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Found 782 results

  1. Hi guys, Here's my version of the bury/butcher body script. Focus'd on optimization and cleanliness. * Tested as working on a blank Epoch 1.0.6.1 server * Contains a server side scheduler module to clean up old weapon crates, graves and crosses after 25 minutes. * Removes the flies sound when body is buried for performance. To download: https://github.com/oiad/buryBodies
  2. Hi, This is my modified version of Zupas single currency framework. This drops into an Epoch 1.0.6.1+ server and just "works". Credits to Zupa for his amazing work, There's quite a few fixes mentioned in his original release thread in this version to make it more secure. GitHub link with install instructions: https://github.com/oiad/ZSC Tested as working on a blank Epoch 1.0.6.1+ and OverWatch 0.25 server. Designed to minimize duping/glitching of bank related saving with nearby players (checkWallet etc). Lots of code snippets taken from the original Zupa release thread to stop multiple people checking wallet/depositing into the same safe etc. Supports multiple configuration types, Safes/lockboxes only, vehicles only, safes/lockboxes AND vehicles. Supports any map, currently only has server_traders files for Chernarus (default), napf and tavi. To install global banking: https://github.com/oiad/ZSC#changing-to-global-banking Install: This install basically assumes you have NO custom variables.sqf or compiles.sqf or fn_selfActions.sqf, I would recommend diffmerging where possible. This has all the config traders set up for epoch 1.0.6 items and OverWatch guns/items. You will need to install the specific version you want to use, See install notes further down.
  3. How to add epoch menu millitary baracks "house" not listed millitary barack and not allowed copy Milan loot location. Thanks
  4. GenesisPC Epoch Server 178.239.166.90:2402 Auto refuel Self Blood Bag Tow & Lift Vehicle Salvage Vector & Building Snap Group Management Advanced Trading Deploy Bike Repair & Rearm Stations ElectroPLUS Klen Castle Black Forest Base Bor Outpost Checkpoint Charlie Dishina Outpost Skalisty Ai Fortress UN Ai Vehicle Convoys Custom Buildings Custom Airfields Custom Crashsites Starting Loadouts 133 Missions Bountys Top Hero Top bandit Player voted events New Player Starter Packs 8 Levels of Humanity Based Spawns Teamspeak Server Active Admins Anti Hack Great Community of Players Can you survive here ? Can you Dance ? Server Website www.suckitupprincess.org Teamspeak3 Server 85.236.100.124:11097
  5. Pretty much every Asset from Arma2OA is inside, but NO: tanks, TWS, or other gamebraking shit! Well balanced, team-based PVP made from Epoch Veterans for Epoch Veterans! A bit harder than the rest, a bit more to explore and alot more to build! Build your own Aircraft-Carrier if you want to! Welcome to DNG Epoch Napf! Server IP : 83.167.187.117 Port: 3333 Join our Forum: DNG.wtf Join our Teamspeak: ts.DNG.wtf The Best Hardware! Right now we are on a 8 Core Xeon Dell Blade, 3,8Ghz on turbo, Database is in a RAMDISK, 10Gbit Connection from UK. Powered by Redrawinternet.com - thank you guys to make this possible again! The Best Software! Pretty much every script has been tested in the last 3 years, from random Nukes over AI-sectors on Aircraftcarriers - we had them all. Besides some own coding, only the best stuff is inside now, everything is well BALANCED to get the best epoch-moments you can imagine with this stoneold game. The Focus in Development was always PERFORMANCE, so you will get the best FPS here, trust us. Even Serverside; up to 10.000 objects with no problem (we would never waste a database this much) ,expect arround 6.000 objects in a few months - - we try to never let it getting higher than this to always have a LAGFREE and performant gameplay for everyone! Expect continued work over the whole phase - balancing will be always watched and corrected if we need to. Automated DB-backups every 5 Minutes, always the last antihack and also support over teamspeak or website nearly 24 hours a day. The Best Community! We had Youtubers, streamers, coders, big-clans and lone wolfs. 