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Found 60 results

  1. I plan to get a dedicated Epoch server with a host. I have seen in A3 Launcher, game servers running Epoch, with the new Malden map. That's what I'd like to do. How do I get that accomplished? Thanks in advance.
  2. Hi, I've recently tried to edit the spawn select mod and everytime a player dies, I get the message displayed twice Bob was Killed Bob was killed. When the player respawns the spawn select isn't there and I spawn into worldspace with the same items as when I died and 2 of my old bodies on the floor. Any help would be appreciated. arma2oaserver.RPT : if (isServer) > 16:01:43 Error Undefined variable in expression: dze_deployables_config 16:01:43 File mpmissions\DayZ_Epoch_11.Chernarus\addons\bike\init.sqf, line 35 16:01:43 "Loading custom server compiles" 16:01:44 "HIVE: Starting" 16:01:44 ["TIME SYNC: Local Time set to:",[2012,8,2,13,1],"Fullmoon:",true,"Date given by HiveExt.dll:",[2017,5,25,13,1]] 16:01:44 "HIVE: trying to get objects" 16:01:44 "HIVE: found 6 objects" 16:01:44 "HIVE: Request sent" 16:01:44 "HIVE: Streamed 6 objects" 16:01:44 "Res3tting B!S effects..." 16:01:44 "HIVE: BENCHMARK - Server_monitor.sqf finished streaming 6 objects in 0.169983 seconds (unscheduled)" 16:01:44 "Total Number of spawn locations 6" 16:01:44 "[DZAI] Initializing DZAI version 2.2.1 Release Build 20141208 using base path z\addons\dayz_server\DZAI." 16:01:44 "[DZAI] Reading DZAI configuration file." 16:01:44 "[DZAI] DZAI configuration file loaded." 16:01:44 "[DZAI] Compiling DZAI functions." 16:01:44 "[DZAI] DZAI functions compiled." 16:01:45 "[DZAI] Epoch classnames loaded." 16:01:45 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch (Ver: dayz epoch 1.0.6.1). DZAI_dynamicWeaponList: true. VerifyTables: true." 16:01:45 "[DZAI] AI spawn settings: Static: false. Dynamic: false. Random: false. Air: false. Land: false." 16:01:45 "[DZAI] AI settings: DZAI_findKiller: false. DZAI_useHealthSystem: false. DZAI_weaponNoise: false. DZAI_zombieEnemy: true." 16:01:45 "[DZAI] DZAI loading completed in 0.240997 seconds." 16:01:45 "SERVER FPS: 43 PLAYERS: 1" 16:01:45 "DEBUG: Spawning a care package (Misc_cargo_cont_net2) at [8818.56,6352.77,0] with 9 items." 16:01:45 "DEBUG: Spawning a care package (Misc_cargo_cont_net2) at [9552.11,11592.5,0] with 8 items." 16:01:45 "DEBUG: Spawning a care package (Misc_cargo_cont_net2) at [7750.49,8778.34,0] with 7 items." 16:01:45 "DEBUG: Spawning a care package (Misc_cargo_cont_net1) at [7200.35,5241.69,0] with 5 items." 16:01:45 "DEBUG: Spawning a care package (Misc_cargo_cont_net2) at [2672.79,6926.47,0] with 7 items." 16:01:45 "DEBUG: Spawning a care package (Misc_cargo_cont_net2) at [6771.79,10043.7,0] with 8 items." 16:01:45 "CRASHSPAWNER: Starting crash site spawner. Frequency: 25±20 min. Spawn chance: 0.75" 16:01:45 "CRASHSPAWNER: Spawning crash site (CrashSite_RU) at [3029.85,11950.4,0] with 6 items." 16:01:46 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:46 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView 16:01:55 "HIVE: Vehicle Spawn limit reached!" 