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Found 26 results

  1. Hello to all survivors! I found a ready-made assembly here on the forum Epoch-OriginsMod-Server-Package (Epoch 1.0.7 & Origins Mod 1.8.3). And the assembly works, well, almost. Equipment is not taken away during the sale, as a result, you can sell one car indefinitely. The fact is that this assembly is for the version of the mod Epoch 1.0.7. And I need to run the server on the version Epoch I try to run a clean server and I get some white walls in the game almost on the entire map. They seem to divide the map into huge rooms. However, they disappear when viewed in an arc direction. Please tell me what am I doing wrong? Sorry for my english, I'm through a translator.
  2. DISCLAIMER: So hello and welcome here: Let´s get started: Btw: you can use Dayz Epoch as a base mod. That means: install Epoch first on your server and then move the other addons inside the root folder and and replace the Mpmission file and the dayz_server.pbo and run the query.sql in your database after downloading these files please unpack/ upload them to your server in the root directory... you wil get all the important files from me to make the server actually work. All of the files i that you can download are fully functional. They were tested by myself and there shouldn´t be any problems Don´t forget to add them in your start.bat as server mods Mpmission + Dayz_server + query + Battleye Filters. https://mega.nz/#!ydoDgZjI!HP_PctWafnin8MFquGnmE4Syh6ZCUkpyS1StGo4M0O0 I hope that were all the files i´ve used. If you need anything just post it here. Hope you enjoyed.
  3. Has anyone got the Origins buildings from working with I have a Taviana server up with Origins, Overwatch and Epoch I have the Origins Vehicles working. Just can not get a handle on the houses.
  4. Hi I'm new around here so please go easy on me :P Myself an a few others have started a new overpochins server called [SS]|Overpochins|Coins|ActiveADMINS|FullCustom|Semi-Militarized IP: Me and a few others have added some features/scripts like unpack little bird,towlift,missons,bankmoney ect... but were having problems finding a working sector b script which isn't out of date an a origins build trader w/buildings. Would appreciate it if anyone could help us an would be willing to give you guys who help some goodies on the server to start with. The server only holds upto 20 people so far but we will increase it when a few more people join. Using GTX servers. Cheers.
  5. Runewulv

    Force DC or Abort

    Hello, I am running an Overpochins server with Origins added in. Now, everything is working fine, however Origins overrides the hud. This isn't a huge problem, but it also overrides the ESC menu, removing the abort option. So I was wondering if there was anyway that I could add a log out option on the WDP Action menu or mousewheel or something to that effect. And if so, how would I do so? I'm pretty good at emulating code scripting, however, to do it myself I'm not there yet. Any help would be great.
  6. UPDATE 2/21/2018 Just wanted to show where I was with the launcher I have been working on. I have a friend Kevin Phillips that has bee helping me work on this project. Made a short video on youtube and wanted to share. Click here to see the video on youtube. Please let me know what you think. Thug TBsGaming ----------------------------------------OLD POST BELOW----------------------------------------------------------------------------------------------------------- Hope I am posting in correct location. If not please tell me where I can post. What I am posting is possible because of many resources on the internet. A lot information was learned on http://stackoverflow.com/ Thank you to TheDuke for giving me one of his start bat files. Thank you to all the unknown that contributed over the years on different sites. This is something I have been working on for the last two weeks. It is still a work in progress. What it is, simply an admin launcher. I found that if I deal with more than two server this helps a lot. Plus it was something to do lol. So here we go: FIRST MAKE A FOLDER CALLED SERVERS OR CALL IT WHAT EVER YOU WANT. the files we will be making will go into that folder We will make a bat file for origins dayzoverwatch dayz_epoch First thing lets make that bat file. If I were you I would use Notepad++ What a great program Open a new doc and save as origins_opoch_Chernarus.bat or what ever name you want BUT IT MUST HAVE .bat at the end Copy the following and paste it in the new file you just make called origins_opoch_Chernarus.bat =========================================================================== EDITED ON 12/31/2016 01/17/2017 QUESTION: .bat file is updated with password settings Lets say I have a server. That server has a password. The password is dog How would I add the password to the bat file? Right now if I try to join a server with a password it will say, you enter the wrong pass word. Then I go to multiplayer and select the server and enter the password dog and I am in. The .bat file is right below this ============================================================================ Now make a file and name it bat_test.hta or what ever you want. Copy and paste the following in it and save to the folder SERVERS What I did at this point was made a shortcut of the dat_test.hta to my desktop after that double chick it and it should work. Did for me. as you can see I left some of my information in so you could try it out. OF COURSE THE LINE <p><a href="E:/BAT START FILES/origins_opoch_Chernarus.bat">Origins Overwatch Epoch Chernarus</a></p> points to where I have my folder YOU WILL NEED TO CHANGE THE LOCATION OF THE BAT FILE TO WHERE EVER YOU PUT THE FOLDER CALLED SERVERS. Like I said this is a work in progress. If you have anything you would like to share, that would be great.
