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Found 10 results

  1. Does anyone have a quick and easy fix to where after an epochevent is started and a player joins they don't see the previously spawned events on the map? I could try to reverse engineer how DZMS missions stay on the map, but I figured I would ask here first and see if anyone has an easier solution.
  2. rubble_town.sqf https://pastebin.com/hAb8v5kj add the call in init.sqf like the others events.
  3. {DoD}{Epoch Altis} | High Loots| Custom Content | Giveaway & In Game Events | Server IP Address: Server Name: DoD Gaming Epoch Mod (0.3.7)|Custom Stuff|Armed Veh/Helis Website: http://www.doordiegamers.com/index.php ATTENTION!!! Join now and get a free base stater kit!! Server Features: High FPS High Loot Giveaways & In Game Events for all players to join AI Missions Status Bar & more! Mods Required: Epoch We are NEW! We are looking for active players to join our community. We are also taking suggestions from players to make this server better for all your fun. Please come by and play with us. Say hi to any players or Admins!
  4. 1/06/2018 The msg system is based on the remote_message.sqf provided by ZSC. (if u dont use ZSC change the msg system) player_supply.sqf https://pastebin.com/VENCekKu init.sqf
  5. Writed with base on: Rubble Town and 4 types of Side Missions (Events) and mixed with my homemade bombs. This event spawn a crate & wait until thers nearest players then active the bomb giving 25 seconds before explode. 1-unpack your dayz_server.pbo 2-create: bombcrate.sqf (drop into \@DayZ_Epoch_Server\addons\dayz_server\modules\ ) 3-repack your dayz_server.pbo 4-open your init.sqf add lines in blue. pics: Video: use it if u need test something:
  6. We've been talking about events on our server to keep the players happy and a lot of people seem to be up for a Battle Royale type thing. Maybe even a maze where first one out gets a prize. I got thinking about amending the so I could simply roll my mouse-wheel and select an option to teleport everyone to the starting area/next to me. I'm looking at the various protective dome scripts players have written for the teleport code. So, couple of quick questions: 1: Is what I want to achieve possible? (There's no restrictions in place to prevent mass teleport?) 2: Would teleporting 10-20 players at once or in quick succession cause problems (lag/de-sync)? I think this would be handy for future events. Like moving everyone to the starting line for races etc. Any further ideas/suggestions are more than welcome.
  7. UPDATE 13-6-17 Spawn a marker with 350 of radius. Inside, lost in somewhere thers a corpse with a jewells reward in his inventory. (the body agonize so shoot on him). 1-Open your init.sqf be sure this line is seted as true; EpochUseEvents = true; 2- in this line add the event: EpochEvents = [["any","any","any","any",18,"deathcorpse"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; 3-create deathcorpse.sqf and drop into: dayz_server.pbo\modules\ ¡ VIDEO:
  8. deltagi

    SQL events

    I was wondering how I would make this mod Is there any tutorials for SQL evnets out there? Where do I put this bit of code? DROP EVENT IF EXISTS resetVaults; CREATE EVENT resetVaults ON SCHEDULE EVERY 1 DAY COMMENT 'Sets safe codes to 0000 if not accessed for 14 days' DO UPDATE `object_data` SET `CharacterID` = 0 WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 14 DAY) AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 14 DAY) AND `CharacterID` > 0 AND `Classname` IN ('VaultStorageLocked') AND `Inventory` <> '[]' AND `Inventory` IS NOT NULL Thanks Aurora!
  9. Hi everyone, The events on my server seems to be spawning off map all the time, including heli crashes. The coordinates in my RTP logs shows -xxx.xxx. Is there a scripting bug? Thanks!
  10. Hey all :) I've been banging my head against a wall for hours with this one, if anyone can help... many beans to them :D So, I'm trying to spawn zombies via an SQF file that I can call via execvm - I know the method I want to use to call the file, so that's all good... However I just CAN'T get Zombies to spawn :( I hunted around and found this script, which is supposed to work, however nothing happens :(: I wonder if perhaps the script is old? I checked the client side PBO for \z\AddOns\dayz_code\system\zombie_agent.fsm, and that file appears to be there - so is this correct? Anyone spot any errors with this file? Note: I got this file from an opendayz thread, and it used a sensor entry in mission.sqm - BUT I don't want to call the file that way - could it be my method of execution (trying to just execvm the above file, rather than using a sensor that execVMs it??? Surely not!) Any help would be seriously appreciated :D BTW - I'm running still at the moment, upgrading to later next week - not sure if that effects anything? (e.g. zombie spawn file).
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