higher end weapons and armed vehicles.
  15. Like
    MALUK3N reacted to nadja in Female soldiers for Epoch?   
    Hello! Nice to meet you, just wondering if I could suggest this to be added to Epoch.
     
    http://forums.bistudio.com/showthread.php?108299-Female-Soldier-(beta-wip)
     
    Being a woman, I would like a bit more variety with the female clothing (pink clothes, no thanks!) so I have found this!
     
    example from link:

     
     
    Just curious to what you all think. :) Take care
  16. Like
    MALUK3N reacted to MacMerritt in Keys - Ways to enhance or fix them   
    So one thing we have noticed is people mixing up keys. I have a few ideas for adding to Epoch to enhance the key situation.
     
    Labels - There should be a label as to what key goes to what vehicle. Something as simple as "Humvee key", "Helicopter key", etc. Ive heard about people selling their vehicle and not knowing which key to drop since the key stays in your inventory after a vehicle is sold.
     
     
    Removing Key when sold - Like the previous idea. The key to the vehicle needs to disappear along with the vehicle when it is sold. This would reduce confusion and "key clutter".
     
     
    Key Ring - I was thinking about this prior to the latest patch notes, and since you are making a briefcase to care bars, why not make a key ring to carry up to 10 keys. That way the keys only take up 1 inventory/toolbelt slot. Also make it interactive like looking in your bag, that way you can add/remove keys from the key ring.
     
     
    Lastly and I know others have touched on this, but the gear should be locked with the vehicle doors. However I would like to see people be able to use a crowbar to break into a vehicle and access the gear. Thus if you have a crowbar you can see the gear menu, no crowbar=no gear menu. Just a thought.
     
     
  17. Like
    MALUK3N reacted to Bungle in server name   
    1825ish Dayz Later..
  18. Like
    MALUK3N reacted to TayTayTheKiller in 1.0.1.4 Release Bugs   
    Where them 1.0.1.2 server files @ :o
  19. Like
    MALUK3N reacted to Bungle in [OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)   
    Whaaaa...
     

     
    I don't remember modifying much in the description.ext between them other than removing the extras from Base Building.
     
    Hmm with any luck I can rebuild base build in with the latest updates and have a new working pack up very soon.. call it 1.1  :D
     
    Thanks for the testing guys.
  20. Like
    MALUK3N reacted to Bungle in [Discussion] - Black Market Hub   
    HI Guys,
     
    Just gauging audience at the moment but with my work on the Trader Villages I was wonder upon a bit of love to the banditos as well.  :wub:
     
    I would be keen on developing a new "Black Market Hub" to add instead of just a lone wolf trader up on top a peak.
     
    Features of this would include:
     
    Survivor and Bandit Friendly Base with Buildings and Walls/Fences
    No Guards however options to include a Protective Zone if you wish.
    Traders for Blacky Market Stuff. Yeah Black Markety..
    Female and perhaps Male... Dancers for Entertainment.  :D
    Dynamic Missions down the track for bandits to attack convoys and Trader Villages. 
    Other goodies yet to be dreamed up or suggested.
     
    A bit of Ying and Yang for the Land(s)
     
    Let me know if anyone is keen on this and I will see what I can draft up.
     
    Cheers,
     
    Mr B
     
  21. Like
    MALUK3N reacted to Bungle in Housing   
    If only Origins was open source.. and actually shared their "Features".
     
    At the moment they are too busy taking under the table income from their 2-3 "providers". 
     
    I think the epoch team will come up with something just as good even better in time as they will have the full support and feedback of the community at large. All we can do now is wait and enjoy what they have brought us so far.
     
    If only the other Mod "Owners" were are open as the Epoch Team.. we would have a viable standalone already and not thousands of empty servers..
  22. Like
    MALUK3N reacted to vbawol in 30m Plot Pole - could this ward off Zombie Spawns?   
    We are working on an idea similar to this, not sure if we will get to this in time for the next patch 1.0.2.
  23. Like
    MALUK3N reacted to Dobrowney in Camo Covering for Helis and Cars   
    Seems from a heli you can see cars and helis easy and without a way to protect them when you are gone. Maybe we could get a Camo Net covering we could place over the Car or Heli to reduce other players from seeing them easy. I know we have some camo covering, but not sure if it would fit over a heli?
  24. Like
    MALUK3N reacted to Bungle in Camo Covering for Helis and Cars   
    I have seen a script that adds this sort of thing to a vehicle option as long as you have a netting in your inventory. Will try and dig up the post/reference.
    Its possible and plausible for this sort of setting.
     
    +1
  25. Like
    MALUK3N reacted to Bungle in Epoch Trading Caravans & Villages   
    Hi Epoch Team and Fellow Worshipers,
     
    Once again some more suggestions from Mr Bungle.
     
