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If you are a scripter and not using this, you're missing a lot. Grab a free copy now! The good thing about it is you don't even need to know git terminology/system, it's designed in a way that makes it super easy to jumpstart git http://www.syntevo.com/smartgit/ Just to be clear I don't work for the company behind this software, am not affiliated, and will not benefit in any way from increased user base. I am just an extremely happy user! While you can use it locally with zero issues, I also recommend a free GitLab.com account which is superior to GitHub.com as GitLab will allow you free private repositories [i.e.: space to put your stuff in] while GitHub will give you free space only if you allow to make it world-readable [i.e.: anyone on the Internet]. Any questions? shoot. SmartGit is a graphical user interface for Git GitLab is a web-based Git repository manager with wiki and issue tracking features. GitLab is similar to GitHub, but GitLab has an open source version, unlike GitHub. Also provides free private repos.
Title: SPK_ESVP Author: Sp4rkY (Github) Description: Extended Safezones with Vehicle Protection for Arma 3 Epoch Version: 0.9 Required: Arma 3 1.66+ / Epoch 0.4+ Credits: IT07 (Thx for many brain) (Github) |V.I.P.| CH!LL3R (Thx for thoughts & testing!) DOWNLOAD & INSTALL INSTRUCTIONS: >>> >> > CLICK ME < << <<< Edit by EpochMod - 2019-11-08: There came some issues up with the Arma 1.96 update. Unfortunately @Sp4rkY currently seems to be not active here, so we have added a pull request for his GitHub files. So if you want to use this addon, check / add this changes: https://github.com/SPKcoding/A3_Epoch_ESVP/pull/2/files FEATURES: * Fully customizable * Works with all maps * Works for players and vehicles * No more `"ProtectionZone_Invisible_F"` is needed (usually found in map config in a3_epoch_server_settings.pbo) * Fired bullets will automatically be deleted in safezones * (optional) Teleport players out of safezones after restart * (optional) Teleport players away from the parking place (if used) after restart * Protection from idiots trying to drive over other players (including traders) * Check vehicle ownership of bought vehicles * (optional) Teleport vehicles out of safezones at server restart to: - (optional) a given distance from the respective safezone - (optional) a static parking place (you can use your own map addition and define as many parking lots you want) * (optional) Restricted vehicle´s access in safezones (only the owner(s) can enter the vehicle) * (optional) Restricted vehicle´s gear-access in safezones (only the owner(s) can access the vehicle´s inventory) * (optional) Protection for lifted vehicle´s - If using this feature, there will be also a check for the owner, so stealing is not possible * (optional) Unlock teleported vehicles * 2 ways of info messages (depends on if vehicle protection is used or not) * (optional) Vehicle Access Menu: - "Refresh" button to update the player-list while menu is open - "Registered" listing to see which players are added to your vehicle - "Clear" button to remove the added players * (optional) restrict access to driver seat for primary vehicle owner * slingload check for bought vehicles (you can not steal cars or ships) * (optional) info messages for prohibited lifting * (optional) Prevent spawning of antagonists (UAV, Sappers, Snakes, Cultists) in safezones * (optional) Allow/disallow to chop/sledge/chainsaw anything in safezones * (optional) Feature to set map markers directly from this script (no need to define them anywhere else) * If using the "vehicle teleporting WITHOUT Parking Place" - function: - the vehicles get teleported to a random position within the given radius out of the safezones * If using the "vehicle teleporting WITH Parking Place" - function, it will works like this: - server restarts, vehicles in safezones will be teleported to a parking place - vehicles which are present at the parking place are getting teleported to a random location on the map, new vehicles (in safezones) are ported to the parking place * If the respective safezone contains water, ships are treated like this: - if ships are located at water surface, they gets teleported close to the safezone´s shore at given radius - if ships are located at terrain surface because of lifting or simliar, they gets ported random at the maps shore * If not using "vehicle teleporting" - function, remaining vehicles in safezones are indestructible after restart * Debug option for better determine errors (client & server) Enjoy this stuff and have fun! cheers
HarDayZ Hard DayZ Mod Pack idea... Twitter Facebook Reddit Hello, Due to the experience I gathered in-game, I feel like the current servers are not fun anymore. You get everything on a plate, as well as everyone else, and just run in guns, crash cars and worry not. For this sole reason, I came up with a server idea which might appeal the more hardcore players. From the perspective of the servers currently in-game, these server properties may be straight up crazy. But I will include ways of monetisation. This may not feel the right choice, but again, this may be straight up crazy and might appeal the more hardcore players. A quick note before starting: This would work both as a Epoch as well as a Overpoch, but I do think adding some vehicles is a must, in order to attract new players and, most importantly, to make the engagements more entertaining. I have made (am making, if you're writing this before I finished editing this) a list with mods for epoch and a list with mods for the game which I think working together would be