  7. Hello everybody, I am looking for the DayZ Origins Building System files, If anybody has them could they please share/send them to me in a private message as I am going to need them for a new project that I am creating. Thank you.
  8. Does anyone have the DayZ Origins Building Files they could share with me? Oblicure.
  9. Hi guys, haven't release anything till now but found already a lot of useful stuff. Epoch has a great community and I would like to give a bit back :-) This release is a small mining system I wrote yesterday. I did not spent time looking at existing mining scripts so maybe it equals others... Anyway, let's start. mission.sqm class Mission { ... class Sensors { items=27; ... class Item24 { position[]={8331.79,0,8908.07}; activationBy="WEST"; repeating=1; interruptible=1; age="UNKNOWN"; name="mineA"; expCond="(player distance mineA) < 2;"; expActiv="DZE_MiningWest=true;"; expDesactiv="DZE_MiningWest=false;"; class Effects {}; }; class Item25 { position[]={8343.87,0,8920.31}; activationBy="WEST"; repeating=1; interruptible=1; age="UNKNOWN"; name="mineB"; expCond="(player distance mineB) < 2;"; expActiv="DZE_MiningWest=true;"; expDesactiv="DZE_MiningWest=false;"; class Effects {}; }; class Item26 { position[]={17382.6,0,8062.4}; activationBy="WEST"; repeating=1; interruptible=1; age="UNKNOWN"; name="mineC"; expCond="(player distance mineC) < 3;"; expActiv="DZE_MiningEast=true;"; expDesactiv="DZE_MiningEast=false;"; class Effects {}; }; }; ... Keep in mind that ItemXX should be the next following number so if the last entry was 23 then 24 as start would be correct. Do not forget to set Items to the right value. Correct is the number from the last ItemXX entry + 1 (because Item starts counting with 0). Create custom/mining.sqf waitUntil{!isNull player}; handle_fired = { if (!((_this select 1) == "MeleeSledge")) exitWith {}; _player = (_this select 0); _dir = round(getDir _player); _doProcessing = false; if (DZE_MiningWest) then { if (_dir > 80 && _dir < 180) then { _doProcessing = true; }; } else { if (_dir > 50 && _dir < 150) then { _doProcessing = true; }; }; // do magic if (_doProcessing) then { // todo add pickaxe sound if you want _return = ""; if ((random 10) <= 2) then { _ores = ["PartOre","PartOreSilver","PartOreSilver","PartOre","PartOreGold","PartOreSilver","","PartOre","PartOre","PartOre"]; _return = _ores call BIS_fnc_selectRandom; if (_return == "" && (random 10) <= 1) then { _gems = ["ItemTopaz","ItemObsidian","ItemSapphire","ItemAmethyst","ItemEmerald","ItemCitrine","ItemRuby"]; _return = _gems call BIS_fnc_selectRandom; }; if (_return != "") then { _pos = getPosATL _player; if (_pos select 2 < 0) then { _pos set [2,0]; }; _radius = 1; // find closest WeaponHolder _item = nearestObject[_player,"WeaponHolder"]; if (!(isNull _item)) then { if ((_player distance _item) > 1) then { _item = objNull; }; }; if (isNull _item) then { _item = createVehicle ["WeaponHolder", _pos, [], _radius, "CAN_COLLIDE"]; _item setposATL _pos; }; _text = getText (configFile >> "CfgMagazines" >>_return >> "displayName"); cutText [format ["You have discovered a %1",_text], "PLAIN DOWN"]; _item addMagazineCargoGlobal[_return,1]; _player reveal _item; } else { // lets have a small chance to break the hammer if ((random 10) <= 1) then { cutText ["Oups, this was your sledge hammer :-/", "PLAIN DOWN"]; [_player,"MeleeSledge",1] call BIS_fnc_invRemove; // todo add broken sound }; }; }; }; }; while {alive Player} do { waitUntil{DZE_MiningEast||DZE_MiningWest}; if (isNil "min_firedEH") then { min_firedEH = 0; sleep 0.025; min_firedEH = player addEventHandler ["Fired",{ [_this select 0, _this select 1] call handle_fired; }]; }; waitUntil{!DZE_MiningEast && !DZE_MiningWest}; player removeEventHandler ["Fired", min_firedEH]; min_firedEH = nil; sleep 1; }; Open init.sqf and add the following code. The variables could also be added in variables.sqf if you have a custom one already. Just make sure they are initialized very early! ... DZE_MiningEast = false; DZE_MiningWest = false; if (!isDedicated) then { ... [] execVM "custom\mining.sqf"; }; ... This should be it. I am probably not as good as others when it comes to releases so if you have trouble I will try to help :-). Ah about how it should work... Go to 173170 or 083161. Use your sledge hammer and hit the door. You need to be kind of close to it and look into the right direction. From time to time you will gain ore's and sometimes even jewels. I tried to make the chance not to high. At least for my server this settings are OK. Regards, SuluHuntsmen