    Side Note: I love what has been done so far..i also love where this is heading. :wub:
    I have asked to officially be come a part of the team as I think I have a lot to offer, not just steady steam of suggestions and forums posts.
     
    With the world changed and 5 years past from the event that set in motion DayZ I have a lot more faith in humanity to build back more than they have and defend themselves accordingly.
    What about Trading Villages and even fixed spawns for Trading Caravans? So far the current hub placements seem to be restrictive on what you can offer in terms of expansion so I was wondering about the addition of a couple of new sites for bigger hubs with more on offer.
     
    For Chernarus I have already started work in the editor [80% Complete] on my first "Trader Village" and would love to see if the Development team is interested in checking it out.
    Otherwise I will just build them into my own server(s) and share anything I can to server owners who want to employ them.
     
    B) Screenshots coming soon and perhaps a video.  B)
     
    These are some added goodies and details of what I am hoping to add with additional customized scripts.
     
    Not a Nice Person
    Bandits will not be welcome inside trader cities at risk of being fired upon by Guards. You will have to do good deeds and prove your worth to gain entry again.
     
     
    Vendors Opening Hours - Day/Night 
    I know these guys are anxious to sell their wares but the traders in the hubs and villages I don't think should be out past 12am. Awaking at 6am the next day. 
    The only exception being perhaps Private Sellers who will stay up to 2am? 4 Hours of No Selling.. only player to player trading.. if they are awake.  ;)
     
    Group Leader and Guards 
    The Hub itself will be defined as a group of survivors and I am looking to add in a Group Leader that could offer nice loot if killed.
    He will also have a house and shed that can be looted unless the guards kill you first.
     
    Adding in AI Guards that could protect the trader villages from zombies and bandits manning specific Military buildings and watch towers, also walking around at night.
    Killing a Guard results in a humanity drop and a black list from that village with the guards opening fire on you from then on until death.
    Guards will also protect the Players, Vendors, Leaders, their houses and contents.
     
    Farms and Fresh Produce 
    Greenhouses with fresh produce can be "Grown" and distributed at specific sites. 
     
    I am thinking Potatoes, Pumpkin, Tomatoes, Carrots, Leeks.... to start with.
    Each site would have a small "Farming" area offering some fresh produce that is always in stock and will add to your up and coming recipes perhaps? 
    Even could sell specific seeds required for creating your own plots back at home/base.
     
    Refuel Station/Vendor
    I think a vendor at the trader villages that could sell you fuel tanks in different sizes, refill your Jerry Cans/Barrels and also refuel any vehicle on the sale pad would be great including the refuel trucks.
    This should be the only way to get fuel unless you have a specific "Rubber Tubing" Tool in your tool-belt and a Jerry Can or Next to a Vehicle and Tank. More ways to "remove" currency from the game.
     
    Medic/Vendor
    This was mentioned at earlier and I think that this is a great idea. Medics who sell supplies at the trader villages should be able to heal you with 0% chance of infection.
    All other blood transfusing should yield at least %5 chance of infection and self transfusions leading to a 20% chance of infection.
     
    Mechanic/Vendor 
    Got currency but no parts or toolbox each village will have a mechanic that will repair your vehicle for a price. They will also conveniently be the parts dealer if you have a change of heart.
     
    Missions/Objectives
    Dynamically changing "missions" on offer by the Village Leaders during the day to friendly survivors.
    One could be 1.5% normal sale prices for specific items up to 5 items max depending on type of item, vehicle or weapon that is running "low" in stock. The missions I would like to add a humanity bonus depending on the extent or severity of the mission.
     
    One of the missions could even include a specific guard post int he village that you need to man in order to generate a low income per 10 min period, gaining more perhaps for zombie or bandit kills during.
    Yes your a sitting duck up there, but that's the point players that shoot you will be considered then hostile by the camp until death.
     
    No Power? Lights Out 
    The villages have power! But it can be turned off. (This will be considered a hostile act so be warned.)
    The villages will have 2 stages of power, the village itself and the Leaders residence backup. Both will need to be turned off "Toolkit Required" to gain access to the Leaders Safe.
     
    Leaders Safe 
    This will be a lockbox/safe that will generate currency over time and loot-able by players as long as the Power is out.
     
    No Player Areas 
    Each village will have a player areas and also a section that players should be entering encompassing the Leaders and vendors homes.
    Walking in these areas after trading hours will result in humanity loss capped at -2500 (Bandit)
     
     
    More to come soon.
     
    I am sharing this as I believe that the Epoch Team has the right idea with an open development model with server options for each owner to choose for themselves.
    Once again guys keep up the good work and I hope to hear back from you soon.
     
    Comments and Feedback is always welcome and encouraged.
     
    Cheers,
     
    Bungle
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