3000 Players a month on the old hardware. May you remember our old name... We are about to build that up again! Expect more Games, Mods and other content soon on DNG.wtf The most Admins are from Germany but we also have some from Sweden/Czech Republic/Russia, at least 20 years old and we all have 1000+ hours on our Arma2. Server language is usaly english, but you are free to speak whatever you want (we autotranslate everything anyway). NO DONATION CRAP! Yes, youve heared right; NO LOADOUTS, NO PERKS, NO BASEKITS, NO NOTHING but Epoch for Veterans! (fixed max viewdistance for EVERYONE, grass for EVERYONE (still much fps, try us), no "starterkits" - cmon its epoch) And now a boring list of the features, but you may will read it anyway: Radiation Zone: One Zone on the map is is fucked up due a nuclear fallout! There is also AI which have a chance to get the rare item for blow up safes! Day/Night: We have around 3h day and 1h night. Deploy Anything: Deploy Bike/Gyro/Jetski/StaticM2 Surprisecrate: Can be anything from building material to gold. Spawnselect: ESSV3 by Ebay, well selected points and no parachute to keep the DayZ-feeling. Groupmanagement: Persistent over restart. Advanced Trading: Faster, lighter, better! Missions: WAI/DZAI in good random locations and in Cities. Plus: they also have 12000 Blood, like you! Rockets against Vehicles included. They wont drop the LMGs they have, without them its to easy and dropping them would ruin the balancing. ClassSystem: Diffrent loadouts based on humanity. Lift/Tow: Balanced lift/tow! Plot4Life: Plot only removeable by Owner/Friends. Virtual Garage: To keep the map fresh and the server fast; store your vehicles safe! Thanks GZA David! Service Points: Autorefuel and Repair (costs Gold) on every fuelstation. Alchemical: Its called "CRAFT MORE" here to keep the confusing down, nearly every buildable item has been added! 800+ Buildables! Snap/Vectorbuild: You should know the script. Simply awesome what you can build now. 1StepBuild: You dont have to wait when you wanne build something. Better be patient on setting up an anbush! Colors: Dont like the high-colored default colorfilter? Choose another one from rightclick the mapitem. Selection will be SAVED! (and dont copy my script from the missionfile, copycat - this is really fishy) Drops: Different Suppy-drops, type, ammount and loot is choosen automaticly by playercount to get it balanced every time. All markers do respawn after death. FastZeds: They belong to epoch and should be in! Blow Up Safe: With a Safebomb you are able to crack a safe! Bicycle Break: No more "accidents" due some hill driving; use the space key to break. Indestructible: Is only CINDER, METAL, and of course all indestructible-category items in the CRAFT MORE Rearmed: Armed Mv22 (yes, armed), rearmed Ka52 (just pkm), An2 with M134, F35 PKM and more! NoAmmoOnSpawn: No vehicle will spawn with ammo, you have to find or buy it if you wanne have fun with the big toys. Earplugs: on F1 key Coins: No bank on our server, thats to easy. You can store coins at your safe or lockbox! Heli Crashes: Windschelm, the Arma3 Propilot, is flying arround... gg Windschelm Custom Cleanup: Wrecks and deployed bikes will despawn when nobody is near to get more fps. Nitro: DZE_4 Vehicles (tuned ones can be bought at every trader city) can use Nitro to drive faster. (no Redbull needed) NoRadar: Armed vehicles, lets say the KA52, are rearmed to PKM only and have and overlay over the radar, so no armed radar vehicles at all. There are still radar vehicles available, there is the Pchela1T and the An2 Civ. Both unarmed ofc. +++ Expect very well made balancing, made from epoch-vets for epoch-vets, to keep you busy for 1000 hours - if you really want to!
