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Found 70 results

  1. I am looking for a friend or group that can be on from 7-10 am GMT. I want to build a base. My email is [email protected], Skype is Forrest Perkins, steam is forrestmikeperkinskirk. I may be on from 10- 16 am GMT on the 18th of July, 2017 but I'm always looking for friends I can trust.
  2. Base maintain bug?

    Hi! plotpole bug. Base maintanied ,The base has disappeared. Why? He was paid in vain Thanks!
  3. Legally Binded is a brand new community running a Arma 2 : DayZ Mod Overpoch 1.0.6.1 server in the UK with admins always on and some amazing new mods with the help of oldmatechoc IP: 81.19.216.151:2800 WEBSITE: http://legallybinded.co.uk Blow up doors (Base raid) Set view distance (Right click binoculars/rangefinders) Suicide + Suicide bomb (Right click dog tags or press Home) Plot 4 Life (Build a base) Plot Management (Maintain it every 7 days) Door Management Gold Coins & Banks Advanced Fast Trading Nomad Roaming Trader Enhanced Spawn Select Spawn Classes Fast Build Snap Pro Vector Angle Building Fast Crafting & Building (1 step construction) Group Manager (F5) Walking Zombies Service Points (Refuel and repair from fuel pumps) Missions & Supply Drops Vehicle Locator (Right click GPS) Safezones Deploy Bike & LittleBird from Toolbox Tow & Lift Custom Areas Teabag corpse Campfire dance
  4. [RELEASE] Attach Explosives

    Attach Explosives (Please forgive my building noobishness. I don't play much.) I've been holding onto this one for a while, but after seeing all the whining and complaining here on the forums about not being able to breach bases without insane amounts of explosives, I've decided to release this. This is not my original work, but it has been modified by second_coming and myself to work for Epoch. The problem with explosives currently is that it takes way too many of them to do any real damage to structures. The reason is that with Arma, when you place an explosives charge it is placed on the ground in front of the object. When the explosive goes off most of the explosive force is driven into the ground. Damage of the objects nearby is limited to splash damage only, which is only a fraction of the damage that can potentially be dealt by the explosive. So, to solve this, you can use this script to attach the explosive charge directly to the object you are wanting to demolish, thereby greatly reducing the amount of explosives it takes to accomplish the desired effect. With the traditional placement method of setting a charge on the ground in front of an object, it can take up to 30 charges to breach a door. By attaching the explosive directly to the door, we can now have the same damage, but through using only 3 or 4 charges. The explosives can be attached to any object you specify within the script. You can set it to work with only Epoch buildables, or you can also include vehicles, as I have done in the download. This makes for some interesting scenarios where people can set traps for others by attaching a charge to their vehicles and then detonating them remotely to either create a distraction or also to destroy a vehicle with a target player inside. The possibilities are endless and can provide for some exciting gameplay, in addition to making base raiding more realistic and fun. Installation: See included text file Download Some things to note: I don't know how well this will work with the stock Anti-Hack since it uses addActions. I've heard conflicting reports about how those are handled with the stock AH. There is a new server files version coming which should fix this, but until then, your mileage may vary. I also don't know that the stock AH will allow the damage to occur properly on player built items. If you are using Infistar, please ensure that the indestructible option is turned off, otherwise this script will have no effect on buildable objects. You should also disable 'Check Actions Plr ','Remove Actions Plr','Remove Actions Objs','revert_allowDamage', 'HandleDamage check', and Revert HandleDamage' to make sure those don't interfere as well, although you likely already have those turned off to accommodate other mods already.
