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Found 743 results

  1. Mods; DayZ_Epoch / Namalsk 0.75 Scripts/Features; EMP Storms and ASPI Protection Device Freezing Weather and Slow Zombies Warm Clothing and APSI @ Traders Refuel, Repair, Rearm Stations Remove Clothing From Dead AI Missions and Events Super Mutant Attacks Trader Safe-Zones Player Kill Feed Custom Map Alien Rifle Raiders Snow Extras; Click Here For Custom Server Settings Visit Time2Kill.co.uk for more info Discord Invite Link
  2. 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 **EDIT* Link to a working locate Vehicle script that is able to find multiple vehicles per key:
  3. Im setting up a new epoch 1.0.6 server with very little addons/mods installed, and when i was testing i realized safes/plotpoles/walls etc werent saving to the server database. Anyone got any ideas what might be wrong?
  4. Made this in my free time awhile ago thought id make it public. Right Alt is the key to open the menu. Install instructions are inside the download. https://github.com/NWDZ-Trapxxgods/traps-menu here is a picture of the server menu
  5. Hello Epoch Community i have installed AxeCops fantastic elevator mod and it works great with some tweaking on, 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.
  6. 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
  7. I was playing on this server for many hours now. I just can say its the best server for playing tanoa epoch. everything is running so stable and there is enought loot to find everywhere. they have many cars spawning over the whole map. zombies and ai-hunter will cross your way to kill you so you always have to watch out. of course the new apex stuff is available. the basebuilding system is revolutionary.missions are fun to solve. there are many traders and gas stations where you can modify almost every type of vehicle and equipmment. Its a new server so there are not so many players at the moment. thats why its limited to 60 player only. I talked to the admin and he told me if they have a stable number of players they will set the server up to 100 player. I would love to see that. The admins are very nice guys from swiss and they all speak good english and always listen to players problems. I hope that you will take a look inside and see how good it is and tell your friends so the server will get more full. hope to see you there check out their website: www.zombielandepoch.clan.su Babbaz server IP: or arma.no-ip.info Port: 2302 required mod: epoch http://steamcommunity.com/sharedfiles/filedetails/?id=421839251 optional mod: jsrs4 http://www.armaholic.com/page.php?id=27827
  8. Hi, This is my modified version of Zupas single currency framework. This drops into an Epoch 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 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.
  9. Hi everyone, i would like to know if there is any torrent links for Epoch and Overpoch, if you know some send me the link here
  10. Hello Epoch Users, i (RHE24) & Stefan have a simple Admin Menu for your Epoch Server. We are Admins on the Gigacraft A3 Epoch Server. Its based on Arma3 Wiki and fusion13 and AltisLife Features Teleport Godmode Vehicle Spawn Weapon Spawn Group Spawn ESP Heal self and Players Spectate You can Download the 7z Archive https://sourceforge.net/projects/gama3epoch/files/latest/download Install: , extract to our Mission Folder. Insert this in your init.sqf //Gigacraft Admin Menu [] execVM "gigacraft_admin_menu\admin\activate.sqf"; [] execVM "gigacraft_admin_menu\admin\loop.sqf"; then in tools.sqf and activate.sqf search this if ((getPlayerUID player) in ["####", "####", "####", "####", "####", "####", "####"]) then { //all admins and in activate.sqf if ((getPlayerUID player) in ["####", "####", "####", "####", "####", "####", "####"]) then { ; replace "####" with your Admin UIDS, like 76xxxxxxxxxxx thats all, repack your to pbo and have a Menu :) --------------------------------------------------------------------- presentet by RHE24 & Stefan, we are Admins on our Arma3 Epoch Server. Server IP: gigacraft.de:2302
  11. Hi, With Axe Cops permission I am releasing my updated version of his amazing Service Points script. This includes support for original briefcases, gems (from epoch and coins. (original github url: https://github.com/vos/dayz/tree/master/service_point) (original install/discussion url: https://epochmod.com/forum/topic/3935-release-vehicle-service-point-refuel-repair-rearm-script/) **** *REQUIRES DAYZ EPOCH* **** Major Changes: This version adds support for both single currency and gems (from the epoch 1.0.6 update) as well as the original epoch briefcase currency system. Instead of pricing things like the original way, prices are now done on a "worth" similar to how coins are done. The price value of items are below. If you are using coins, I would recommend using the _currencyModifier variable since coins typically are 10x the value of briefcase based currency (1 brief == 100,000 coins) (You can either set this _currencyModifier variable to 1 then set the proper value or use the modifier, the modifier is mainly for dual currency servers) 1 silver = 1 worth 1 10oz silver = 10 worth 1 gold = 100 worth 1 10oz gold = 1,000 worth 1 briefcase = 10,000 worth Please see dayz_code\configVariables.sqf for the value of gems (DZE_GemWorthArray) and their relevant worth if they are enabled. Example config settings for _refuel_costs, _repair_costs and _rearm_costs: All 3 sections can either be made free, disabled or a specifc price with the following examples: ["Air","free"] will make the vehicle config class of "Air" free for the specific action. ["Air","disabled"] will make the vehicle config class of "Air" disabled for the specific action. ["Air",2000] will make the vehicle config class of "Air" have a worth of 2000 for the specific action. ["Armored_SUV_PMC",2000] will make the specific vehicle have a worth of 2000 for the specific action. ["Armored_SUV_PMC","free"] will make the specific vehicle be free for the specific action. ["Armored_SUV_PMC","disabled"] will make the specific vehicle be disabled for the specific action. Valid vehicle config classes as an example: "Air", "AllVehicles", "All", "APC", "Bicycle", "Car", "Helicopter", "Land", "Motorcycle", "Plane", "Ship", "Tank" Visit my Github page to download and read the README.MD : https://github.com/oiad/service_points
  12. Greetings! So I recently started up in a new host and haven't gotten to make the server run, found that a ca/modules bis_fnc issue is recurring but doesn't affect players when running coop missions like the default arma 2 oa ones, but when trying with Epoch hive won't connect/start despite being configured. Hive error Meanwhile at line 23... I'm still bad with Pastebin, sorry. This error has been chasing me for 2 days now
  13. 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!