able to revive the comatose state of the dayz mod servers which made most hardcore players move over to standalone. Here is the list of features I think would provide the most engaging experience for experienced players. Scarce resources. Basicly, you're going to mainly find food for a good while.Make the meele count. Make the non-meele weapons so scarce, that you will need to wander for hours between the airfields in order to find a non-pistol non-meele weapon. Much more for a scoped one, if you're not very lucky.Make the ammo not as scarce as the weapons, but still you'd only get maybe 2 or 3 mags for the weapon, in a few hours of choppering between the airfields (since moving for large distances forces the loot to despawn).Allow every single weapon and vehicle in-game. But make the overpowered ones (like the tanks) highly unaccesible (you'd need to pay the price of 100 non-armed tanks for a armed tank, than worry about the ammo which, you guessed, is nearly impossible to find, so you'd need to buy them).Plot poles. Not required to build, but required to protect one's house. And make them smaller. Something like 10 meters radius would be good. That is more than enough for a house with two garages and a helipad.Make the cinder verry expensive. So expensive that one player would more likely set 100 or so wooden walls overlaping eachother, rather than using cinder. Or, if they play in a 5+ players group, maybe than have enough for a 1 by 2 wall of cinder (to get a MTVR inside and move it upstairs) and have the rest of the base just hanging in the air... and whole coridors with wooden doors from meter to meter, to ensure the security of the base.Price Ratios. This is a big one. I think each trader city should have slight variations in the price, with some items being slightly more overpriced than the others, depending on the facilities present near the trader city. For example, near the arfields, the weapons would be cheaper, and in the city, they would be verry expensive, due to the risk involved in getting them there. A difference so big that some players would intentionaly go to the airfield trader, buy lots of weapons or ammo and sell them in the city, for a tiny profit. But in bulk, you may get enough profit from a Ural filled with mags and pistols to get a fire weapon. Scoped less than Acog. Or get a pistol by filling jerry cans or fuel barrels (fuel barrels for 5 times the profit from jerry cans, but over ten times more expensive), by de-foresting a whole 1 cube km of forest, a Ural full of medical loot, or 50 urals worth of food. The food is the least scarce resource, followed by the bandages, so that's to be expected.Allow the players to salvage everything from a vehicle, but the fueltank, engine, gas-tank and scrap-metal should only be salvageable from an unlocked vehicle.Maybe allow the old-motorbike to be crafted with some wood planks and scrap metal (+toolbox for tools), and a motorcicle with 2 wheels, engine, either fueltank, two jerry cans or one fuel barrel and one scrap metal, for the old motorbike, as the only craftable motorbike (the others from the trader or spawned).Badass zombies. With 10 hits to the body and one hit to the head, you'd be in some serious problems if you don't learn to meele headshot them.I think that if you're going to have a base done in less than an hour, it shall be a unprotected, maybe shack or storage box, hidden somewhere few can see it (in the middle of a forest, or in a building, under or after some obstacles, and NOT a safe out in the open, where anyone can see it but noone can break it open. Or, if you had the luck to find yourself a lockbox or a combination lock, you shall be able to check one code every 5 seconds, making the combination lock breakable in 1000 tries or 5000 seconds or 83 minutes and 20 seconds, and a lockbox breakable in 3000 tries or 15000 seconds or 250 minutes. THAT if no zombie or player gets to you... Also, as the first map, I suggest PMC (so big you rarely get to find someone else) or Panthera (you can choose anythin else, realy; maybe something not so well known...), due to the presence of the most terrain types and the fact that even if it is so small, you have to walk/drive A LOT to get from one point to another, mostly if not using the roads. A list of maps I'd like to see this modpack implemented on. PMC 51km Desert (Endless civilisation... what else could you possibly want? Probably more islands...)Panthera (If you don't want to modify a map only for using it in this mod; However, having a new map will give this mod(pack) that feeling of freshness vanilla and standalone once had.)ADO TropicaSangin Province HellmandOringMiroslavlF.A.T.A. - Federally Administred Tribal Areas, Pakistán
Looking for dedicated players? -Looking for a team based clan look no further- The Legion is a wide known Community in Standalone, ArmA III, Breaking Point, and Epoch. Each member has specific rolls that they can earn. Such as arms dealer, sniper, car dealer, and the occasional OP clan member with most kills and many more!! Rank up and collect them all!! Every new member is welcomed to their play style and platform in our Community. We do hold Clan organized wars, Inner clan scrimmages, Fun weekly events, & Group practices. Each member of our Legion are dedicated non-relentless players dying to achieve there inner gamer goals seeking out for the next entertainment of these post apocalyptic worlds, living threw the shit we die in not know what the outcome will be but knowing what damage they have caused and left , wouldn't you want to as well then why haven't you applied yet? http://www.TheLegion.tk Click it and become Legend