  5. Hi guys, this is a multi-release from me. This is my enhanced version of Zelenogorsk together with 3 military type compounds/bases that I created. Zelenogorsk now has a town center with a fire station, hospital, school and police station. I also added some apartments near the church and some trees and stone walls for cover along the dirt road as it felt very open. The military bases are situated at Bor, Dichina Hill (similar to DayZ Standalone) and at Novy Lug. Each military base is surrounded by a wall/fence and loot-wise has a military house, 2 or 3 barracks, a guardhouse and some tents here and there. I always found they were great for placing 2-4 AI at them for players to go to for a little challenge. Here are some coords for a map marker and 2 AI coordinates for each area: Bor Map Marker - 2882.0723, 4492.1831, 0 Bor AI 1 - 2888.9021, 4475.9678, 3.0517578e-005 Bor AI 2 - 2880.7908, 4490.1411, -3.0517578e-005 ---- Dichina Map Marker - 4482.2632, 8297.4492, 3.0517578e-005 Dichina AI 1 - 4454.1675, 8281.6689, -6.1035156e-005 Dichina AI 2 - 4500.3486, 8299.2656, -3.0517578e-005 ---- Novy Map Marker - 9339.9453, 11508.91, 7.6293945e-005 Novy AI 1 - 9331.9229, 11506.843, 0.00021362305 Novy AI 2 - 9283.7344, 11499.81, -0.00010681152 Enjoy! Screenshots of the areas Zelenogorsk - http://imgur.com/a/58wMJ Military Bases - http://imgur.com/a/UnCVT Links to the .sqf files Zelenogorsk - https://github.com/IanHardy/ChernarusBuildings/blob/master/zeleno.sqf Bor Base - https://github.com/IanHardy/ChernarusBuildings/blob/master/basebor.sqf Dichina Base - https://github.com/IanHardy/ChernarusBuildings/blob/master/basedichina.sqf Novy Lug Base - https://github.com/IanHardy/ChernarusBuildings/blob/master/basenovy.sqf ---------------------------------------------------------------------------- More areas from my 'Chernarus Enhancements' series: Balota - Kamenka - NEAF + Krasnostav - NWAF - Vybor -
  6. I do NOT give hosts permission to ask money for installing this on people's servers. ZCP - Zupa's Capture Points Current Version 2.0 An independent addon for your Epoch server. This will spawn random bases (How many you configured) on the map which the player can go to and start capturing. This does not involve any AI. This addon focuses to direct PVP action more to those places for people that actually want the danger. How it works: Players will get a notice that a camp has been set up that they can capture. If they look on the map they can see the marker with a certain color: Green -> Not being captured and not contested. Purple -> Being captured by a player ( and his group) and not contested. Red -> Being captured and being contested by someone else. Ariving at the spot there will be a base to give a little battle arena / defending position. A message will warn all players that a player started capping that specfic point. This base will vanish 1 minut after being captured succesfully. If someone died while capping. The capping status will be handed over to a new player in the zone. Timer is reset and you will be announced again on the right side of the screen. Group members does not effect contesting. Winner will receive a cash reward directly into their wallet. Future version will hold more features. Extra notices: You can make own bases and add them in the right folder and in the config. First object is the cappoint. Position does not matter, the script recalculates the positions ^^ Use M3Editor to build bases because the scripts uses that sqf markup. Cappoints will choose a random base from the base list config each time they spawn. Easy to configure configs. No AI. Low influence on server performance. Easy to install ( very fucking easy) Best experienced on more populated servers, Cus this creates PVP. Not effective for PVE as long as there are no AI. I might add an AI option later that attacks the cappoint. Maps This works on every map. But warning, the original base might be build with some AIA buildings, Those specific objects wil not spawn on a non AIA map. This will however not influence the script itself ( only buildings missing in the base). Make a little base yourself for example and put it in base1.sqf Ill make a full non AIA base myself this evening. Planned Features Visual Timers AI option Contesting pauses cap time. ... Changelogs 1.1 [Added] configs to calculate price on the amount of players online. [Added] configs to delay spawning until a specific amount of people are online. [Added] config to define time to wait for base cleanup. [Added] Anouncements on halftime and 1 minut mark for capturing. Changelogs 2.0 [added] Reward system : Krypto / Vehicle drop / Weapon or Build box. [added] More configs [added] More checks [fixed] Epoch 0.3 Krypto rewards. [changed] Code cleanup and optimization. Github - Code https://github.com/DevZupa/ZCP-A3 Install Instructions 1) Pack the a3_epoch_server_zcp into a pbo and place it in the @epochive/addon folder of your epoch server. 2) Add zcp.sqf to your mission 3) Call zcp.sqf from init.sqf or anywhere u want :) execVM "zcp.sqf"; DONE. CONFIG Edit the boxes, cus they are really default ^^. Vehicle reward is disabled by default cus they don't save after restart without changin epoch code. Example Logs 8:01:25 [ZCP]: Giving server some time to boot. 8:03:47 [ZCP]: Initiate Zupas Capture Points 8:03:47 [ZCP]: ZCP No 0 started. 8:03:47 [ZCP]: ZCP No 1 started. 8:03:47 [ZCP]: All Capture Points are running. 8:03:47 [ZCP]: Waiting 79 secs for next cap point. 8:03:47 [ZCP]: Waiting 80 secs for next cap point. 8:05:09 [ZCP]: Cap Point Alpha :Spawning dynamic on [11174.8,7836.09,0] 8:05:09 [ZCP]: Cap Point Alpha started. 8:05:12 [ZCP]: Cap Point Beta :Spawning dynamic on [3919.28,11111.1,0] 8:05:12 [ZCP]: Cap Point Beta started. 9:31:01 [ZCP]: Ansgar won Cap Point Alpha 9:31:02 [ZCP]: Cap Point Alpha cleaned up and ended. 9:31:02 [ZCP]: Waiting 119 secs for next cap point. 9:33:14 [ZCP]: Cap Point Alpha :Spawning dynamic on [2905.8,5070.86,0] 9:33:15 [ZCP]: Cap Point Alpha started. 9:59:10 [ZCP]: m0nster [MUR] won Cap Point Beta 9:59:11 [ZCP]: Cap Point Beta cleaned up and ended. 9:59:11 [ZCP]: Waiting 147 secs for next cap point. 10:01:46 [ZCP]: Cap Point Beta :Spawning dynamic on [9335.61,11222.1,0] 10:01:46 [ZCP]: Cap Point Beta started.