16:01:55 "HIVE: Spawning # of Debris: 1" 16:01:56 "HIVE: Spawning # of Ammo Boxes: 3" 16:01:56 "HIVE: Spawning # of Veins: 50" 16:01:57 "HIVE: BENCHMARK - Server finished spawning 0 DynamicVehicles, 1 Debris, 3 SupplyCrates and 50 MineVeins in 11.527 seconds (scheduled)" 16:01:57 "EPOCH EVENTS INIT" 16:01:59 Error in expression <0012207031]; }; _group_8 = createGroup _center_0; _vehicle_627 = objNull; if (> 16:01:59 Error position: <_center_0; _vehicle_627 = objNull; if (> 16:01:59 Error Undefined variable in expression: _center_0 16:01:59 File mpmissions\DayZ_Epoch_11.Chernarus\bsb_updates\bsb_chernarus_plus_v2.sqf, line 3808 16:01:59 Warning Message: Script z\addons\dayz_server\WAI\customsettings.sqf not found 16:01:59 "WAI: AI Config File Loaded" 16:01:59 "WAI: AI Monitor Started" 16:01:59 "WAI: Initialising missions" 16:02:01 "[DZAI] Verified 156 unique classnames in 1.47101 seconds." 16:02:01 "CLEANUP: INITIALIZING Vehicle SCRIPT" 16:02:01 ["z\addons\dayz_server\system\scheduler\sched_sync.sqf","TIME SYNC: Local Time set to:",[2012,8,2,13,2],"Fullmoon:",true,"Date given by HiveExt.dll:",[2017,5,25,13,2]] 16:02:06 "infiSTAR.de - Player-Log: JakeQue(76561198133333192) - 0h 00min | ******ADMIN******" 16:02:09 "Chernarus static spawn configuration loaded." 16:02:09 "INFO - Player: PID#3(JakeQue)(UID:76561198133333192/CID:95) Status: LOGGING IN" 16:02:10 Server: Object 3:8 not found (message 99) 16:02:10 Server: Object 3:6 not found (message 98) 16:02:10 Server: Object 3:7 not found (message 91) 16:02:10 Server: Object 3:9 not found (message 91) 16:02:10 "INFO - Player: PID#3(JakeQue)(UID:76561198133333192/CID:95) Status: LOGIN PUBLISHING, Location Drakon [108129]" 16:02:10 "INFO: Cannot Sync Character JakeQue near respawn_west [-18700,25800,0.00149536]. This is normal when relogging or changing clothes." 16:02:10 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-C:1 (JakeQue) REMOTE,"76561198133333192"]" 16:02:10 "infiSTAR.de ******ADMIN-LOGIN******: JakeQue(76561198133333192)" 16:02:10 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-C:1 (JakeQue) REMOTE,"76561198133333192"]" 16:02:10 "INFO - Player: JakeQue(UID:76561198133333192/CID:95) Status: CLIENT LOADED & PLAYING" 16:02:37 "infiSTAR.de fnc_AdminFirstReq: [4,B 1-1-C:1 (JakeQue) REMOTE,B 1-1-C:1 (JakeQue) REMOTE]" 16:02:37 "infiSTAR.de fnc_AdminReqProceed: [4,B 1-1-C:1 (JakeQue) REMOTE,B 1-1-C:1 (JakeQue) REMOTE]" 16:02:37 "infiSTAR.de PVAH_WriteLog: B 1-1-C:1 (JakeQue) REMOTE JakeQue Adminkilled JakeQue" 16:02:37 "PLAYERDEATH: Player Died 76561198133333192" 16:02:49 "INFO: OnPlayerDisconnect exiting. Player is near respawn_west. This is normal after death. ["76561198133333192","JakeQue"]" 16:02:49 Warning: Cleanup player - person 3:19 not found 16:03:30 "INFO - Player: PID#3(JakeQue)(UID:76561198133333192/CID:95) Status: LOGGING IN" 16:03:30 Server: Object 3:28 not found (message 99) 16:03:30 Server: Object 3:26 not found (message 98)
  3. Greetings! I need some help in running arma 3 epoch mod server on a napf map. I found out that I need a file with the coordinates of map buildings for spawn loot like this one used in altis map (if I understood correctly). altis.h I found it in the file "epoch_server_settings.pbo" in the folder "epoch_server_settings\configs\maps", there is also a file for napf, but the problem is it is almost empty. napf.h I do not know what to do.