  6. Hey guys, got a problem. If i try to salvage a vehicle it shows me the aviable dmaged parts, but when i click on them nothing happens. After i ran around a bit(seems like the action is canceled then) i get the option again but this time it says: Already Salvaging!. Someone can confirm or is it me fucked something up?! :D FIXED Im not quite sure why i have to do this. I use Infistar and maybe thats colliding with eachother. Didnt test it without Infistar, its just a idea. In salvage.sqf i uncommented this: { if ((_vehicle distance (_x select 0)) < (_x select 1)) exitWith {_cancel = true;}; } count DZE_SafeZonePosArray; if (_cancel) exitWith { (localize "str_salvage_safezone") call dayz_rollingMessages;}; like this:
  7. Hello Epoch Community i have installed AxeCops fantastic elevator mod and it works great with some tweaking on 1.0.6.1, what my issue is if i keep using MetalFloor_Preview_DZ as the stop class they disappear. My question is has the name of this item changed in the update, or is there a setting that disallows this item to remain persistent? i have not seen anything in InfiStar that is blocking it either.
  8. Hello Everyone! Come on over and join our DayZ Epoch Chernarus 1.0.6 server! The server was last wiped 2/24/17 and is a very friendly PvE server. The server is ran on a dedicated box running the latest Intel CPU and DDR4 RAM along with a enterprise grade SSD Drive. Below is a list of scripts/modifications of the server. - WAI - Single Currency - Lift/Tow - Select Spawn - Deployables - Rearm/Refuel - Many Tweaks and Customization's Server IP: 23.111.132.174:2000 Discord : https://discord.gg/AZBGBNA Hope to see you in the server!
  9. If a player is killed within a defined range from a trader there will be a chat message notifying everyone so they can be punished. Step 1: Make a copy of player_death.sqf in your mission file and change the path in your compiles.sqf Step 2: Define your trader areas by making an array with the trader position, range, and trader name DZE_tradersarray = [ // [[position],range,"tradername"], // [[position],range,"tradername"] -- Don't forget the last one doesn't have a , at the end! ]; Example: Put this in your init.sqf somewhere at the top or put it inside your configVariables.sqf Step 3: Open your custom player_death.sqf and find Then add this below The whole block should look like Note: This is compatible with 1.0.5.1 Comment if you have any problems!
  10. DEPLOYABLE BIKE 2.8.2 all of this information is available in an easier-to-read format on github pages>> version 2.8.2 updates the code to work with Epoch Mod 1.0.6. Thanks @ebaydayz! version 2.8.1 should hopefully fix the long-standing non-moving-bike problem! Thanks @SchwEde! FYI: 2.8.0 adds the _condition and _ammo parameters to the config array so you will need to add a value for these parameter in each record of the DZE_DEPLOYABLES_CONFIG array in the appropriate spot if you are upgrading from 2.6 Out of the box, it adds a deployable bike with a right click action on a toolbox and a couple other neat deployables. Really, it can be used to deploy just about anything. See the configuration section below. For some samples of what it can do, check out this gallery on imgur Installation download the files extract the addons and overwrites folder from the downloaded zip file into your mission file root find this line in your mission file init.sqf (warning: if you have a custom compiles file, find that line instead of the one below!) call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; place this line directly after the line you found call compile preprocessFileLineNumbers "addons\bike\init.sqf"; edit addons\bike\config.sqf to change some options or add different deployables (see configuration section for more info) Warning: due to the way the way arma handles numbers and the way addon is coded, using the save-to-database option may not allow you to re-pack some objects if you have Character ID's over 500,000 (which I don't think will be an issue for 99.99% of people). Adding Your Own Custom Actions If you use another right click method like extra_rc.hpp and want to switch to my method, see my click actions