  14. Hi there, I would like to move this file to my server pbo. I have moved it to my mission pbo and tested by changing the call to this and it spawns fine. For some reason however I can not get it to spawn if it is placed server side and executed from server_functions.sqf either using [] execVm, execVm or call compile preprocessFileLineNumbers. The main reason for wanting to move this file is that when I edit my map I dont want to place any objects over existing ones. If it is not going to be possible then an alternative will be to load the buildings in the 3d editor make my map and just remove the duplicates that already spawn/exist in chernarus11.sqf Contents of chernarus11.sqf below extracted from dayz_code. Thanks in advance !
  15. 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".
  16. Hi All, Since there seem to be quite a few people who seem to be interested in zombies for Epoch, I thought I'd provide a small tutorial based on my experiences setting up the Ryan's Zombies & Demons mod for my server. I'd like to acknowledge posts by Knives (on configuring Epoch) and synnr (for configuration of the Civilian Occupation System for spawning zombies) on the Ryan's Z&D thread on BIS' forums. Note: This tutorial assumes that you have basic administration experience on a dedicated Epoch server, you are comfortable modifying PBO sources and editing mission files and have an understanding of coding in the Arma 3/Epoch environment. Installing the mod The first thing to do is, of course, to install the Zombies & Demons mod. For your client you can simply subscribe to the mod on Steam or install it via one of the many Arma 3 launchers. For the server I downloaded the mod from Dropbox (the link is on the first page of the thread on the BIS forums and changes with each release) and FTPed the @Ryanszombies folder to my Arma root folder on my dedicated server. Copy the bikey found as RyanD.bikey in the @Ryanszombies/Keys folder to the Keys folder in your Arma 3 root folder. You now need to add the mod to the start up parameters for Arma 3 on your server as below: @Epoch;@allinarmaterrainpack;@EpochHive;@Ryanzombies; There are changes to be made to the mission PBO, so you'll need to download that from your server's MPMissions folder and open it using a PBO manager such as Eliteness or PBO Manager. Go into the mission folder and you'll see a number of files, the only one of interest for this process being mission.sqm. To easily edit mission.sqm you'll want to use a code editor such as Notepad++. The first change to mission.sqm is to add "ryanzombies","ryanzombiesfunctions" to the addOns[] list. Now to configure BattlEye Add the following line to setpos.txt: 1 "" !="RyanZombieC_man_1mediumOpfor" !="RyanZombieC_man_polo_1_FmediumOpfor" !="RyanZombieC_man_polo_2_FmediumOpfor" !="RyanZombieC_man_polo_4_FmediumOpfor" !="RyanZombieC_man_polo_5_FmediumOpfor" !="RyanZombieC_man_polo_6_FmediumOpfor" !="RyanZombieC_man_p_fugitive_FmediumOpfor" !="RyanZombieC_man_w_worker_FmediumOpfor" !="RyanZombieC_scientist_FmediumOpfor" !="RyanZombieC_man_hunter_1_FmediumOpfor" !="RyanZombieC_man_pilot_FmediumOpfor" !="RyanZombieC_journalist_FmediumOpfor" !="RyanZombieC_OrestesmediumOpfor" !="RyanZombieC_NikosmediumOpfor" Add the following to the end of the first line in createvehicle.txt: !="RyanZombieC_man_1mediumOpfor" !="RyanZombieC_man_polo_1_FmediumOpfor" !="RyanZombieC_man_polo_2_FmediumOpfor" !="RyanZombieC_man_polo_4_FmediumOpfor" !="RyanZombieC_man_polo_5_FmediumOpfor" !="RyanZombieC_man_polo_6_FmediumOpfor" !="RyanZombieC_man_p_fugitive_FmediumOpfor" !="RyanZombieC_man_w_worker_FmediumOpfor" !="RyanZombieC_scientist_FmediumOpfor" !="RyanZombieC_man_hunter_1_FmediumOpfor" !="RyanZombieC_man_pilot_FmediumOpfor" !="RyanZombieC_journalist_FmediumOpfor" !="RyanZombieC_OrestesmediumOpfor" !="RyanZombieC_NikosmediumOpfor" !="RyanZombieC_man_1medium" !="RyanZombieC_man_polo_1_Fmedium" !="RyanZombieC_man_polo_2_Fmedium" !="RyanZombieC_man_polo_4_Fmedium" !="RyanZombieC_man_polo_5_Fmedium" !="RyanZombieC_man_polo_6_Fmedium" !="RyanZombieC_man_p_fugitive_Fmedium" !="RyanZombieC_man_w_worker_Fmedium" !="RyanZombieC_scientist_Fmedium" !="RyanZombieC_man_hunter_1_Fmedium" !="RyanZombieC_man_pilot_Fmedium" !="RyanZombieC_journalist_Fmedium" !="RyanZombieC_Orestesmedium" !="RyanZombieC_Nikosmedium" Add the following line to setdamage.txt: 5 "" !=RyanZombieC !="0.700000" Make the following changes to scripts.txt: Add !="_zombie enableFatigue false;" to the line beginning with 7 enableFatigue Add !="fnc_RyanZombies_SetHitIndex = compileF" to the line beginning with 7 setVelocity Add !"ryanzombies" to the line beginning with 7 addWeaponCargo Add !"ryanzombies" to the line beginning with 7 addMagazineCargo Add !"ryanzombies" to the line beginning with 7 addItem Add !="Ryanzombiesdamage" to the line beginning with 7 setDamage Add !="_zombie = _this select 0;" "_zombie setdammage 0.7" to the line beginning with 7 setDammage Add !