  7. Base despawn bug?

    Hello guys, I have a big problem. All Bases on my Server despawn after some time. Im really confused - anyone with the same problem? Maybe already a fix. Hope someone has a answer. Blackout
  8. Hey folks, I really didn't like how empty the Northwest Airfield was, so one night I decided to attempt to remedy that. The end result is what you see here :) It still has a lot of empty space, so I might decide to continue working on it, but for now I'm pretty happy with the end result Screenshots http://imgur.com/a/4qBQm Required files https://github.com/MrThatch/Epoch/blob/master/nwafbase.sqf Installation Instructions 1. Download and unpack your server.pbo if necessary 2. Create a folder called buildings in the root of it. 3. Now place the nwafbase.sqf you fetched from the above link into that folder 4. Add the following line to the very bottom of server_functions.sqf in the init folder of your server.pbo execVM "\z\addons\dayz_server\buildings\nwafbase.sqf"; //Northwest Airfield Military Base 5. Now repack and upload your server.pbo where applicable I hope you like it! And any feedback / criticism is more than welcome My other work:
  9. I had an idea about doing an elevator script to extend the base building a little or just for some fun with ArmA/Epoch! :D Here is a video of the current prototype: (and don't laugh I got stuck after I fell from the roof :P) Just recorded another video to show how to call an elevator, I've placed 4 stops around the house, looks kinda funny yeah :D If anyone is wondering, I use the preview version of the metal floor to display the stop points of the elevator.. some item has to be present so you can call the elevator there and the positions get saved to the database. This item can be changed in the config but the preview items have no collisions so you can just travel through it and it's easy to see where the elevator can stop. Everything is saved to the database without any need to modify the server files or database structure. It only updates the "CharacterID" field in the "object_data" table like safes or locked door also do in Epoch, I don't want to bore you with the technical details but I encoded the elevator and stop point ID's in an 8 digit long code, always starting with "6976" (that is ASCII code for "EL" :P), the next 3 digits are the elevator ID and the last the elevator stop ID. Meaning you can have up to 10 stops per elevator (0-9) for now. It looks like this (without the "-"), just in case you want to find an elevator in the database or whatever. ID 8 digits: EL-ID-STID = 6976-###-# e.g the ID's of an elevator with 2 additional stop points: 69760010 -> 69760011 -> 69760012 The elevator can be build similar to the in-place upgrade system from Epoch, so just look at a metal floor (item can also be changed in the config) and you will get an option "Upgrade to Elevator" and "Upgrade to Elevator Stop", the elevator stop can only be build if there is an elevator in range (max. range for the elevator to travel can be changed, default 25m), you have to select an elevator first (the select action will be available if you look at an elevator, also new built elevator are selected by default). Once you have built an elevator with at least 1 stop point you can just look at it and select "Activate Elevator: Next Stop" or "Activate Elevator: Previous Stop", it will then find and move to the next/previous stop. If there is no stop in range you get a message and nothing happens, the menu could be hidden if there is no next stop for the elevator but in the first version the actions are always shown. You can also call the elevator at any stop point, it will travel along the way, stopping at every stop point and wait there (default 5 sec. can be changed in the config). Installation and configuration Ok now to the installation and configuration of the elevator script. The script is only client side, so very easy to add to your mission file! You can get the current scripts here: https://github.com/vos/dayz/tree/master/elevator just download the whole folder and extract it to your mission file. To enable the script on your server add this line to your init.sqf at the end of the block "if (!isDedicated) then {" (so just above the next "};" should be fine): ["elevator"] execVM "elevator\elevator_init.sqf"; Assuming your have the elevator folder with the scripts in your mission root, the only parameter of the script "elevator" is the folder relative to your mission file, it's needed to load the other scripts from that folder. You can change it to "scripts\elevator" if your put the elevator-folder there for example. That is all you have to do to install the elevator script on your server, there are some config variables you can change, take a look at the file "elevator_init.sqf" where it says "global variables", you can change the values there, but I would suggest changing it in your init.sqf like the Epoch settings, e.g.: ELE_MaxRange = 100; // maximum range the elevator can travel / stop points can be built (in meter) ELE_Speed = 5; // speed of the elevator (meters per second) ELE_StopWaitTime = 0; // disable the wait time if you call the elevator ... ["elevator"] execVM "elevator\elevator_init.sqf"; Added building requirements and upgrade animation to build the elevator and elevator stops. Default requirements are: ELE_RequiredBuildTools = ["ItemToolbox", "ItemCrowbar"]; // required tools for building an elevator and elevator stop ELE_RequiredBuildItems = [["PartGeneric",4], "PartEngine", "ItemGenerator", "ItemJerrycan"]; // required items to build an elevator ELE_RequiredBuildStopItems = [["PartGeneric",4]]; // required items to build an elevator stop You will get the default messages from Epoch if you are missing the tools or items. There are no access restrictions yet! Any player can built or use an elevator with this version, so keep that in mind if you want to use it on a live server. I already have some ideas to use the default car keys to use an elevator, that should work.. unless your have some better ideas for access control? :) Just one more thing, as I use the "MetalFloor_Preview_DZ" for the elevator stop by default, if you want to keep it like that you have to add that class to your allowed objects in Epoch, otherwise Epoch will delete it right after you upgrade a metal floor to a stop point. To do that the class needs to be added to the file "dayz_code\init\variables.sqf", at line 466 there is a list "dayz_allowedObjects", just add "MetalFloor_Preview_DZ" to that list and copy the file to your mission folder as usual (the file is referenced in the init.sqf). if you don't want to do that just replace the stop class with this config variable: ELE_StopClass = "MetalFloor_Preview_DZ"; Replace the classname with whatever you like, I didn't test any other but the elevator will just travel there and you can call the elevator with looking at that object. Remember this is still work in progress, there might be bugs and maybe the elevator ID gets changed so already built elevators might not work after an update, but you can already play around with the script and tell me what you think, Ideas are welcome... :)
  10. Hey everyone! Recently, I have been making some new map additions for my community and I decided that I would release this military base. It features: 6 Barracks 1 Aircraft Control Tower 3 Medical Tents I like a simplistic look so if you are like me, you will love this addon! The base is located near Mogilevka, hence the name Mogilevka Military Base. Pics: Mogilevka Base File: Marker (make sure you change the class item # to the appropriate # for your mission.sqm): class Item15 { position[]={7769.396,0,4485.5698}; name="MogilivikaBase"; text="Mogilevka Base"; type="Depot"; colorName="ColorBlack"; };
  11. Base Register

    Hello Epochmod community :) i got a question.. is it possible to get ingame a plot pole after registered Base on Forum? so just register base like 056040 and after relog the player have a plotpole in inventory..
  12. Behavior of NPCs

    We are new to ArmA3 Epoch, playing since several days, several hours a day, coop/pve, no pvp, on a rented server, password secured. Is it usual that Zappers, for example, spawn right behind your back and explode instantly? This happened very often to us, nothing to hear, nothing to see, the next second - Booom In the whole time we just were able to shoot drones and some of those skinny zappers, never managed to kill such a fat one, even if we blew everything we had(never that much) in it´s head, it´s body, nothing seems to stop them before killing us. We never found a toolbox or toolkit, once in the whole time a sledgehammer, till ten minutes later the next suicidal bomber spawned right behind us, leaving us no chance again. We never saw a helicopter and the traders only sell almost useless stuff. But the worst thing, it seems that bases are completely useless. At the same second a drone spawned and a fat zapper spawned. The Zapper right in our base(doors locked), killed two of us. I got out to shoot the drone which spawned soldiers instantly after it´s spawning, so i had to go back in our base, locked the door, wanted to use a medikit, i turn around and in our base are those soldiers, killing me. Doors were locked and base intact. My buddies decided then to go back to arma2 epoch, because they said there you can have some fun while playing, because they say it´s kind of fair and balanced. But i never tried it and to be honest, i´m really tired of that zombiestuff, and i like the graphics from arma3, don´t feel the need to do a step backwards with graphics. So my question is: Do we have to change the server files for a better gameplay in coop/pve(which didn´t work for us yet, wouldn´t let us upload to the server, but we will manage that)? If yes, what exactly do we have to change? Because as it is