configuration github page. The click actions script is included in the deploy script as part of the core, so you don't need to download anything, just follow the instructions for adding your own actions. * note: before attempting to troubleshoot issues with adding your own actions, make sure you are using the most recent version of the addon. Configuration This addon is highly configurable, you can deploy just about anything, not just bikes. open addons\bike\config.sqf and edit the array to add your own deployables. DZE_DEPLOYABLES_CONFIG format -- (note no comma after last array entry) DZE_DEPLOYABLES_CONFIG = [ [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [...more stuff here...] ]; DZE_DEPLOYABLES_CONFIG array values (view on github to read easier): parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _clickItem | class name of the item to click on | string | "ItemToolbox" _deployOffset | [_side,_front,_up] array to offset the deployable when buiding | array | [0,2,1] _packDistance | how close does the packer need to be to pack the object? | number | 5 _damageLimit | item can't be repacked if damage is > this. (-1 = no re-packing) | number | 0.1 _packAny | can anyone repack the deployable? | bool | false _cargo | clear the cargo of the deployable? | bool | false _ammo | should vehicle ammo be cleared? (does not persist through restart) | bool | true _hive | write deployable to database? | bool | false _plot | require a plot from the owner to build the deployable? | bool | false _simulation | enable simulation (movement/damage) for the object? (true for cars) | bool | true _road | enable road building for this object? | bool | true _deployables | array of class names that can be deployed with this method | array | ["MMT_Civ"] _near | array of items required nearby to build (workshop/fire/fueltank) | array | [] _parts | array of parts required to build (will be taken from player) | array | ["ItemToolbox"] _condition | string of code to evaluate to determine whether action is shown | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}" DZE_DEPLOYABLE_NAME_MAP array -- allows you to rename the deployable (on the right click/messages) format (note no comma after last array entry) DZE_DEPLOYABLE_NAME_MAP = [ [_class,_name], [_class,_name], [... more ...] ]; array parameters parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _class | class name of the item you want to replace the name of | string | "Notebook" _name | new name to display when right clicking | string | "Macbook Pro" Change Log version | change --------|------- 2.8.2 | updates for 1.0.6! Thanks @ebaydayz! 2.8.1 | fix from SchwEde that should fix bike not moving. Thanks @SchwEde! 2.8.0 | option to clear vehicle ammo 2.7.1 | better exit reasons 2.7.0 | option to add condition for showing action in config 2.6.1 | fix for unrideable bikes 2.6.0 | road building options, deployable name mapping 2.5.1 | fix a bug where preview items would sometimes disappear 2.5.0 | now uses a modified epoch building system to deploy the objects 2.4.3 | better click actions build conflict detection 2.4.2 | updated for new click actions handler build 2.4.1 | fixed deployables spawning in locked after restart 2.4.0 | multi-part deployables. yay! 2.3.1 | big fix on packing temp objects 2.3.0 | optional saving to database with post-restart memory of deployed items (see warning below about this) | configurable damage limits on re-packing | admin list for packing/deploying instantly & being able to remove all deployables 2.2.1 | positioning fix for deployed items 2.2.0 | option for clearing cargo of spawned items 2.1.0 | change way dependency call is made, only one line needed in init.sqf now for setup 2.0.0 | major update, allow multiple deployables, pretty much any class 1.1.0 | configuration options / code optimization 1.0.0 | release Issues/FAQ 1) people are getting kicked for createvehicle restriction when building a stone wall open your battleye filter createvehicle.txt and change this line 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" to this: 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" 2) I am using "A Plot For Life" and this is not working!
