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Hippeh

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  1. Like
    Hippeh reacted to vbawol in 0.3.0.2 Release Changelog   
    Client 0.3.0.2 Rolling Changelog   [Changed] Uniforms now store items again. [Changed] Updated pricing and loot tables for Marksman DLC content. [Changed] Sapper brain reworked. Avoids jammers. *see notes below.
    [Changed] Lower Sapper and Drone antagonist spawn limits a bit.
    [Changed] Phantom updates.
    [Changed] Moved blocked build areas to mission file config.
    [Fixed] Document mission should now properly limit to one mission.
    [Fixed] Remove extra debug on monitor.
    [Fixed] Typo in killed event handler caused false BE kick. [Fixed] Group names may only contain alphanumeric characters - or _.   [info] Works on Arma 1.42+.
     
    All fixes from previous server builds.
     
    Server Admins: [info] *pcre3.dll must be installed into the Arma 3 root directory.    
    More Install/Update Notes:

  2. Like
    Hippeh reacted to vbawol in Server update notes for 0.3.0.2   
    Update client files to 0.3.0.2. Update both server pbo's (a3_epoch_server.pbo, a3_epoch_server_settings.pbo) and epochserver.dll Remove epoch0300.bikey and replace with epoch0302.bikey. Add the line LogAbuse = 1 under InstanceID in the EpochServer.ini. Make sure pcre3.dll is unblocked and in your Arma 3 root folder. Update BE filters. Update redis-server.exe from the DB folder to the latest stable build 2.8.19. Update MPmissions files (description.ext updates).
  3. Like
    Hippeh reacted to Darth_Rogue in Custom Loadouts for Admins and Regular Players   
    This works also
    if (EPOCH_playerCrypto == 0) then { _PistolANDmag = [["hgun_Pistol_Signal_F","6Rnd_GreenSignal_F"],["hgun_Pistol_Signal_F","6Rnd_RedSignal_F"],["hgun_Pistol_heavy_02_Yorris_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_02_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_01_MRD_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_snds_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_F","11Rnd_45ACP_Mag"],["hgun_ACPC2_snds_F","9Rnd_45ACP_Mag"],["hgun_ACPC2_F","9Rnd_45ACP_Mag"],["hgun_Rook40_snds_F","16Rnd_9x21_Mag"],["hgun_Rook40_F","16Rnd_9x21_Mag"],["hgun_P07_snds_F","16Rnd_9x21_Mag"],["hgun_P07_F","16Rnd_9x21_Mag"]] call BIS_fnc_selectRandom; _pistol = _PistolANDmag select 0; _mag = _PistolANDmag select 1; _item = "FAK"; _food = ["CookedSheep_EPOCH","CookedGoat_EPOCH","CookedChicken_EPOCH","CookedRabbit_EPOCH","ItemTunaCooked","ItemSeaBassCooked","ItemTroutCooked","FoodSnooter","FoodMeeps"] call BIS_fnc_selectRandom; _drink = ["ItemSodaRbull","ItemSodaOrangeSherbet","ItemSodaPurple","ItemSodaMocha","ItemSodaBurst","FoodWalkNSons","WhiskeyNoodle"] call BIS_fnc_selectRandom; _uniform = ["U_C_Scientist","U_C_Journalist","U_C_WorkerCoveralls","U_C_Poor_1","U_C_Poloshirt_redwhite","U_C_Poloshirt_salmon","U_C_Poloshirt_tricolour","U_C_Poloshirt_burgundy","U_C_Poloshirt_blue","U_C_Poloshirt_stripped"] call BIS_fnc_selectRandom; _vest = ["V_16_EPOCH","V_15_EPOCH","V_14_EPOCH","V_13_EPOCH","V_12_EPOCH","V_11_EPOCH","V_10_EPOCH","V_9_EPOCH","V_8_EPOCH","V_7_EPOCH","V_6_EPOCH","V_5_EPOCH","V_4_EPOCH","V_3_EPOCH","V_2_EPOCH","V_1_EPOCH"] call BIS_fnc_selectRandom; hint format ["Standard Loadout Supplied"]; clearWeaponCargo player; clearMagazineCargo player; player addVest _vest; player addWeapon _pistol; player addMagazine _mag; player addMagazine _item; player addMagazine _food; player addMagazine _drink; player addWeapon "EpochRadio0"; EPOCH_playerCrypto = 100; EPOCH_playerEnergy = 500; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_BasicBodyFemale"; }; if (_modelMale) then { player forceAddUniform _uniform; }; }else{ hint "Standard Loadout Already Supplied"; }; I set mine up so admins get the same loadout as players.  This way players still get a (somewhat) random loadout.
     
    These coords for the loot box work for Bornholm
    position[] = {13813.3,0.305496,6887.16}; azimut = 176.925;
  4. Like
    Hippeh reacted to DirtySanchez in 0.3.0.1 fix for broken epoch servers - Static Weather Related   
    The below code is my original post.

    Yes weather clear day as the example is screwed and will break the epoch stuff as mentioned.