="_zombie addMPEventHandler" to the line beginning with 7 addMPEventHandler I found that I also needed make one change to the BEServer.cfg (how you edit this file depends on who you're hosting the server with). You'll need to alter the line beginning MaxSetDamagePerInterval as follows (I chose 10000 simply as a number that probably won't ever be exceeded): MaxSetDamagePerInterval 10000 1 After making this change I believe that you need to restart BattlEye using a utility like RCON. At this point Ryan's Zombies & Demons is installed on and available for use after you start up the server. Download the mod to your PC using your preferred launcher (or manually if you wish). However, as yet you don't have zombies on the map. I'll deal with this next. Adding the Z to a Zombie Epochalypse Adding Zombies to your map can be achieved in two different ways. The first and easiest is to take advantage of the Civilian Occupation System (COS) scripts and use them to populate all population centres with zombies; the second is to spend a lot of time placing native Ryan's Zombies & Demons mod zombie spawners; and the third (my own personal preference) is to use a combination of both. I use COS to populate all the towns and villages on Altis in my map and set up specific zombie spawners for special locations that, IMO, deserve a horde. No matter which option you choose, you are going to have to set up some basic GameLogics on the map to let Ryan's mod configure the default configuration. This will involve creating and editing a new mission from which you will extract information to add to your Epoch mission files. Setting up Ryan's Zombies & Demons Basics First off, start up Arma 3 with Ryan's Zombies and Demons as a loaded mod. When you get to the start screen select Editor and then the map that matches that of your Epoch server. When in the Editor the first thing you have to do is place a unit - can simply be a Rifleman, doesn't matter, you just need to place a unit before you can place the GameLogics you will need later. The next thing to do is place the Game Logic Spawner. Select Modules and double click on the map. Select the category 'Zombie Settings' and then the module "Game Logic Spawner' (see the screenshot below). This allows you to set the overall configuration for zombies on the map, for example the maximum number of spawned zombies, how many are spawned per horde initially and how close you need to be to the spawn point for the zombies to start to appear. Note, you should give it a name, for example, 'Zombie_Settings' to make it easier to see in your mission file when you've finished editing. You can also select other Modules after to set other defaults for the zombies or demons spawned. Here for example is screen for setting the health of zombies: Set those up how you like them and then we'll move on to how to get zombies spawning on the map. You'll want to stay in the Editor for the moment. Later when we've finished I'll let you know how to get this information into your mission so that the zombies will appear on your server how you want them. Setting up Zombies via the default Spawn mechanism Ryan's Zombies & Demons has modules called Spawners which you can place on the map and which will, when so placed, spawn a horde where you placed it. Select Spawner from the drop-down list of modules for Zombie Settings and double click on the map where you want to place the spawn. You'll then see this screen: Name it based on the location for convenience and to be able to easily see it in the mission.sqm you're going to save. You'll want the side to be Independent. The type should match your view of what zombies should appear and how they behave. You have slow (Walking Dead), medium (my view of Ringo's Black Tide zombies) and fast (think 28 Days Later) and military and/or civilian and a few other types to choose from. Activation should be for both Blufor and Opfor since in Epoch men are Blufor and women characters are Opfor. This guarantees that the zombies activate for all player characters. You can also select the activation radius and the cap for the total number of spawned zombies in this location at any time. If you are poplulating the world using these spawners then simple rinse and repeat until you've set all of the spawns up and then save the mission with a name that you'll recognize, for example "zombie_setup". Using Civilian Occupation System as an alternative or in addition to the standard spawns Civilian Occupation System (COS) is a set of scripts that populate urban areas with civilians but it just so happens that it is also a way to easily place zombies in all urban areas on your map. I personally use COS to do exactly that and then set up a few additional spawns in areas where I think a massed horde should be present (for example Karvala Hospital...). If you're simply going to use the default spawners then you can ignore this step. We'll get to configuring COS later, but while you're in the editor you will need to add a GameLogic to get it working. To do this, select the individual unit function, double click anyway on the map select units and select the side as Game Logic and the class as Objects: Name it SERVER and add the following to the INITIALIZATION field: null=[] execVM "cos\cosInit.sqf"; After hitting okay, save the mission again. Adding the Zombies to you mission PBO At this point you have all the information you will need to configure zombie spawns using the default spawn mechanism and it will be simply a case of extracting that