  10. I have a overpoch origins Taviana map and for the longest time we had places on the map that did not spawn loot. Like Novi Dvor, the UN base west of Vladimir, and other buildings. If you ever played the org origins you would know that loot spawned at these places. So I learned how to set Loot spawn points and went in and made them. I want to share them with everyone. So here you go.
  11. I have decided to make a diffrent version of the Lyepestock trader, Why? It did not really make sence to me. I have moved it to a nearby located supermarket and gave it more survival feel. Wreckages that have been placed infront to hold zombies back. Death zombies to pretend they have been shot. Here are some further images on the progress so far, let me know what you think so i know if i should contineu! One last thing: Let me know if you want me to update / alter any of the other excisting traders.
  12. Thug

    Loot Spawn Markers

    can someone point me in the right direction? I am wanting to learn how to add Loot spawn markers to my Overpoch Origins Taviana server. the side stores do not spawn any loot. the store im talking about look like a deli. Any how, anything on how to add the markers I thank you in advance for your help. Oh and better if someone has already made them can you share?
  13. DayZ Campaign System [DevBlog] [Alpha release soon] ["Community Ideas Collection Pot"] So I would like to start the development on this again due to many requests, I hope this will be a great and cool addition to DayZ and will make the game more "new" again. Here I would like to collect/share and develop the ground structure into something great. Please share your ideas on possible Missions/a story/checkpoints etc.! So, what is the "DayZ Campaign System" ? Well, it basically creates the Story/Mission system for DayZ just like most games have nowadays. A Mission system split up in chapters which complete after successfully completing each chapters checkpoints. In the end you will know secrets about DayZ's story and how each Map became a zombie invested world. It will also give Players loot, vehicles, action and more fun. So, why would the Players play the mission more than once? If it's the same story? Well, the goals I have in mind are: - Depending on your decisions within the missions you choose a path, so each time making different decisions will bring you different content. - Also, each Map will have its own story, so you will always want to play all maps, and it will also populate all regions of DayZ, so everyone will see all sides of each Map. - In addition there will be secret "Easter eggs" which basically are hidden loot spawns within the missions. So this is where we are at the moment: Ground structure done: - Interactive Checkpoints/AI Spawns - your "overwatch team leader" - Loot Spawns - decisions of the players change the course of the story - explosions/gimmicks to make it interesting (different events) My goals: - Servers can choose from different locations to adjust it to their server needs (different campaigns or the same one in different areas) - Easy config file to adjust difficulty/Length/spawn time/respawn time (if at all) - More gimmicks (mines, tanks?, action loaded!) - creation of Easter eggs within the missions to make it fun and interesting each time (special hidden rewards etc.) Community ideas: - SHARE THEM! :D First release: More info soon! Stress test release (Major Mission System): More info soon! Progress: [[0%][5%][10%][15%][20%][25%][30%][35%][40%][45%][50%][55%][60%][65%][70%][75%][80%][85%][90%][95%][100%]] Big credit to Vampire for his AI Spawn script and ground structure from his mission system since it is one of the key parts of a good mission system (may change to a self developed one soon but for now BIG CREDIT TO HIM, it made this project possible!)