    THE FIX is for you to make WIND

    CLEAR DAY WORKING SETTINGS:
    {75.5,0,{0,0,0},0,{1,1}};

     

    Unfortunately we don't get to use Static Weather. This will break many of the important parts of Epoch, including but not limited to: Debug console not showing up on screen for client Epoch based loot not working Building system breaks in full, no building no upgrading. Other things found to break. Zupa HD SCRIPT not reporting values properly. Until a fix is prvoided, please turn your weather to default or your players will be up in arms To check your weather settings, open up your @epochhive folder. Open epochconfig.hpp with your favorite text editor and check your weather settings. they should be this: {}; Not this: {72,0,{1,0.1,2},0,{5,5}}; Good Luck!!!!!
  5. Like
    Hippeh reacted to Darth_Rogue in Run loadout script   
    Sadboy, use this for your loadout.sqf
     
     



     
     
    Add this to your mission.sqm just above class Markers
     



     
     
     
    Done.   :)
  6. Like
    Hippeh reacted to Axle in Congrats to the MANW winners!   
    Check out the winners here! Looks like it was a close race for quite a few entries.
     

     
     
    Now with that out of the way we at the Epoch house would like to thank everyone for the support you provide. In the end it's our main driving force. Although it would have been nice to win :P It's not what was driving us to do what we do. So you guys know we were working on A3 Epoch before the contest was even known about and we will continue to be here well after the fact. So "Stay Tuned" because we have some awesome stuff planned and we would love to share it with everyone!
  7. Like
    Hippeh reacted to Darth_Rogue in VEMF - Vampire's Epoch Mission Framework   
    Land_Panelak
    Land_Panelak2
     
    Those are the 3 story and 5 story A2 apartment buildings respectively.  
     
    To be clear, the issue isn't that AI are spawning under them.  They are roaming around outside and somehow glitch inside the building as they are wandering around.  It's probably because on the server level the unit doesn't "see" the building and thinks that there is a shorter path of travel through it, so the unit roams in and cannot get out and cannot be killed.  Not sure that's something you can fix but feel free to prove me wrong.  lol
  8. Like
    Hippeh reacted to Face in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    What is A3EAI:
     
    A3EAI is a general-purpose AI addon designed specifically around A3 Epoch and its unique features, built from a heavily modified version of DZAI 2.2.1. "A3EAI" simply stands for "ArmA 3 Epoch AI". For users of DZAI, you'll know exactly what to expect from A3EAI.
     
    A3EAI Features:
     
    Automatically-generated static AI spawns: A3EAI will spawn an AI group at various named locations on the map if players are nearby.
    Dynamic AI spawns: A3EAI will create ambient threat for each player by periodically spawning AI to create unexpected ambush encounters. These AI may occasionally seek out and hunt a player. Random AI spawns: A3EAI will create spawns that are randomly placed around the map and are periodically relocated. These spawns are preferentially created in named locations, but may be also created anywhere in the world. Air and land vehicle AI: AI patrol in vehicles around the map, looking for players to hunt down. Cars and trucks may roam the road, and helicopters (or jets) search the skies for players. Helicopters with available cargo space may also occasionally deploy an AI group by parachute. Dynamic AI may also sometimes summon an air vehicle to their location for support. Custom AI spawns: Users may also define custom infantry and vehicle AI spawns at specified locations. Adaptive classname system: A3EAI reads Epoch's loot tables to find items that AI can use, such as weapons and equipment. Users may also choose to manually specify classnames to use instead. Error-checking ability: A3EAI checks config files for errors upon startup. If errors are found, A3EAI will use backup settings and continue operating as normal. Classname verification: A3EAI filters out invalid or banned classnames and prevents them from being used by AI. Universal map support: A3EAI supports any and every map for Arma 3 without changing any settings. Plug-and-play installation: Installing and upgrading A3EAI is a simple copy and paste job and does not require modifying any Epoch files. Easy configuration: A single configuration file contains all settings for A3EAI. This config file is external to the A3EAI pbo, so configuration changes can be made without ever having to unpack or repack the pbo file.  
    What's new about A3EAI:
     
    A3EAI is intended to be a near-total redesign of DZAI in terms of how the three major AI spawning systems (Static, Dynamic, and Random) work together. In DZAI, the 3 systems worked mostly in isolation: Static AI was for cities and towns, dynamic was for everywhere else, and random was just... random.
     
    A3EAI seeks to change things up by using "zero-configuration heterogenous spawning system" that lets all three major spawning systems to work together as one. Instead of having manual static spawn definitions for each city, town, etc, A3EAI will place a single spawn area at each city/town/etc directly. The upgraded dynamic and random AI spawning systems will fill in the gaps by spawning AI wherever necessary. AI group sizes, skill levels, and to a certain extent, loadouts, will be assigned to suit the location - small villages will have the lowest level AI, with larger cities having tougher AI. "Remote" areas such as factories and military bases will have the highest difficulty AI.
     
    To put it simply, many changes have been made to A3EAI that I simply can't list here. You will have to see for yourself when it is released.
     