information from the mission.sqm that you've just created and placing it in the mission.sqm in your server's mission.sqm (the one you extracted earlier from the mission PBO, e.g. epoch.Altis.pbo). The saved mission.sqm will be, by default, located in C:\Documents\Arma 3\missions\<the name you saved the mission as>, e.g C:\Documents/Arma 3\mission\zombie_setup\mission.sqm. Here's an example of a file with entries for COS, Zombie settings and a Spawner: version=12; class Mission { addOns[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "ryanzombiesfunctions", "A3_Modules_F", "a3_map_altis" }; addOnsAuto[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "ryanzombiesfunctions", "A3_Modules_F", "a3_map_altis" }; randomSeed=2746002; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; class Groups { items=6; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={12040.725,5.5149193,10609.327}; id=0; side="WEST"; vehicle="B_Soldier_F"; player="PLAYER COMMANDER"; leader=1; skill=0.60000002; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11948.96,11.335839,10503.363}; class args { items=9; class Item0 { value="100"; parentCls="RyanZM_ModuleSpawner"; typeName="Amount"; }; class Item1 { value="10000"; parentCls="RyanZM_ModuleSpawner"; typeName="TotalAmount"; }; class Item2 { value="5"; parentCls="RyanZM_ModuleSpawner"; typeName="Start"; }; class Item3 { value="60"; parentCls="RyanZM_ModuleSpawner"; typeName="Frequency"; }; class Item4 { value="0.5"; parentCls="RyanZM_ModuleSpawner"; typeName="Delay"; }; class Item5 { value="0"; parentCls="RyanZM_ModuleSpawner"; typeName="Density"; }; class Item6 { value="0.9"; parentCls="RyanZM_ModuleSpawner"; typeName="Activation"; }; class Item7 { value="100"; parentCls="RyanZM_ModuleSpawner"; typeName="ActivationRadius"; }; class Item8 { value="14"; parentCls="RyanZM_ModuleSpawner"; typeName="HordeSize"; }; }; id=1; side="LOGIC"; vehicle="RyanZM_ModuleSpawner"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11970.136,10.336121,10379.738}; class args { items=2; class Item0 { value="0.7"; parentCls="RyanZM_ModuleZombieHealth"; typeName="ZombieMaxHealth"; }; class Item1 { value="0.7"; parentCls="RyanZM_ModuleZombieHealth"; typeName="DemonMaxHealth"; }; }; id=2; side="LOGIC"; vehicle="RyanZM_ModuleZombieHealth"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item3 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11850.136,12.167753,10422.125}; class args { items=3; class Item0 { value="0.7"; parentCls="RyanZM_ModuleInfection"; typeName="Infection"; }; class Item1 { value="30"; parentCls="RyanZM_ModuleInfection"; typeName="InfectionTimer"; }; class Item2 { value="0.9"; parentCls="RyanZM_ModuleInfection"; typeName="Uniform"; }; }; id=3; side="LOGIC"; vehicle="RyanZM_ModuleInfection"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item4 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={10777.195,4.790421,10895.428}; class args { items=15; class Item0 { value="0.9"; parentCls="RyanZM_ModuleSpawn"; typeName="Side"; }; class Item1 { value="0.65"; parentCls="RyanZM_ModuleSpawn"; typeName="Type"; }; class Item2 { value="0.95"; parentCls="RyanZM_ModuleSpawn"; typeName="Type2"; }; class Item3 { value="0.95"; parentCls="RyanZM_ModuleSpawn"; typeName="Type3"; }; class Item4 { value="0.7"; parentCls="RyanZM_ModuleSpawn"; typeName="Activation"; }; class Item5 { value="0.5"; parentCls="RyanZM_ModuleSpawn"; typeName="Activation2"; }; class Item6 { value="0.9"; parentCls="RyanZM_ModuleSpawn"; typeName="Activation3"; }; class Item7 { value="100"; parentCls="RyanZM_ModuleSpawn"; typeName="ActivationRadius"; }; class Item8 { value="100"; parentCls="RyanZM_ModuleSpawn"; typeName="AliveAmount"; }; class Item9 { value="10000"; parentCls="RyanZM_ModuleSpawn"; typeName="TotalAmount"; }; class Item10 { value="5"; parentCls="RyanZM_ModuleSpawn"; typeName="Start"; }; class Item11 { value="60"; parentCls="RyanZM_ModuleSpawn"; typeName="Frequency"; }; class Item12 { value="0.5"; parentCls="RyanZM_ModuleSpawn"; typeName="Delay"; }; class Item13 { value="0"; parentCls="RyanZM_ModuleSpawn"; typeName="Density"; }; class Item14 { value="14"; parentCls="RyanZM_ModuleSpawn"; typeName="HordeSize"; }; }; id=4; side="LOGIC"; vehicle="RyanZM_ModuleSpawn"; leader=1; lock="UNLOCKED"; skill=0.60000002; text="Orimea_Spawn"; }; }; }; class Item5 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={12128.96,8.0174341,10521.024}; id=5; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.60000002; text="SERVER"; init="null=[] execVM ""cos\cosInit.sqf"";"; }; }; }; }; }; class Intro { addOns[]= { "a3_map_altis" }; addOnsAuto[]= { "a3_map_altis" }; randomSeed=3426787; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; }; class OutroWin { addOns[]= { "a3_map_altis" }; addOnsAuto[]= { "a3_map_altis" }; randomSeed=9212940; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; }; class OutroLoose { addOns[]= { "a3_map_altis" }; addOnsAuto[]= { "a3_map_altis" }; randomSeed=1247975; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; }; Take a look at class Groups. All the entries to be copied are located here. Ignore the first entry which is the Rifleman you placed on the map. Now open the mission.sqm for your server. You'll see a class Groups in here to. It should