now, we have no chance, we find a lot of weapons, but almost never the ammo for these guns and if, way to less. We can´t buy guns, tools, ammo or vehicles at none of the traders, NPCs need a huge amount of hits, most time more than we have ammo, they spawn or glitch into our base, Zappers spawn in your "trouserpockets" and explode. One of us alone can´t play on the server, because he will die in any case, and than there is nobody to save our truck or the stuff from the player. What do we have to do, we are tired to play those alpha-crafting-gathering-building-"survival" games with their "wonderfull" graphics and minimum content, just waiting for another update that let´s you play another hour before getting bored from it again. ArmA3 Epoch has mature graphics, huge maps and enough content, and i/we don´t want to play any other game atm, but it would be fun if it would be a little more fair and playerfriendly. So that at least we have a little chance and not everything we do is useless. I/We want to play Epoch so hard, but as it is now... Help please... xD
  13. New Airfield Almyra Salt Flats

    New airfield salt flats Almyra Download here: https://github.com/BoleParty/Almyra-Airfield You got two options to add this area to your server: 1. Pack the folder "a3_epoch_custom" into a .pbo file and throw in your @epochhive\addons. PLEASE NOTE: I wasn`t able to test the .pbo as the file was crashing my arma every time i tried to join my testserver so i can`t guarantee that the objects will spawn if you are using option 1. The server was running fine tho and the .rpt log file showed a running pbo. I can`t seem to say what is causing mentioned crashes unfortunately. Hopefully it`s just on my machine so that you can use the easy install version. Just try out if it`s working for you and if you encounter the same then you still have option 2. 2. Unpack your a3_epoch_server_settings.pbo(being located in @epochhive\addons) and replace your "altis.h" (being located in a3_epoch_server_settings\configs\maps) with mine. If you already have an edited altis.h file then just add the content of "almyra.txt" to it. Make it a .pbo again and throw back into @epochhive\addons. Regards
  14. epoch admin tools base export

    i created a building on the server and used base management to export it no problems. My problem is because this does not come with a beidi file i couldnt drag it in to the editor, so hunted for a sqf. to beidi converter, found one still doesnt work as the converter requires veh numbers as seen in standard sqf. that im used to this doesnt contain these veh numbers so instead of this: _vehicle_23 = objNull; if (true) then { _this = createVehicle ["MAP_nav_pier_c_t20", [11770.883, 2644.2349, -4.3661213], [], 0, "CAN_COLLIDE"]; _vehicle_23 = _this; _this setDir -102.39177; _this setPos [11770.883, 2644.2349, -4.3661213]; }; i have this: ["MetalFloor_DZ",[4.6521,-3.0332,-0.283356],16.5208], ["MetalFloor_DZ",[4.65332,-3.03564,3.08607],16.5208], ["MetalFloor_DZ",[-1.90784,-6.59326,-0.283096],16.5208], ["MetalFloor_DZ",[-1.90991,-6.59668,3.08607],16.5208], ["CinderWallHalf_DZ",[-7.9978,0.726563,-0.533936],106.516], How do i get this into the editor? would i have to manually create the veh numbers then convert to beidi? any help would be greatly appreciated, thanks
  15. This area i used for the Sector B script (by Suppe). You can just put it on your server or you can use it for the Sector B as well. If you didn`t do any changes to your altis.h then just replace yours with mine. If you already got your file edited then just copy/paste the lines from my sector.txt (and don`t forget to place commas if needed). I`ve to mention that all the areas i built are not finished. I still add content whenever i got some time to do it. Within the next couple days i will add my mission.sqm to github so that you only have to put the Sector B files from Suppe into your epochhive folder. Download: https://github.com/BoleParty/MilitaryAreaFeresSelakano This is what it looks like: Regards
  16. Military Base Terminal Altis Airfield

    I would like to share a military base i built in front of the terminal at altis airfield. Feel free to use it for your server. Download from github: https://github.com/BoleParty/Military-Base-Terminal-Altis-Airfield
  17. Hey Guys, Being new to Epoch server owner-slash-admining there's so much to learn too much to do I never managed to stay in editor more than 15 minutes. I still don't have a "cool admin base" (pre-requisite to good administration, as we all know) and need one urgently. I'm wondering if there is anyone who is willing to share their architectural wonder so that I (and others maybe) can have a cool base later tonight? In tiny return I promise I will share whatever I manage to build within the next 6 months or so - when I complete my outstanding TODO list which contains 118 items as of now. Thanks in advance! P.S.: BTW I'm on Chernarus map...