    Where to download A3EAI:
     
    Download at: https://github.com/dayzai/A3EAI
     
     
    How to install A3EAI:
     
    A3EAI install instructions are located in the download package as well as the A3EAI Wikia site: http://a3eai.wikia.com/wiki/A3EAI_Installation.
  9. Like
    Hippeh reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    Figured out the crate was spawning at 98m above the ground at the map center and burning on impact.
     
    So I guess I get the crate finder crown. :D
  10. Like
    Hippeh reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    Been busy with holidays. Time to get back to work.
     
    I should be able to have a dev version soon.
     
    Also current status is I'm working out the AI spawning script variables, then I will test AI spawning to make sure those scripts work.
    Then all that should be left is making sure the dynamic town invasion works, and set up some debugging.
  11. Like
    Hippeh reacted to Axle in 0.2.5.2 Changelog   
    Before

     
     
     
    After

     
  12. Like
    Hippeh reacted to vbawol in 0.2.5.2 Changelog   
    In testing now on dev servers, if all goes well we should see a official and public release of 0.2.5.2 in about 5-7 days.
  13. Like
    Hippeh reacted to axeman in Read Me First   
    Welcome to the AI Mission forum.
     
    Yes, we all want to make missions and put our mark on the game, give our players what they ask for and add our own ideas to the mod. Well, we welcome it and here is the place.
     
    Here we talk about .sqf and .fsm, configs, init.sqf, whatever is involved in creating a mission.
     
    Ask it, Code it, Post it !
     
    Rules:
    1) No Politics, long debates - Talking about how something, somewhere on the internet is not fair, or who said what ! Debate the merits of coding methods by all means.
     
    2) No Breaking Epoch Code - Do not break our code, leave it be please until we release the final version. For a good reason, do you want to support changes in your mission every time we update the mod ?
     
    3) Work with us, not against us. If it is in the Mod, we have done it that way for a reason, that reason is usually performance or for a better player experience. For example, don't try to 'find ways around' our server clean-up.The next update will almost certainly break your fix. We are always striving to improve and are open to suggestions.
     
    4) All are welcome, respect others please.
     
    5) Mission files etc. - Give credit for sources of your work.
     
     
    Guidelines:
     
    1) DO NOT pander to your players - This is a survival experience ! Before giving in and making it easy for them, think how you can make them earn it and want it, and please make it painful, maybe a sea of sappers, just a suggestion.
     
    2) Keep it clientside as much as you can. Not sure ? See Rule 3
     
     
  14. Like
    Hippeh reacted to Axle in SHARK!!!!!   
  15. Like
    Hippeh reacted to machine6fd in I wonder if dev team feels like this?   
    Saw this on reddit and thought of this forum haha 
     

  16. Like
    Hippeh reacted to vbawol in 0.2.5.2 Changelog   
    [Added] Started on Basic food crafting: Cooked Meat + Sweet corn + empty cooler equals full hunger; returns empty cooler. [Added] Crafting of Large Energy packs: 3x small energy pack + Circuit Parts and a nearby fire. [Added] Basic wild plant spawner: Poppy [Added] New dynamic event object: Ferris Wheel [Added] Antagonist chances moved to epochconfig. [Added] Split server events from weather and added separate timers for each in epochconfig. [Added] Direction labels added to teleport pads. [Added] Epoch Story: Debug area is now Epoch Cloning facility. [Added] Started support for all "AiA Terrain Pack" maps, starting with Chernarus. [Added] Support for Krypto account access from classed ATM and phonebooth objects. [Added] New loot objects: Tarp covered pallet and freezer chest. [Added] Tree support for Bornholm. [Added] Player Krypto accounts now expire after 90 days of inactivity. Can be changed with expiresBank. [Added] Further enhanced DLL logging. [Added] Paint stripper & building parts pricing has been added to Traders. [Added] Extra logging of player connects and disconnects. [updated] Further optimized sound system. [Fixed] Group invite not working [Fixed] Vests and Headgear now populate with correct epoch variants in spawn menu. [Fixed] Item spawning now will add the items to a vehicle if target is in one. [Fixed] Disable SteamAPI VAC ban calls for now as it was reported to cause CPU high load, it will be renabled in a future patch. [Fixed] Better way to track dead state of player. [Fixed] Losing group when logging out while dead. [Fixed] Revive statistics were not persisting. [Fixed] Optimize cleanup system for more stable server fps. [Fixed] Removed doppleganger code for now, as it was not working as intended. [Fixed] Epoch welcome message encoding issue and fixed Scroll bar. [Fixed] Parachutes are now safe to use. [Fixed] Increased the amount of thirst gained from Drinks/Sodas. [Fixed] Increased the amount of hunger gained from Can Food and Cooked Meats. [Fixed] Bug in sound system with Cultist caused error that broke master loop. [Fixed] False publicVariable kicks that happen since the ArmA 3 update 1.36. (BattlEye Log shows PLAYER_REJECT_NoResponse) [Fixed] False script restriction kicks that happen when player destroy electric wire.  
     
     
    Release date: 12/23/2014
  17. Like
    Hippeh reacted to vbawol in Trashpile Lootmap   
    This section is ok for now. The trash is going to be very intensive to find as they do not have classes are must be detected with 
     

    nearestObjects [player, [], 50] Here you go took a few minutes
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