  11. Epoch Discord is open. https://discord.gg/0k4ynDDCsnMzkxk7 Always a work in progress. Channels will be added as needed. Check pinned messages in the channel for latest updates! Rules that apply here also apply there. DO NOT PM the dev's if they happen to be there! You may PM me or one of the other moderators. Download the app at: https://discordapp.com/apps
  12. Hi, Here's my version of @OtterNas3 vehicle key changer. It was subsequently modified by @Grahame for epoch 1.0.6. This adds support for briefcases, gems and coins as well as using the epoch vehicle upgrade system to do the key changing/claiming. * original discussion url: https://epochmod.com/forum/topic/5972-release-vehicle-key-changer-for-making-masterkey-v-14-updated-06152014/ * updated discussion url: https://epochmod.com/forum/topic/43048-release-vehicle-key-changer-for-making-masterkey-v-141-updated-for-epoch-106/ Github link with install directions: https://github.com/oiad/vkc
  13. Hey guys, so I saw that there are lot of people asking how to get an GUI looking like this: This is not my work, I'm only posting a tutorial on how to do it. This is from user Cen who was so nice to share it with us. All credits go to: Cen Tutorial: 1.) First download these files and extract them in the root of your mission folder or mission.pbo. Download Link or Attached files. 2.) Add this to the bottom of description.ext class RscPictureGUI { access = 0; type = 0; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {0.38,0.63,0.26,0.75}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; style = "0x30 + 0x100"; x = 0; y = 0; w = 0.2; h = 0.15; }; class RscTextGUIK { type = 0; idc = -1; style = 0x02; colorBackground[] = {0,0,0,0}; colorText[] = {1, 1, 1, 0.5}; //color[] = {1, 1, 1, 0.5}; font = "TahomaB"; size = 0.03; sizeEx = 0.03; x = 0; y = 0; w = 0.1; h = 0.2; }; #include "dayz_code\gui\ATD_Hud.h" 3.) Add this line to a custom compiles.sqf or overwrite the path in the existing compiles.sqf (depends how you call yours). I will not do a tutorial on how to add custom compiles as there are plenty of them already out here on this forum. player_updateGui = compile preprocessFileLineNumbers "dayz_code\compile\player_updateGui.sqf"; 4.) Edit ATD_Hud.h to your liking. And that should be it! If you have any questions or problems with it, please post down below and I'll try to get back to you as soon as possible or send me a PM. Let me know how I did for my first tutorial and thanks again to Cen for the HUD and letting me post a tutorial on this. ATD-HUD-FILES.zip
  14. CHERNARUS ENHANCEMENTS - Stary -------------------------------------------------------------- Redeveloped Stary Email: [email protected] Steam: http://steamcommunity.com/profiles/76561198104994458/ Download----) http://www.mediafire.com/file/0x09b36xslba3bg/stary+trader.rar
  15. This is How-to reskin/retexture vehicles. I do not take credit for any of the script. I just made a how-to because a few people asked for it. For advanced user: This was created after a lot of searching and at least 100 different ways of trial and error. It's unbelievably simple and I'm sure someone has posted this before but I hope it helps. Features: No noticeable server startup lag. Easy to install. Works on the fly for purchased vehicles. Works for dynamic vehicles. Works on server restarts. Tested with 7 custom vehicle skins setup on traders and dynamic, worked flawlessly and tested restarts too. Credits [VB]AWOL whose postethe proper way to do this. [VB]AWOL + Epoch Dev Team and EpochMod.com community for sharing awesome mods. Requirements Custom texture files that are known to work. Ability to edit sqf files PBO Manager Notepad++ Installation Step 1. Get some custom textures and put them in your mission folder somewhere. Write down the folder structure for future use. For my example textures are in the custom folder in my mission file. Step 2. Unpack your dayz_server pbo Step 3. open these three files: server_publishVehicle2.sqf, server_publishVehicle3.sqf, and server_monitor.sqf Step 4. In your server_monitor.sqf find this: _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then { And ABOVE it put this if (_type == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';}; Change the Vehicle Classname and the texture pathing for your texture and vehicle. Keep adding more lines like this for each texture that you need. Step 5. Again in your server_monitor.sqf find this: // # END SPAWN OBJECTS # And below it put this: processInitCommands; Step 6. In server_publishVehicle2.sqf find this: } else { _object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"]; }; And BELOW it put this: if (_class == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';}; Notice the only difference is _class instead of _type. Again keep adding more lines like this for each texture that you need. Step 7. This Step is for BOTH: server_publishVehicle2.sqf AND server_publishVehicle3.sqf find this: publicVariable "PVDZE_veh_Init"; And BELOW it put this: processInitCommands; Step 8. Now in server_publishVehicle3.sqf find this: //Add weapons _objWpnTypes = _weapons select 0; _objWpnQty = _weapons select 1; And ABOVE it put this: if (_class == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';}; It's the same line from server_publishVehicle2.sqf with _class instead of _type. again repeat more lines exactly like this for more textures. Step 9. Save Changes and Repack PBO Congrats your done! Note: This could also be done by creating a function and then calling the function from each file, i think.... but I prefer to do it this way.