start like this: class Groups { items = 100; class Item0 { side = "CIV"; class Vehicles { items = 1; class Item0 { position[] = {23598.076,3.19,17997.086}; azimut = 136.241; special = "NONE"; id = 0; side = "CIV"; vehicle = "VirtualMan_EPOCH"; player = "PLAY CDG"; leader = 1; skill = 0.6; }; }; }; It then has another 99 items (class Item1 to Item99). The items that you created in your mission file will need to be copied and pasted into this list at the end, changing their names to Item100, Item101, Item102, etc. For example, the object Item1 in the file above should be renamed Item100, the object Item2 would be Item101, etc. When you've added all the entries you will also need to change the line that reads, items = 100; to items = xxx where xxx is one more than the last Item number you added. For example, if the last class Item object is Item 106, then change this line to items=107. At this point, if you're not using the Civilian Occupation System to populate zombies in urban areas you are almost done. All you need to do now is re-pbo your mission file, upload it to the server and restart the service. Enjoy zombie awesomeness.... If you are using COS then read on... Configuring COS You'll want to download COS to your PC from Armaholic. Unpack the archive and go into the COS_05 folder created. Inside there is a folder called COS.Altis which contains a folder called cos, a mission.sqm and a 'Read me' text file. You want to copy the cos folder to your mission folder. Go into that copied folder and you need to edit two files. First open cosInit.sqf in Notepad++. Change the line that reads: DefaultSide = Civilian;// Set side of units spawned to DefaultSide = Resistance;// Set side of units spawned Change the lines COScars=true;// Spawn Cars COSparked=true;// Spawn parked cars to COScars=false;// Spawn Cars COSparked=false;// Spawn parked cars And the line that reads COScivPool =["C_man_1","C_man_1_1_F","C_man_1_2_F","C_man_1_3_F","C_man_hunter_1_F","C_man_p_beggar_F","C_man_p_beggar_F_afro","C_man_p_fugitive_F","C_man_p_shorts_1_F","C_man_polo_1_F","C_man_polo_2_F","C_man_polo_3_F","C_man_polo_4_F","C_man_polo_5_F","C_man_polo_6_F","C_man_shorts_1_F","C_man_shorts_2_F","C_man_shorts_3_F","C_man_shorts_4_F","C_man_w_worker_F"]; to COScivPool =["RyanZombieC_man_1medium", "RyanZombieC_man_polo_1_Fmedium", "RyanZombieC_man_polo_2_Fmedium", "RyanZombieC_man_polo_4_Fmedium", "RyanZombieC_man_polo_5_Fmedium", "RyanZombieC_man_polo_6_Fmedium", "RyanZombieC_man_p_fugitive_Fmedium", "RyanZombieC_man_w_worker_Fmedium", "RyanZombieC_scientist_Fmedium", "RyanZombieC_man_hunter_1_Fmedium", "RyanZombieC_man_pilot_Fmedium", "RyanZombieC_journalist_Fmedium", "RyanZombieC_Orestesmedium", "RyanZombieC_Nikosmedium"]; As you gain experience with COS you can also later modify the numbers of zombies spawned in each urban area and whitelist or blacklist areas of the map. I'll leave that as an exercise for the reader. Finally, you have a choice of having the zombies stand statically until they detect a player by sight or shot or whether they patrol their towns and villages. If you want them moving around then you don't need to make any further changes. If you want them static to start with then edit the file cosCore.sqf and change the lines // Apply Patrol script to all units null =[_civilianArray,_PatrolVehArray,_roadPosArray] execVM "cos\CosPatrol.sqf"; to // Apply Patrol script to all units //null =[_civilianArray,_PatrolVehArray,_roadPosArray] execVM "cos\CosPatrol.sqf"; After this just repack your mission PBO, upload to your server and restart it and enjoy some yummy zombie action. There are a lot of other features that can be customized with this excellent mod and a lot more tales to tell. For the moment though I'll leave it off here. If you see any issues with the tutorial or things that need further explanation please let me know and I'll edit this post. I think I've covered and caught everything and it's working well on my server but Murphy's Law is a terrible thing. A final note: once configured correctly the zombies are there and will viciously attack you. At this time you will not see any attack animations due to the removal of certain functions from Epoch a while ago. I raised an issue on GitHub for this and VBAWOL has said that he will be restoring these remote execs now that BIS has provided security for server admins via the CfgRemoteExec class. In order to get these animations working when this has been done you will need to change the following lines in description.ext from class CfgRemoteExec { class Functions { mode = 1; jip = 0; class EPOCH_server_save_vehicles { allowedTargets=2; jip = 0; }; }; class Commands {mode=0;}; }; to class CfgRemoteExec { class Functions { mode = 1; jip = 0; class EPOCH_server_save_vehicles { allowedTargets=2; jip = 0; }; // Following added for Ryan's Zombies & Demons class fnc_RyanZombies_SwitchMove { allowedTargets=0; }; class fnc_RyanZombies_PlayMoveNow { allowedTargets=0; }; class fnc_RyanZombies_DoMoveLocalized { allowedTargets=0; }; class fnc_RyanZombies_Bleeding { allowedTargets=0; }; class fnc_RyanZombies_Velocity { allowedTargets=0; }; class fnc_RyanZombies_SetHitIndex { allowedTargets=0; }; }; class Commands {mode=0;}; }; Cheers, Grahame.