  18. A quick conversion from Ceto Forts, I took the guns away & vehicles. I use this area for my blackmarket traders. Remember to add a blacklist for building - or make it a admin base. No credit taken for this, although i didn't convert it. I used Editor to replace a part then deleted the other so i could export. Digitalpurge previously caboose69 (unitl my account got locked out)
  19. I made a Castle near Stary Trader which is used on my server as an admin base. Save the script in the spoiler as a .sqf file named StaryCastle and add it to the root of your server. Open your init.sqf and add to the very bottom, [] ExecVM "StaryCastle.sqf"; //iCEtIMeds Stary Castle (Or if you keep your custom edits somewhere else, adjust the address.) Screenshots It is without all the ingame building. The install of the Castle is done. If you want to add a protective dome over it so only admin can enter the area then create 2 new sqf's and place them in a folder called admindome. dome Edit the IDs for your admin and domexit Edit the IDs for your admin Once you have these saved in the location you would like (for me I created a folder called admindome and saved them in that), you need to add a sensor. Open your mission sqf and find the Class Sensors }; class Sensors { under that you will see items= you add 1 onto the number you have. For example mine said items=7; so I would change it to 8. then scroll down and find the last class item you have (it will always be one less thatn you have because it satrts with item0) add this to the bottom Remember to change the question marked locations to suit your item numbers and dome sqf locations. And also that it needs to be placed in the sensor code block. So there needs to be 2x }; befor you place the sensor and 4x }; after. Example In that I have my dome as item 5 and my gem tradre safe zone as item 6. (I have 7 items in total.) Now you shoudl have a protective dome over your castle. Enjoy guys.
  20. How to protect a helicopter?

    Hi there! A few days ago I logged in just to see my GhostHawk and Little Bird gone. Yet, I can't see any method of stealing them other than parachuting. I thought some of you might help me protect my choppers better. For the GhostHawk I had a 2x3 helipad with removed stairs and walls between the rotors, as for the little bird just one platform with the stairs removed, but no wall in the rotor.
  21. *Note - I just realised I posted this in server setup, reposting in general, I'll edit the original post. Sorry admins!* Hi everyone I co-run a server, we advertise as having indestructible bases so for obvious reasons I'm not going to name the server here. Basically we had an issue yesterday where a group of players managed to get under a base, satchel charge it, collapse the floor and raid it. After that we tested against some corrugated walls, and those were able to be taken down as well...basically bases seem to now be able to be completely destroyed! I've also tested it today with concrete walls and 8 satchels could destroy them, jammers go down in 5 satchels. Can anything have happened to make that change? Was there anything in the latest Epoch update to change settings back like that? Our tech admin who manages all the server side stuff says it looks like it's always been like that and only concrete walls are invulnerable (he doesn't know about the test I've just done) but I am absolutely sure that we tested it against walls when we started the server going and they couldn't be taken down. Any thoughts or advice anyone has on making all buildings and jammers completely indestructible would be greatly appreciated! Thanks!
  22. Since Epoch version 1.0.4 this script is included in the default Epoch client. So you don't need to install it yourself anymore! :) Hey guys, another script release from me. :P This time area based maintenance for player bases, you know it can be a pain to maintain every single building part in your base, fear no more with this "simple" script. ;) With the default options it works like this: players will get an option to "Maintain Area" if they look at a plot pole (item can be changed but plot poles make sense I guess), then the script will maintain all base building parts within a specified range (default 50m around the plot pole), the same way as you would maintain every single part by hand. Because of the amount of affected parts admins can define other requirements to actually maintain the whole area (like a briefcase for more then 100 building parts or whatever you like there is an example in the script with some requirements for different amounts of building parts). This is just my first release, I had other plans with making the maintain requirements based on the actual building parts in the area. e.g. every part gets a value (similar then it is now but with items you can stack easily like gold), so it would calculate the exact costs like 2 gold for each wooden wall, 5 gold for metal floors etc.. just an idea there might be other problems with that and it may not be easy to implement this with ArmA scripts as far as my knowledge goes at least. So for now the maintain cost is only dependent on the amount of items to maintain, no matter what parts you use. But there can be multiple items defined for each amount, maybe someone of you have a better way of doing this, that's one reason I publish it here for all to use and improve on it (hopefully). There is also a preview option ("Maintain Area Preview") to see how many building parts would be affected and what the exact costs for that would be. This option does nothing and it won't remove anything from your gear, it only displays an information text on the screen. If you use the real "Maintain Area" option the required items will be removed from your gear, if you don't own them you get a message