  16. Hello im trying to setup a dayz overpoch server with taviana. The mod from taviana is the latest Dayz Taviana 2.0 but when im trying to join im getting a error that the server needs a key or i have to remove some files. i tried searching google but i didnt had much succes with that. My question is, can someone send me the valid keys for the latest Taviana dayz mod? Or if you know what im dealing with please help me. Thanks
  17. Hello everyone, I was wondering if OverPoch with Epoch 1.0.6 is possible? Thanks
  18. Every time I try to join a server It crashes my game and says include z\addons\dayz_code-configs\rscdisplay\zscdefine.hpp and im really not the brightest with this stuff so please someone help
  19. Hey guys, i want to add the Bmp 2 ( BMP2_HQ_TK_EP1) but got the problem that there is no option for Lock or Unluck it. Any ideas?
  20. I've just started playing EpochZ: Black Tide and am getting tired of soloing as a noob. Anyone wanna run around with me? Also, I'm up for other mods, but enjoy the zombies. Also also, I'm 39, new to Arma3 (but played SZ:SA a lot) and would love to have other geezers who don't mind a super casual approach, but obviously I'm fine with folks younger than me. Don't play regularly, but I would love to have a Steam list of friends who I can hook up with randomly. Basically recruiting for "Team Lazy Geezer Renegade Extermination Squad and Survivalist Cadre Operations", or TLGRESSCO. Which is pronounced "tella-gresko".
  21. Hi, I have a chernarus and lingor server, both with 1.0.6.1 and custom loot is installed and working. However as the changes on loot in new epoch, I have noticed that in buildings of same type, one building can have loot and one totally empty. I have militarized so in the barracks I would love to have at least some loot in all of them. Is it something Im missing in the settings here or is it supposed to be like this ? On 1.0.5.1 I managed to get every barrack to have loot.. Would be happy if someone can help me explain this :)
  22. NOTICE For those who want to use this in 1.0.6 The tools are partially updated for the new release. Most features are working so far and it can be downloaded from here (follow the readme for install): https://github.com/noxsicarius/Epoch-Admin-Tools/tree/TestBranch IMPORTANT: Under NO circumstances should you download this tool from a different source. I have been notified of numerous virus downloads listed as my work (usually second page of google and farther). I have petitioned to have all of the ones I know of blacklisted and have sent virus profiles to all major antivirus companies. If you find a .exe in any work claiming to be mine, it is a virus and should be shredded. Please only download from MY github link or the links in this post. My github repo will NEVER be removed and if I leave the project and someone wishes to take over, they will be given rights to the repo. Features: For help with Administration: Multiple Admin levels Spectate players "Display code" for locked vaults/doors "Create key" for vehicles with lost keys Force lock and unlock vehicles without keys Base Destruction - Destroy all buildables/vehicles within a customizable radius Spawnable crates with weapons, items, and supplies Spawn locked or temporary vehicles via the menu or a custom-made graphical vehicle menu (screenshot) Other features: Godmode Teleport self (or others to you) Flying Invisibility Delete and repair/refuel vehicle on crosshairs ESP - display players, zombies, safes, tents, vehicles, and AI on the map ...and more! Installation, changes, additional information, FAQ, credits, issues and everything else can be found at the project page on Github: Epoch Admin Tools on GitHub Click here for an install tutorial video for the tool I have been informed that some places block GitHub, so here are direct links hosted by me: Newest full release: https://www.dropbox.com/s/pjvj07u5yemo7we/Epoch-Admin-Tools-master.zip?dl=0 Beta build: https://www.dropbox.com/s/xm6t1k3gvp3t8ex/Epoch-Admin-Tools-TestBranch.zip?dl=0 If you