  17. Simple but fun little script I put together awhile ago. What it does? It is bound to a object in this case "ItemObsidian" as a right click, but can be changed to whatever you want. It then will sends out a message to the players on the server and marks the player with red smoke and a marker on the map. The player will then get 2 mins of god mod acting like the amour. Once the amour takes damage (All it is is a countdown timer really) The god mode is then disabled so they can be killed. I'm still working on this and will update it when it is done. If any of you better scriptwriters then myself ( I'm still a noob lol) have any ideas on how to improve this? contact me so I can give you credit in the update :) Known bugs: marker sometimes stays on map Credits to : @Schalldampfer For helping me understand map markers Install: Place this in your scripts folder name it something like Jugg.sqf //======================================================== //========= Juggernaut script-Written by Reaper5150 =========== //======================================================= sleep 2; [nil,nil,rTitleText,"THERE IS A JUGGERNAUT,FIND HIM AND KILL HIM IF YOU CAN!!!","PLAIN",3] call RE; sleep 1; [nil, player, rSAY, "YOURSOUND.OGG", 100] call RE; //Add your custom sound here when Juggernaut spawns [] spawn { player removeMagazine 'ItemObsidian';//Add whatever object you want and bound to your right click function sleep 5; [nil,nil,rTitleText,"THE JUGGERNAUT HAS BODY ARMOR,WE CAN'T KILL HIM...HELP!!!","PLAIN",3] call RE; ////////Set marker///////////////////////////////////////////////////////////////////// [] execVM "scripts\marker.sqf"; //Start Smoke Marker////////////////////////////////////////////////////////////////////////// sleep 5; PJ_grenade = "SmokeShellRed" createVehicle position player; PJ_grenade attachto [vehicle player,[0.1,0,0]]; sleep 2; [nil,nil,rTitleText,"THE JUGGERNAUT (PLAYER) HAS BEEN MARKED WITH SMOKE AND ON THE MAP!!!","PLAIN",3] call RE; //Temp Godmode for 2 mins//////////////////////////////////////////////////// (vehicle player) removeAllEventHandlers "handleDamage"; (vehicle player) addEventHandler ["handleDamage", { false }]; (vehicle player) allowDamage false; //Acts like a countdown timer////////////////////////////////////////////////////////////////// sleep 90; [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR HAS TAKEN 30% DAMAGE","PLAIN",3] call RE; sleep 100; [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR HAS TAKEN 50% DAMAGE","PLAIN",3] call RE; sleep 110; [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR HAS TAKEN 90% DAMAGE","PLAIN",3] call RE; uiSleep 120; [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR IS WEAK...TAKE HIM OUT NOW!!!","PLAIN",3] call RE; sleep 2; //Start ending Juggernaut/////////////////////////////////// (vehicle player) addEventHandler ["handleDamage", { true }]; (vehicle player) removeAllEventHandlers "handleDamage"; (vehicle player) allowDamage true; uiSleep 240; deleteVehicle PJ_grenade; END; Call it from your right click ["ItemObsidian","JUGGERNAUT","execVM 'scripts\Jugg.sqf';","true"], marker.sqf: _unit = player; _nameP = name _unit; _markerobjp = createMarker [_namep,[0,0]]; _markerobjp setMarkerShape "ICON"; _markerobjp setMarkerType "mil_dot"; _markerobjp setMarkerColor "ColorRed"; _markerobjp setMarkerText _nameP; _markerobjp setMarkerSize [1,1]; while {alive _unit} do { _markerobjp setmarkerdir (getdir _unit); _markerobjp setMarkerPos (getPos _unit); _markerobjp setMarkerText _nameP; sleep 5; }; //////////////////////////////////////////// uiSleep 240; deleteMarker _markerobjp;
  18. I have been looking at different Ai scripts but none seem to work for of dayz epoch. If someone can put me in a direction that I can atleast start on ,or know a script that I can use then let me know. I have tried Wicked and DZAI realease for but I keep getting errors when I try to get it to run on my server or my server just will not load.
  19. NoKillScript – Prevents any ‘Safe Zone’ killings and damage to player’s vehicles. Version: 1.16 Tested On: ARMA 3 (should work on ARMA 2, though untested) Tested Modes: Single Player, Multiplayer (Dedicated Server) Tested Environments: Standard ARMA SP/MP, Epoch, Exile Script Executor: Client Script Host: Server or Client Format: script, SQS Description: NoKillZone (NKZ), is a script that helps put an end to the notorious ‘safe zone’ killings that plagued MP environments such as Epoch and Exile. Simply place a marker on your map, and then put the marker name in the scripts parameters, and that’s it! It is a simple script to use. Nothing fancy here. Once it starts, it just loops over and over checking to see if player has entered or left the mark area. Matters not if they teleport into the area, fly over it, or respawn in to it – the script will detect all players in the zone regardless how they arrived or left. 100% client side and consumes almost no resources from the client. Runs till client exits the server. No triggers are used. This script is for players only, it does not detect/react to any AI units. Uses: To mark a ‘safe area’ where players can be safe and not have to worry about being killed by anyone. It is possible, if desired for example, to have player protected at 100m and then at 50m, their vehicle protected. This is done by using 2 scripts. One with the DISTANCE parameter set to ‘100’ and the other set to ‘50’. Usage: [MARKER,DISTANCE,TEXT-IN,TEXT-OUT,PROTECTION] exec "NoKillZone.Sqs"; MARKER = Map marker name - In quotes DISTANCE = Radius of protection in meters TEXT-IN * = Text to be shown via Hint when entering the zone - In quotes TEXT-OUT * = Text to be shown via Hint when leaving the zone - In quotes PROTECTION * = Allows you to choose protection for player or player and their vehicle. * = Optional parameter Example: ["CentralSZ",500,"You Have Entered The Central Safe Zone","You Have Left The Central Safe Zone",1] exec "NoKillZone.Sqs" Full documentation can be found in the top lines of the script. Just open it in a text program such as NotePad++ to view. For servers, call script from 'INIT.SQF' and/or 'OnPlayerRespawn.Sqf'. For SP, you can also call it from the INIT.Sqf or you can activate it via the debug console or other means such as a radio trigger. Once launched, you will get a 'confirmation' message showing script is active, what zone, and if vehicle protection is active. Other Notes: While not ‘optimized’ and the ‘cleanest’ looking script, it does work and work well. If you wish to spend one to two hours ‘optimizing’ it to save a few milliseconds, be my guest! ;-) Known Issues: Script can be run many times for the same location (marker). There is no way to exit the script without the player quitting the game. Not all parameter errors are detected, though some are (The above issues are set to be addressed in the future) Video Example: No Kill Zone Example
  20. Winter Gaming is a gaming community, that was created in early 2018. We're currently running DayZ Epoch server. Winter Gaming is a project created with passion – for players from players. On our server, the rules are equal for all players – no Pay2Win, no benefits for donating. Server IP: Discord: https://discordapp.com/invite/ECBVKGA Website: http://www.wintergaming.eu Forum: http://www.wintergaming.eu/forums Server Configuration: Building Maintain - 10 Days Abandoned Vehicle Unlock - 7 Days Abandoned Safes/Lockboxes Unlock - 10 Days Building Limit – 250 Objects Max Base Height - 30m Features: High FPS XP System (with awesome Perks and Trader) JSRS Compatible Wear Zombie Skin Plot Management Door Management Snap and Vector Building 20k Starting Money Coin System Running Zombies Ai Missions Ai Convoys Custom Loot Custom Locations Custom Traders Hidden Trader Selling Rare Items Toggle Grass/Environmental Sounds Deploy Bike/Motorcycle/Mozzie Walk Amongst The Dead Harvestable Hemp Tow/Lift Repair/Rearm – Service Points Bury Bodies Take Clothes Locate Vehicle Paychecks every 30 minutes Spawn Selection Abandoned Safe Mission Indestructible Metal/Cinder Bases Blow up door and more! I hope to see You on the server!