with the missing parts like with the default maintain option. Ok here comes the installation steps, it is pretty easy, similar to including self bloodbag to your server. Step 1: Add this to your fn_selfActions.sqf file right after the line with "_canDo = ..." around line 16 (I assume you already have the file set up for other changes, if not there are many topics with how to do that): // ---------------------------------------Maintain Area Start------------------------------------ if (_canDo && (speed player <= 1) && (cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_maintain_area < 0) then { s_player_maintain_area = player addAction ["<t color=""#ffffff"">Maintain Area</t>", "scripts\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction ["<t color=""#ccffffff"">Maintain Area Preview</t>", "scripts\maintain_area.sqf", "preview", 5, false]; }; } else { player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; }; // ---------------------------------------Maintain Area End------------------------------------ If you want change the item where your players can activate the "Maintain Area" option (default plot pole - "Plastic_Pole_EP1_DZ"). You can also change the color of the menu (default white - #ffffff) and the path where you want to safe the actual script (default "scripts\maintain_area.sqf" in your mission.pbo). Step 2: Here is the complete maintain area script: private ["_missing","_missingQty","_proceed","_itemIn","_countIn","_qty","_num_removed","_removed","_removed_total","_tobe_removed_total","_obj","_objectID","_objectUID","_classname","_location","_dir","_objectCharacterID","_object","_temp_removed_array","_textMissing","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_itemText","_option"]; if (TradeInprogress) exitWith { cutText ["Maintenance already in progress." , "PLAIN DOWN"]; }; TradeInprogress = true; player removeAction s_player_maintain_area; s_player_maintain_area = 1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = 1; _target = cursorTarget; // Plastic_Pole_EP1_DZ _objectClasses = ["ModularItems", "DZE_Housebase"]; _range = 50; // set the max range for the maintain area _objects = nearestObjects [_target, _objectClasses, _range]; // TODO dynamic requirements based on used building parts? _count = count _objects; _requirements = []; switch true do { case (_count <= 10): {_requirements = [["ItemGoldBar10oz",1]]}; case (_count <= 50): {_requirements = [["ItemGoldBar10oz",4],["ItemGoldBar",2]]}; // 42 gold case (_count <= 100): {_requirements = [["ItemBriefcase100oz",1]]}; case (_count <= 200): {_requirements = [["ItemBriefcase100oz",2]]}; case (_count <= 300): {_requirements = [["ItemBriefcase100oz",3]]}; case (_count <= 400): {_requirements = [["ItemBriefcase100oz",4]]}; case (_count > 400): {_requirements = [["ItemBriefcase100oz",5]]}; }; _option = _this select 3; switch _option do { case "maintain": { _missing = ""; _missingQty = 0; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1; _qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; } forEach _requirements; if (_proceed) then { player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; _temp_removed_array = []; _removed_total = 0; _tobe_removed_total = 0; { _removed = 0; _itemIn = _x select 0; _countIn = _x select 1; _tobe_removed_total = _tobe_removed_total + _countIn; { if ((_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then { _num_removed = ([player,_x] call BIS_fnc_invRemove); _removed = _removed + _num_removed; _removed_total = _removed_total + _num_removed; if (_num_removed >= 1) then { _temp_removed_array set [count _temp_removed_array,_x]; }; }; } forEach magazines player; } forEach _requirements; // all required items removed from player gear if (_tobe_removed_total == _removed_total) then { { _obj = _x; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if (_objectID == "0" && _objectUID == "0") exitWith { cutText ["At least one building part is not setup yet.", "PLAIN DOWN"];}; // Get classname _classname = typeOf _obj; // Get position _location = _obj getVariable["OEMPos",(getposATL _obj)]; // Get direction _dir = getDir _obj; // Find CharacterID _objectCharacterID = _obj getVariable ["CharacterID","0"]; // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; // Set location _object setPosATL _location; PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID]; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } forEach _objects; cutText [format["You have maintained %1 building parts.", _count], "PLAIN DOWN", 5]; // uncomment the next 2 lines if you want logging of area maintenance to the server report file (Arma2OAserver.RPT) //maintainArea_log = [player, _target, _count]; //publicVariableServer "maintainArea_log"; } else { {player addMagazine _x;} forEach _temp_removed_array; cutText [format["Missing Parts after first check Item: %1 / %2",_removed_total,_tobe_removed_total], "PLAIN DOWN"]; }; } else { _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName"); cutText [format["Missing %1 more of %2", _missingQty, _textMissing], "PLAIN DOWN"]; }; }; case "preview": { _cost = ""; { _itemIn = _x select 0; _countIn = _x select 1; _itemText = getText(configFile >> "CfgMagazines" >> _itemIn >> "displayName"); if (_cost != "") then { _cost = _cost + " and "; }; _cost = _cost + (str(_countIn) + " of " + _itemText); } forEach _requirements; cutText [format["%1 building parts in range, maintenance would cost %2.", _count, _cost], "PLAIN DOWN"]; }; }; TradeInprogress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; Save it as "scripts\maintain_area.sqf" in your mission.pbo or whatever you have defined in the menu before. Step 3 (optional): change the default options in the script: _range (line 13): sets the maximum range for the maintain area around the plot pole (default 50m). _requirements (line 18+): defines