have an improvement you would like to add, make a pull request and make these tools even better! Error Reporting: BEFORE posting an issue on Github or on this forum: If you think you might have installed it incorrectly, follow the YouTube Video Install Tutorial Try reinstalling the tool. You more than likely missed something important. Do a quick search on this forum for a fix to your problem. Check your server's RPT log for errors. This will identify 99% of problems with the menu. Be ready to copy/paste the RPT log into Pastebin or Gist in an issue or in the discussion forum for help with troubleshooting. If your problem persists after doing the above: Open your arma2oaserver.rpt file in a text editor and copy/paste the RPT log into Pastebin and post your issue in this forum with the rpt log. If you post something like "It doesn't work" I will not acknowledge you. Not giving all possible details in the first post simply makes it take longer to resolve and will waste everyone's time. I am hard pressed for time these days so if you won't take the initiative to provide information, I won't ask for it either. I am not trying to be mean, but I am quite tired of getting 5 or less word posts that provide no information other than this person has some kind of problem somewhere on their server that may or may not be related to this mod. If the problem you are posting is a bug and not a general install problem then post it to this forum AND to the github issues page. I have been asked by someone if they can donate to the project so I am adding the link here. I have invested a good deal of time into this so if you find it useful please give a little donation. (DONATE) I also accept Crypto Currency: Bitcoin: 1GkzMzwnVwVpnUCVFaAyLDsgD9cqSfigdm Litecoin: LbUrUxXzA557VeTWXM8jP7hNf3uZHEqW5b A sincere thanks to those who made a monetary contribution to this project.: calamity, CRHASH, BMovieQueen, zixxel, 8BitSigdom, Anarior, f3cuk, Caveman1, Nathan, [member=WootyWoop], [member=Terrance Smith] Please leave your name in a note if you donate so that I can list you above.
  23. Hello Community Sorry for my bad English. I Search a lingor Script With 2 mods. (Plot4life and plotmanagement) .can you send me pls a Script for Lingor With the 2 or more scripts? Thank you very much guys. Cheers
  24. wap

    And it is up! Arma 3 Epoch Server is up and running! Background: Year 2027, In Europe two years after the mass extinction of billions of people. Those that remain are left with remnants of a once technological society. Try to survive, build, or explore your way through the harsh dynamic environment. Different fractions are trying to get controll of island, bandits, goverment. UPDATE: Looks like infection made whole way to island aswell ! Some cities are being populated with mutated zombies ! PVE/PVP you decide how to play. MAP: Altis IP : weallplay.eu:2302 Addons: Zombies and Demons: http://steamcommunit...s/?id=501966277 SM_Zombz: http://steamcommunit...s/?id=779675063 Epoch : http://steamcommunit...s/?id=421839251 Server bonuses: Safe Zones (Trader areas are safe) Side Missions (with nice loot) Loot system (better loot spawn system) Capture Points (for PVP action with greater rewards.) Zombies ( yes they are back) Some more changes that i will not mention here
  25. Hey guys, i need some help/answers. I have no clue about cleanup the server from loot when no one is around for a specific amount of time. I noticed that this was uncommented in server_function.sqf: server_systemCleanup = compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_cleanup.sqf"; so i removed the // and checked what happend...nothing :D Then i checked out the server_cleanup.sqf. In line 23 it says: if (_age > 20) then { changed to: if (_age > 2) then { cause i thought 20 = 20min ?! so 2 = 2min. Was a try nothing happend. I googled around and noticed that in 1.0.5.1 the server_cleanup was .fsm and not .sqf. Does this matter? And does anyone have a tip how to cleanup loot when for ex. a player is not in range from 500m for 5 mins?!