  21. so i have been making a server between trying to get my provider to update their mods section. after getting this don i found the server with epoch and infistar were conflicting each other such as: when joining i can use infistar but when i press f9 or i to enter my inventory or f10 for the mobile pad it then conflicts (i think) infistar and i can no longer use it. any ideas on how to stop this
  22. NOTICE For those who want to use this in 1.0.6 Instead of using this one, I suggest visiting the following thread for game version 1.0.6 and up 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] A huge thanks to those who make the community a better place by answering questions on this project: @juandayz, @EditedSnowHD Please leave your name in a note if you donate so that I can list you above.
  23. So I've been wanting to create a private ArmA 2 DayZ Epoch server for a bunch of my mates to play on, however I dont have a dedicated machine and want to run it on my PC. So I looked at the server download files on the GitHub page and followed the ReadMe, however I absolutely cannot figure out how to get the MySQL server and DB set up. I have downloaded MySQL Server on my PC and created the admin role, root passwords and ran it as a windows service. I now have no clue how to create the database and am wondering if anyone can help me set this up or let me know if I've done anything wrong. I can add on Steam or Discord if need be for convenience.
  24. This Topic will give you all default options you can change in your init.sqf/variables.sqf to personalize your server without putting any script in. If I made any mistakes, please clearify and I will change it! Simple add the line in the top half of your init.sqf to change values (unless stated otherwise) Selfbloodbag DZE_SelfTransfuse = false; // default value TRUE: Allows player to right click on a bloodbag to use a bloodbag on himself. Selfbloodbag values DZE_selfTransfuse_Values = [12000, 15, 300]; // default value If DZE_SelfTransfuse is set to true, this will define the value of that bloodbag, 1st value is the ammount of blood you get from the bag; 2nd value is the infection chance in % 3th value is the cooldown in seconds Max Animals dayz_maxAnimals = 5; Amount of animals per player. They will despawn like zombies if no one is there. timezoneswitch timezoneswitch = 0; Changes the murdermenu times with this offset in hours. Zombie settings dayz_maxLocalZombies = 40; Max number of zombies spawned per player. dayz_maxGlobalZombiesInit = 40; Starting global max zombie count, this will increase for each player within 400m (Default: 40) dayz_maxGlobalZombiesIncrease = 10; This is the amount of global zombie limit increase per player within 400m (Default: 10) dayz_maxZeds = 500; Total zombie server limit dayz_zedSpawnVehCount = dayz_maxLocalZombies / 2; Zombies spawn from a vehicle (if a player is in it) dayz_spawnAirCount = 0; NO CLUE. dayz_zedsAttackVehicles = true; Zombies attack vehicles or not. Player Zombie DZE_PlayerZed = true; Allows the player zo spawn as a zombie when he died of an infection. GODMODE Bases DZE_GodModeBase = false; Buildables will be indestructable from the NEXT restart they were placed if set to true. DayZ Epoch Debug For Servers DZEdebug = false; If set to true, the server RPT file will have alot more info on what happends on the server. ( For debugging). Wiki explenation: DZE debug damage DZEDebug_Damage = true; Dont really know, i guess that nothing gets damage when Debug = true? Vehicle parachute trading DZE_TRADER_SPAWNMODE = false; Enable purchased vehicle parachute spawning setting this to true. Tame Dogs dayz_tameDogs = false; If true, you can tame dogs ( with cooked meat right?). Sell Distance LAND Vehicle dayz_sellDistance_vehicle = 10; Ammount in meters how far an LAND vehicle has to be from trader to be sellable. Sell Distance SEA Vehicle dayz_sellDistance_boat = 30; Ammount in meters how far an SEA vehicle has to be from trader to be sellable. Sell Distance AIR Vehicle dayz_sellDistance_air = 40; Ammount in meters how far an AIR vehicle has to be from trader to be sellable. Para Spawn Player dayz_paraSpawn = false; If true, players will spawn in the air, dont forget to open your parachute! Position dayz_minpos = -20000; dayz_maxpos = 20000; The max and min distance from center of the map where a player can logout and still spawn on the same position when loggin in. Does this also affect the radiation you get when passing these places ( I dont think so)? BuildingLimits DZE_checkNearbyRadius = 30; Distance where the building limits will look for objects. DZE_BuildingLimit = 150; Ammount of builables allowed in this distance. DZE_BuildOnRoads = false; Allow/Disallow building on roads. DZE_DamageBeforeMaint = 0.09; Ammount of damage a builable must have before being able to be maintained. DZE_StaticConstructionCount = 0; Ammount of animations you have to do before something gets build. ( always +1) so number 0 = 1 step, number 1 = 2 steps) DZE_PlotPole = [30,45]; 1st value is the radius of a plotpole 2nd value is the radius where the next plot can be build. DZE_maintainRange = ((DZE_PlotPole select 0)+20); If you maintain this is going to be the range where it maintains. Default: (plotradius + 20 meters) DZE_requireplot = 1; 1= Need a plot to build, 0 = you can build anywhere. DZE_AntiWallLimit = 3; Not really sure about this. Amoount of tries