  4. Hy, I have downloaded some custom bases, and 'installed' them on my server. But i have no idea why there not spawning. Because only the first custom base i installed is spawning. And when i try to add another custom map additions, there just not spawning. Does someone have an idea what im doing wrong here? In my server.pbo, i have a "buildings" folder, with all the Custom bases .sqf files. Except from the NorthWestAirfield.sqf i got that in a diffirent folder called "mapaddons", but i dont understand why that one is spawning but the otherones aren't? In my server_functions all the way in the bottom i got the usual: //MapAddons execVM "\z\addons\dayz_server\mapaddons\NorthWestAirfield.sqf"; execVM "\z\addons\dayz_server\buildings\NEAF_S4M.sqf"; execVM "\z\addons\dayz_server\buildings\traderstary.sqf"; execVM "\z\addons\dayz_server\buildings\novy.sqf"; execVM "\z\addons\dayz_server\buildings\dichina.sqf"; execVM "\z\addons\dayz_server\buildings\bor.sqf"; My server RTP: https://www.dropbox.com/s/1v6eqk9r1fowrsq/arma2oaserver.RPT?dl=0 Thank you very much for you time! (PS, im still a bit noobish)
  5. Hi, I've tried to edit my map of my server (altis epoch), but after that, blackmarker vendor not working, and players joining servers no longer Civilian (but BOFOR). I've moved the edited mission file to original PBO to get all scripts/addons. Any tips, guides, helps for map editing of server? Best regards
  6. Hello! How to change the mapping of traders or 1.0.6.1 ?
  7. Hi all, Thought I'd post this up here as I spent the morning looking for a solution to this issue whilst trying to add some extra roads to my server but eventually found a work-around to the problem buried somewhere on the internet so wanted to share with others (as a lot of other people seem to give up with the frustration) The problem: So unlike placing objects and buildings in the Arma2 map editor, when laying down roads, dirt tracks and side walks the user is unable to select them to move them/align them correctly. The solution: To do this simply add a "draggable" object next to the road item (I added a bush) , using the left mouse button drag over the road item and the "draggable" item (both will then be selected), hovering over the "draggable" item and then dragging or rotating that will work for both the road and the other item. - Place your road into the correct location then "Save" - This is important as I've noticed that the map editor after saving moves the road slightly out of position the first time that so simple move it back and then save one more time! - After the second save the road will stay there, then you can delete the "draggable" item (the bush in my case) and your done! Hope this helps out some other people in future... Cheers, Bobby
  8. Hi, I'm new for Epoch because I cannot find many servers using AIII launcher. But I choose one and very like this mod. Unfortunately I found only Altis and Tanoa maps, no other like Chernarus for example, which is very good map for Dayz kinda gameplay (for obvious reasons). Why's that?
  9. Don't know if anyone would want to use these but here they are: Files: NEAF SWAF If you really want to have a look at them, go to 178.33.226.75:2542 Thanks for looking NEAF: SWAF:
  10. Sorry I haven't been up to date with my Navis project. I've shelved Navis and started working on a smaller terrain, something a little more realistic as a first project. I'll keep the post I have over at BI forums updated: https://forums.bistudio.com/topic/192242-wip-iwagi-japan/
  11. Welcome to THE HIVE We have Many Mods installed on the server which contribute to making this an awesome BUG FREE server. They Include; * Plot 4 Life *Plot Management * Door Management - eye scanning (No More Codes!) * Vectors and Precise Build * Group Management * Coins * Banking and ATM * 2 AI Mission systemas with Static AI Strongholds (You have to be good to deal with those!) * Right Click Options; View Distance, Scan Area, Flip Vehicle, Self Bloodbag, find your vehicles etc * Advanced Trading - From Backpack and Vehicle * Evac Chopper * Nos on certain vehicles * Slow Zd's * Advanced Building - Lots of extra Options, Right Click your gems! * Indestructable Bases, apart from Doors and Wood Floors etc. Base raiding can be fun XP * God mode on locked vehicles * Spawn Options * Refuel and Repair * Tow and Lift............. and Many More! Server Info. Server IP = 62.4.22.123:3302 There is a starter pack available if you would like a little help getting into the server, just ask an Admin in game. Indestrucatable Bases and Base Raiding All Walls and Metal Floors are indestructable after restart. Other parts like wooden objects and ALL Doorways are not. This means that players can base raid. If the player running the raid can manage to find your plot pole and maintain it then all parts