the required items for the amount of affected base building parts, there are some examples just take a look it should be easy to extend/modify. Step 4 (optional): logging of area maintenance to the server report file (Arma2OAserver.RPT): Since the script runs on the client (player computer who starts the maintenance) it can be desirable to log additional info in the server report file to keep track what player did the maintenance at what time and position on the map and how many building parts were affected, to do this the script has to send that info to the server. This can be done with the "publicVariableServer" command, just uncomment (remove the leading //) the 2 lines in the script where it says so for logging (line 110+111). For the server to receive that variable and log the info you have to add an public variable event handler with "addPublicVariableEventHandler", this can be done at any place in the mission.pbo, but usually all event handlers are handled in the file "dayz_code\init\publicEH.sqf", copy that file to your mission.pbo and change the reference to it in the init.sqf if you haven't already and add the following to the "Server only" block (after the line with "PVDZE_plr_DeathB" is fine): "maintainArea_log" addPublicVariableEventHandler { _val = _this select 1; _player = _val select 0; _playerName = name _player; _playerID = getPlayerUID _player; _target = _val select 1; _position = position _target; _count = _val select 2; diag_log format["MAINTAIN_AREA: Player %1 (%2) has maintained %3 building parts at position %4", _playerName, _playerID, _count, _position]; }; This will log a line like this every time a player runs the maintenance script: 14:33:01 "MAINTAIN_AREA: Player Axe Cop (12345678) has maintained 245 building parts at position [4937,9421.44,-0.796936]" If you are lazy your can add the event handler to your init.sqf after the line "_serverMonitor = ... " without changing the file publicEH.sqf :P That's it, should be easy enough to get the script working on your server. ;) One major problem with the whole maintenance thing in Epoch (not this script) is the fact, that you can't visually see if your base needs to be maintained or when it was last maintained, I hope that will be fixed with the next Epoch updates because I don't see any way of even accessing the last maintain date form the script itself. What Epoch does is just set a small damage value to every part to indicate that it needs to be maintained soon, but you can't see that damage in game (yet). For now my script just maintains every single part within range, no matter when it was last maintained. I could change it so it only affects damaged parts like Epoch does when maintenance is needed (just to decrease the maintenance cost for players). Also keep in mind the maintain process replaces the objects rather then just removing the damage and resetting the date, don't ask me why but I guess there is a reason for it so I did it the same way in my script. At last sorry for the long text, as always if you have any questions or ideas to make this script better please tell me or improve the script. :) Edit: logging of area maintenance (see step 4)
  23. Hello, This post should help users that are looking for answers and have something unclear with the BASE RAIDING techniques. I will edit the 1st post to keep the answers up to date. "This way" - Ill mention topics that could help specify what I mean by the question deeper and also show you I know now and am not 100% sure of 1.) Essential for BASE BUILDing is the Frequency JAMMER, it reserves a certain area wher only the owner of the FREQUENCY JAMMER is able to build, correct? Yes, this is correct and TRUE. 2.) The FREQUENCY JAMMER can be destroyed, correct? Yes, this is correct and TRUE, BUT: it may take an HUGE (~20) amount of expolosice satchels to do so, and even this may vary from server to server. In addition, dont forget to check the rules, its a big difference between lootin, and stealing/destroying... 3.) What happens if an FREQUENCY JAMMER is destroyed? - can I move with the walls? and get in without any trouble? True. - can I place my own near and "take over" the base? Use it as my own? True. Yet check rules. 4.) Can WALLS be destroyed? Yes they can, so TRUE. 5.) What is the toughest building material and what the weakest? - when thinking over which part to strike, where to start? Cinder? Steel? Wood? Use common sense: Wood is the easiest to destroy - Cinderblocks the hardest. 6.) What is the best way to destroy a wall? - satchel charge? how many for which wall? - mine? grenade? any weapons? Basicly anything tha does 'damage' works, it may vary how much needed from wall to wall and from server to server, just try it out, but satchel charges are the most powerfull and prepare at least few (5+) for your attack. SCENARIOS: 1. I have a chopper and find a nice base, noone in sight, I land inside, place a satchel charge, blow off the frequency jammer, place my own and voila the place is mine. Possible? Well... No. A Jammer could take at least 20 satchel explosions and still be in tact .. So I would not count on that. But in theory, it may happen.
  24. [BUG] Base get Damage

    After restarting the server, all bases are suddenly damaged, even if each team has maintained its base at the Jammer. I have version 0.3.0.2 b3 and Arma 1:42 Can i fix the Problem self, or must wait on the epoch dev?
  25. FULL Database Backup

    Is there any way to perform full backup of the database file copying? My server is Vilayer Host, and want to make a local backup because I'm having trouble on the host. Downloading the file '' dump.rdb '' could only recover player character. Unable to recover buildings on the map. How to back up the constructions on the map?
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