u can get to get trough a wall before u get killed ? Humanity Showing DZE_HumanityTargetDistance = 25; The distance where it becomes visible if a player is bandit or hero ( blue red names). Friendls Saving DZE_FriendlySaving = true; Save the friend to the database or not. Custom loot tables. DZE_MissionLootTable = false; Set to true of you want to use own loot tables ( include them in description.ext ofcrouse) Config traders DZE_ConfigTrader = false; Set to true if you want to use config traders. Include them in your description.ext) LootSpawnTimer DZE_LootSpawnTimer = 10; Not really sure. The time that takes to start spawning loot in an area? Heli Lift DZE_HeliLift = true; Allow/disallow default epoch heli lifting Full moon nights dayz_fullMoonNights = false; If true nights wont be pitch black, moonlight will make it doable. Vehicle Ammo Saving DZE_vehicleAmmo = 0; 0 : amo in vehicles weapons will reset on restart. 1:ammo will save and respawn on restart. Access backpack in trader area. DZE_BackpackGuard = true; If true, it closes the gear menu when close to another player in trader area's CleanNull DZE_CleanNull = false; No idea. Customize Death Messages Enables global chat messaging of player deaths. (Also requires enableRadio true;?) DZE_DeathMsgGlobal = true; Enables side chat messaging of player deaths. (Also requires enableRadio true;?) DZE_DeathMsgSide = true; Enables global title text messaging of player deaths. DZE_DeathMsgTitleText = true; Vehicles allow without ObjecId and ObjectUID DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; // EDIT THIS INSIDE THE VARIABLES.SQF , otherwise overwritten Force Save vehicles DZE_AllowForceSave = false; If true players get a scroll wheel option to force a save of a vehicle to database. Cargo Check DZE_AllowCargoCheck = true; Allow a player to check cargo on a vehicle. ForceNameTags DZE_ForceNameTags = false; If true it forces YES on the question to show name or not on players close to you. DZE_ForceNameTagsOff = false; Forces the answer NO. DZE_ForceNameTagsInTrader = false; Forces name tag on in trader zones. HALO JUMP DZE_HaloJump = true; Allow Halo Jumps from air vehicles Weight DZE_R3F_WEIGHT = true; Enable, disable the epoch weight system. Surrender DZE_Surrender = true Able to surrender, which drops all weapons and places hands on head ( Default "/" keybind) OldHeliCrash ( Re-enable old heli crash method with OldHeliCrash = true; OldHeliCrash = true; spawnShoremode Controls if the player will spawn on shore or not. 1 = Spawn must be on shore, 0 = anywhere. (Default: 1) spawnShoremode = 1; spawnArea Controls how large of an area to search for a suitable spawn location. (Default: 1500) spawnArea = 1500; MaxVehicleLimit Controls the max overall vehicle limit if this limit is reached no new vehicles will spawn. MaxVehicleLimit = 50; DynamicVehicleDamageHigh Sets the highest possible damage a fresh spawned vehicle will have. (Default: 100) DynamicVehicleDamageHigh = 100; DynamicVehicleDamageLow DynamicVehicleDamageLow = 10; // Default: 0 Lowest damage on a spawned vehicle. DynamicVehicleFuelLow Sets the lowest possible fuel level a fresh spawned vehicle will have. (Default: 0) DynamicVehicleFuelLow = 0; DynamicVehicleFuelHigh Sets the highest possible fuel level a fresh spawned vehicle will have. (Default: 100) DynamicVehicleFuelHigh = 100; Dynamic Debris To change how many debris spawn edit the MaxDynamicDebris variable in the missions init.sqf. MaxDynamicDebris = 100; // Max number of road debris spawns (Default: 100) Customize fresh spawn loadout Server admins can now change default fresh spawn loadout by adding these variables to the mission init.sqf. DefaultMagazines = ["ItemBandage","ItemPainkiller"]; DefaultWeapons = ["ItemFlashlight"]; DefaultBackpack = ""; DefaultBackpackItems = [""]; // which accepts both weapons and magazines.// DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]]; //Default player skin for fresh spawns, selected randomly Ore Veins MaxMineVeins = 150; // Max Ore Veins Defines the ammount of oreveins that spawn on the map Ammo boxes MaxAmmoBoxes = 25; // Max Ammo boxes Defines the ammount of ammoboxes next to road. Database events Damage for maintain -- ---------------------------- -- Event structure for setDamageOnAge -- ---------------------------- DROP EVENT IF EXISTS `setDamageOnAge`; DELIMITER ;; CREATE EVENT `setDamageOnAge` ON SCHEDULE EVERY 1 DAY COMMENT 'This sets damage on a wall so that it can be maintained' DO UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') ) ; DELIMITER ; This will "damage" walls, floors, etc every day so they can be maintained. If i forgot anything please post it here so we can complete this information topic.
  25. Having issues with the epoch events, I don't seem to be getting my correct schedule timing the way I have it setup I should be getting an event spawn at 5 minutes and then another event spawn every 30, 5, and 20 minutes right? EpochEvents = [["any","any","any","any",5,"event1"],["any","any","any","any",35,"event1"],["any","any","any","any",5,"event2"],["any","any","any","any",10,"event2"],["any","any","any","any",5,"event3"],["any","any","any","any",25,"event3"]]; So with event number 2 it seems to spawn the first one around 5 minutes and then the other one around 10 minutes but it doesn't continue to spawn after the first two initial ones.
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