will then become destructable meaning they will be able to get to safes, lockboxes vechicles etc... whatever you have made safe! My advice would be to creat a box room only accessed by wooden stairs so if teh door is blown out the stairs will also go so no access to the pole! Group Management Press F5 and F6 in game or right click your radio. Advanced building When you collect gems you will have a right click option on them to be able to build lots of cool objects. They will stay after restart and can really change the way your base works and looks! This is a PVP Server so you will die at some point! We have a cool community of friendly heros and bandits, so jump on and get in The Hive. See you in game. ~iCE If you are having an issue to join, move Epoch up to the top of your mods and turn OFF DayZ mod. You will be able to join without an issue. CUSTOM MAP ADDITION PICS - HERE
  12. Hi, I am in the process of setting up an epoch server that I rented from gaming deluxe. Currently on the server when you open your main map your players location is displayed on the map. This is regardless of a GPS being in the players possession. I am hoping to set it up so this will only happen when a player has a GPS but am a bit lost in all the scripts and cant seam to find anything. Thanks Dave
  13. Map Marker With Player Names Anybody who puts a Map Marker on the map, it shows the name of the player. This Prevents abuse of spamming map with markers Create a file called GG_MapMarker.sqf in a folder called custom in your mission file. Paste this inside the GG_MapMarker.sqf // ============================================================================= // | GG_MapMarker.sqf [1.0] | // | Script adds player name to the created map marker | // | by Prodavec, thanks to Gunter Severloh, PvPscene, Maca | // ============================================================================= // ==================================== // | INCLUDES | // ==================================== // ==================================== // | DEFINITIONS | // ==================================== //#define MMT_DEBUG #define MMT_DIK_ESC 1 #define MMT_DIK_ENTER 28 #define MMT_DIK_KPENTER 156 #define MMT_SEARCHTIME 2 #define MMT_DISPLAY_MAP 12 #define MMT_DISPLAY_MARKER 54 #define MMT_CONTROL_MAP 51 #define MMT_CONTROL_MARKER 101 // ==================================== // | PRE-INIT | // ==================================== // ==================================== // | VARIABLES | // ==================================== // ==================================== // | FUNCTIONS | // ==================================== fnc_marker_keyUp_EH = { private ["_handled", "_display", "_dikCode", "_control", "_text"]; _display = _this select 0; _dikCode = _this select 1; _handled = false; if ((_dikCode == MMT_DIK_ENTER) || (_dikCode == MMT_DIK_KPENTER)) then { _control = _display displayCtrl MMT_CONTROL_MARKER; _text = ctrlText _control; if (_text == "") then { _text = format ["%1", name player]; } else { _text = format ["%1: %2", name player, _text]; }; _control ctrlSetText _text; _display displayRemoveAllEventHandlers "keyUp"; _display displayRemoveAllEventHandlers "keyDown"; }; _handled; }; fnc_marker_keyDown_EH = { private ["_handled", "_display", "_dikCode"]; _display = _this select 0; _dikCode = _this select 1; _handled = false; if (_dikCode == MMT_DIK_ESC) then { _display displayRemoveAllEventHandlers "keyUp"; _display displayRemoveAllEventHandlers "keyDown"; }; _handled; }; fnc_map_mouseButtonDblClick_EH = { private ["_display"]; disableUserInput true; // Scheduled environment (time + MMT_SEARCHTIME) spawn { disableSerialization; while {time < _this} do { _display = findDisplay MMT_DISPLAY_MARKER; if !(isNull _display) exitWith { _display displayAddEventHandler ["keyUp", "_this call fnc_marker_keyUp_EH"]; _display displayAddEventHandler ["keyDown", "_this call fnc_marker_keyDown_EH"]; }; }; disableUserInput false; }; true; }; // ==================================== // | MAIN | // ==================================== waitUntil {sleep 0.1; !isNull (findDisplay MMT_DISPLAY_MAP)}; ((findDisplay MMT_DISPLAY_MAP) displayCtrl MMT_CONTROL_MAP) ctrlAddEventHandler ["mouseButtonDblClick", "call fnc_map_mouseButtonDblClick_EH"]; In your Init.sqf Find this code: if (!isDedicated) then { }; add this before the }; execVM "custom\GG_MapMarker.sqf"; Credits: Prodavec Maca Gunter Severloh PvPscene
  14. Hello everyone, I'm posting today because I have a issue on my OverPochIns server. I'm running Epoch 1.0.5.1, Origins 1.7.9.5 and Overwatch 0.2.5 + Infistar v1411 and a few scripts. I have a problem at each restart of the server, every vehicle on the map appear for all players (see screenshot). I have no idea where it's coming from but it's very bad stuff... Can somebody help me with this ? Any idea from where it can come ?