  14. We are a brand new DayZ Community with our own DayZ server and our own branded community websystem. You have maybe heard of us before? Before we were called DayZGO and The Cube Gaming. Now we have changed our name and re-branded to DayZ Center. There has been long nights and many hours of programming our brand new server & community web. We are now finished with testing, scripting and customizing our server. And now we want to present it to you, fellow survivors! Our server has a clean DB since its brand new. And we have done alot of research to implement all the most recent and most popular scripts and addons to our server. We have choosen to use DayZ Epoch mixed with DayZ Origins Mod. And since we can see that Chernarus is the most popular map, we have also chosen to use Chernarus Map. We Are Looking For * Developers * Moderators * New Members Please consider joining our community, and help us expand! Contact us on our webpage: www.dayz.center
  15. I am having trouble getting the static missions to spawn, vehicle patrols, para drops and such.. I have copied and pasted and edited coords and a few other things to suit my needs.(this worked for previous version) No Luck on the newest release. I set static missions to true in config file and my default.sqf looks like this: http://pastebin.com/hrd4zmY1 Any help at all is appreciated. :)
  16. hello i am kind of stuck i have searched about for the class names for the hero and bandit origin blueprints ive tried: House Blueprint (Bandit Level 1) - ItemBpt_b1 House Blueprint (Bandit Level 2) - ItemBpt_b2 House Blueprint (Bandit Level 3) - ItemBpt_b3 House Blueprint (Hero Level 1) - ItemBpt_h1 House Blueprint (Hero Level 2) - ItemBpt_h2 House Blueprint (Hero Level 3) - ItemBpt_h3 Garage Blueprint (Small) - ItemBpt_g_s Garage Blueprint (Large) - ItemBpt_g_b but none of them worked could someone please help me or point me in the right direction thanks
  17. Download: https://www.dropbox.com/s/0oj51wpld3d4yga/overpoch%20orgins.zip?dl=0 I do not take credit for this i just put this together Credit(s): {Kol9yN, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz,} <=== top of the init for epoch RimBlock, prominentalex, ebay, WAE, BuddyRole, SpreadKiller, Defay, Cen, Axe Cop, maca134, MisterSunshine, Defent, raymix, Mikeeeyy This was made on a vilayer server so you might have to change some files like the mission and server folders names. That is if you don't use vilayer. Addons: Mission system with OverPoch weapons (A.I.) Custom Loot for OverPoch Action Menu: Deploy Bike Deploy Motorcycle Packing Vehicle (only bike) Self Blood bag Flip Vehicle Group Management Color Filters (15+ I think) Change view distance (about 10 different view distances) donator tab for admins (you got to add it your self and the donator file) Plot for Life Group Management Custom GUI Service Point (Auto refuel and repair) Snap Pro Safe Zone (Traders but not all of them only the main ones)(Bandit might not have a safezone so you will have to add it) Walking Zeds Anti Abort Duping fix Anti Salvage in Trader with 2 sql files SQL 1 is for clean up so when a player dies it will delete the dead body (it builds up if you don't delete it) and to delete destroyed vehicles SQL 2 is a trader_data.sql its there but i would not recommend to use it but if you do. Make a back up of your trader_data.sql before using mine. Vilayer: adding the Origins map to your mod. Step 1: If you have OverPoch already installed you can upload your Origins files from your Arma 2:OA with the key (you can download this with Dayz Launcher) or you can uninstall your OverPoch if you have it downloaded and then install the Dayz Origins mod and then uninstall it (so that the origins files and map is in your servers directory) and then reinstall OverPoch. (if you can't find the key in your Arma 2:OA folder i left a bunch of them in the server files under the readme folder) Step 2: once you have your map Origins map in you servers directory then go to epoch manager and change your map to tavi Step 3: upload my files to your server (mission and server files) (if your using your own pbos then go into you mission.sqm and change chernarus to tavi if it hasn't already been done) Step 4: go to your util and then look for and open overpochmods.txt Step 5: change it to this @DayzOrigins;@DayZOverwatch;@DayZ_Epoch;@DayZOverpochServer OR it might be this @DayzOrigins179;@DayZOverwatch;@DayZ_Epoch;@DayZOverpochServer Step 6: start up your server it should be good to go if not look at you debug\Console Monitor Dedicated Server(Might not be right): adding the Origins map to your mod. Step 1: download Origins and then upload\copy it into you servers directory with the key (you can download this with Dayz Launcher)(if you can't find the key in your Arma 2:OA folder i left a bunch of them in the server files under the readme folder) Step 2: make some changes if needed to the mission files and server files (maybe you just need to change the name)(if your using your own pbos then go into you mission.sqm and change chernarus to tavi) Step 3: then go into batch file and change the addons for -mod= to @DayzOrigins179;@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server or it might be @DayzOrigins;@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server; Look at the readme folder for extra addons, battleye filter changes, and infistar changes
  18. Does Overpoch Origins have the loot spawns as Origins? i.e. cement, reinforced material etc, and can you build houses and nests?
  19. I added this since i have found little to no help on removing ammo from vehicles with multiple gunners. I take no credit for the script what so ever i just fiddled around with it until i got it working to my needs. If you use the fnc_remWepSG script and run a Epoch-Origins of Overpochins server and would like to make the Flying Fortress avaialble in traders without ammo at every restart just add to your "dayz_server\compile\fnc_remWepSG.sqf" and the ammo will be stripped upon purchase and each restart forcing player to use their own ammo. If you dont have this or know what this is, google how to remove ammo from vehicles in epoch. There is a cached version of the install process if the site is still down. If you cant download the sqf here is mine. Its quite easy to edit. Already includes Flying fortress,F-35,Apache,& all variants of the pook transport. As of now there is no way that i know of to acquire/add ammo to the F35 and Apache. I use them as vanity vehicles! Hope this helps! Any other vehicles that trouble you just ask and ill give them a shot on my test server when i have time! But its really easy to do. The only thing that needs edited is the classname usually. the numbers represent the seat. -1 is driver 0-(one less than how ever many gunners the vehicle has) are the gunners. not sure of passengers but they dont matter! Not all drivers have guns, wont hurt to have the command in but its not needed!
  20. I am playing hell trying to get a Black market trader working on Taviana... I'm attempting to use the ID 154 from instance 11 moved to instance 13 in the DB So far I've built the area in the 3d Editor, placed the trader model in the server_traders.sqf // Black Market Vendor menu_Soldier_GL_M16A2_PMC = [ [["Black Market Ammo",527],["Black Market Weapons",526],["Explosives",529]], [], "neutral" ]; Added the trader into the server PBO's mission.sqf _unit_150 = objNull; if (true) then { _this = createAgent ["Soldier_GL_M16A2_PMC", [5472.5146, 10043.719, -0.00078012014], [], 0, "CAN_COLLIDE"]; _unit_150 = _this; _this setDir 211.9015; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false; }; and edited the database to change TID 154 from instance 11, to Instance 13. I don't get a scroll menu on the in game character to allow me to initiate the trade. Anyone have an idea why? Am I just going to have to make an all new trader and all new trader id's for my catagories
  21. I was wondering if anyone knew of a way to get rid of some or all of the debris on roads associated with origins.
  22. I hope this is in the right place? :/ I have an Epoch Server with Dayz.ST and I'm looking at an Origins Overpoch server with all three islands and Sector B but I cant work out how I get one oft these or where will host these. Google is coming up with mindless amounts of options but none are valid when I start going into into each website. Anyone got any ideas, as I really wanna get off Cherno :) Thanks Aaron
  23. Im trying to add the flying fortress to my traders. But i dont see it in the infistar menu and the classname from the addons isnt working. Anyone know what i need to do? Or the classname i need for trader? Thanks in advance for any help!
  24. Hello all, Call me hopeless but I cannot seem to get Epoch Origins working on my ViLayer server, I have followed the very vague instructions and looked through many forum posts but still cannot find a solution, I can get the server to start but upon login I get stuck on a wait for host screen with the MOTD's running in the bottom left and my IGN flashing in red up the top right corner, I have sent a ticket to ViLayer but as you would expect they only care about one thing, Taking your money, the rest is your problem, funniest managed server I have ever came across in my life, and access to ALL files and functions are to limited to call it a virtual server. If anyone can help and/or has some sort of step by step tutorial they can offer it would be much appreciated. Thankyou.
  25. I have been thinking of recently and looking back through some old origins files and have stumbled across some Ideas. Why don't the epoch devs make a deal with the origins devs so that they can be aloud to use some of these files.I've the origins mod has a lot more survivor-y looking items, Like vehicles which have been put together and fixed up with old parts like tin sheets and old car parts and they just look fantastic, Also the garages and buildings that you can build are amazing and just some of the objects like gates and walls that you can build are made out of old materials and tires and things. It makes the game that much more immersive and actually makes it feel like you are in an apocalyptic setting. Just a thought, It would be amazing to see things like this in epoch.
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