  15. I see in the 0.3.8 changelogs the mission.sqm is now compatible in the new Eden 3d editor. I have been using the m3editor before and adding my custom building additions to my map in the takistan.h file in the epoch_server_setting.pbo. What would the impact on server performance be if I rebuilt my map in the Eden editor and did it that way?
  16. Hi there, anyone can give an advice how to convert mission.sqm from pre-3DEN format to a newer (you can compare diffreneces from 0.3.7 and 0.3.8 builds of Epoch). Older: ... class Mission { class Intel{}; class Groups{}; class Vehicles{}; class Markers{}; }; ... Newer: class Mission { class Entities { Item0 { type = "Group"; ... }; Item2 { type = "Vehicle"; ... }; Item2 { type = "Marker"; ... }; }; };
  17. Hello Forum. After i switched my map from Chernarus to Napf. I havn't been able to see AI's from DZAI or WAI on the map, when using ESP/Map icons. I could see them on chernarus as small red circles with a line, that indicated their looking direction. (picture of it here: http://epochmod.com/forum/index.php?/topic/15671-release-wicked-ai-220/&do=findComment&comment=138625) Can anyone help me with that? It will be appreciated :) Cheers
  18. Looking to do up a map config for United Sahrani - Does anyone have a config for this map already? and if not what exactly is required to correctly enable spawns? I note some of the configs have teleport locations listed and i've seen some discussion about respawn markers.. wondering what is current method to the madness How is the correct map config (mapname).h selected on the server? How is world size figured? I have spawned into the box on the map, but there were no "man hole tops" to teleport into the map. Also not sure how to figure out "worldsize"
  19. Hey, i was wondering if there is a script for this.. I just want everyone on the server to see one certain player on the map for like 5 seconds.. someone told me there is a script for it but im not sure because i didnt find anything yet lol. -If not can someone help me with this? :s ( it should work over playerUID ofc ... )
  20. Looking for a map key or legend to say what the different things on the map mean!
  21. So, I wasn't going to post about this for a while because I'm still learning as I go and I've got a ways to go yet. Alas, I figured someone might be interested and may even be able to point out things I'm doing wrong. =] Ilanavis is a "practice" terrain for me. I was going to do something real simple and just pump it out for the sake of learning the ropes... but it didn't exactly go that way. I originally had the idea of making an island with channels, representative somewhat to Venice, Italy. However, it mutated more and more until I simply had several islands. I'm almost done working on the satellite images of the texture map, but I got a good bit of work to do on the heightfield yet. I'll just link a simple webpage from my dropbox that I'll keep updated as I go. https://dl.dropboxusercontent.com/u/7225557/WEB/Index.html ILANAVIS |Current Features| Terrain/Texture Size: 4096 x 4096 Horizontal Scale: 2.5m Total Map Size: 10240m x 10240m(10km x 10km) Comprised of many different sized islands, most of which separated by relatively narrow water ways and channels promoting use of water vehicles. Roadways cutting through and winding along hills to make travel more interesting and allowing for elevated views over the land. |Plans| Bridges will be in place to allow for land travel between islands and boats to pass underneath. Various urbanized areas, mountainous regions, flat regions, forested regions. A focus on making roads that "make sense" as far as direction, distance, pathing, etc. with the exception of some roads that act as a scenic route. Parks, ball fields, stadiums, a smaller airfield, a small racetrack. A cavern, using rocks to act as the ceiling. |Changelog| --> SEE MORE INFORMATION ON MY WEB PAGE <--
  22. Hello Epoch Community here I am again with my masterpiece of a Mapaddon: !!!!Road Pobeda !!!! Video Feel free to comment Download here =====>>> https://www.dropbox.com/s/ebfjvdbl37p7jqf/roadpobeda.sqf
  23. Hey folks, just wondering how I show the server rules in a section on the A3Map page? Similar to 'Statistics" in-game. - Cant for the life of me work it out. thanks in advance, Bushy
  24. Hey Epoch-Users, I want to move one of my existing traders and its vehicle spawnpoint, beucase some helis will be destroyed beucause they are too close to another building. So is there any possibility to import the exisiting map with all the traders etc and move them around with the arma edior ? I normaly edit my map by using the M3Editor but i dont know how to import the trader confugration. Or is there another way to move a trader ? Thanks for helping me out. sincerely mumys
  25. This is great, maybe a cross post but I wanna show this guy some love. http://www.ausisland.com/ Have a go ya mugs.