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    • By Reaper5150
      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;
       
    • By Vladick
      BSBS Server IP: 216.244.93.103:7802
      Website: https://bsbsepoch.000webhostapp.com/
      Discord: https://discord.gg/PVn8PvG
      Server Features:
      PvPvE Database wiped 1/5/18 ESS V3 spawn selection Coins and Global Banking WAI missions and Roaming DZAI Bandits Customized map additions Skalisky Bridge Skalisky Island Bandit Camp with high loot (fun mission!) Garage Door Opener Virtual Garage Deploy bike Refuel, Repair, Rearm Take clothes Bury Body Butcher Body Locate vehicle with keys and GPS One plot poll per player Indestructible bases Trader Safe Zones Day/Night Schedule 4-hour restarts
    • By Sp4rkY
      Title:                 SPK_ESVP
      Author:            Sp4rkY (Github)
      Description:   Extended Safezones with Vehicle Protection for Arma 3 Epoch
      Version:           0.9
      Required:        Arma 3 1.66+ / Epoch 0.4+
      Credits:            IT07 (Thx for many brain) (Github)
                                |V.I.P.| CH!LL3R (Thx for thoughts & testing!)

      DOWNLOAD & INSTALL INSTRUCTIONS:
      >>> >> > CLICK ME < << <<<
      Edit by EpochMod - 2019-11-08:
      There came some issues up with the Arma 1.96 update.
      Unfortunately @Sp4rkY currently seems to be not active here, so we have added a pull request for his GitHub files.
      So if you want to use this addon, check / add this changes:
      https://github.com/SPKcoding/A3_Epoch_ESVP/pull/2/files

      FEATURES:
      * Fully customizable
      * Works with all maps
      * Works for players and vehicles
      * No more `"ProtectionZone_Invisible_F"` is needed (usually found in map config in a3_epoch_server_settings.pbo)
      * Fired bullets will automatically be deleted in safezones
      * (optional) Teleport players out of safezones after restart
      * (optional) Teleport players away from the parking place (if used) after restart
      * Protection from idiots trying to drive over other players (including traders)
      * Check vehicle ownership of bought vehicles
      * (optional) Teleport vehicles out of safezones at server restart to:
          - (optional) a given distance from the respective safezone
          - (optional) a static parking place (you can use your own map addition and define as many parking lots you want)
      * (optional) Restricted vehicle´s access in safezones (only the owner(s) can enter the vehicle)
      * (optional) Restricted vehicle´s gear-access in safezones (only the owner(s) can access the vehicle´s inventory)
      * (optional) Protection for lifted vehicle´s
          - If using this feature, there will be also a check for the owner, so stealing is not possible
      * (optional) Unlock teleported vehicles
      * 2 ways of info messages (depends on if vehicle protection is used or not)
      * (optional) Vehicle Access Menu:
          - "Refresh" button to update the player-list while menu is open
          - "Registered" listing to see which players are added to your vehicle
          - "Clear" button to remove the added players
      * (optional) restrict access to driver seat for primary vehicle owner
      * slingload check for bought vehicles (you can not steal cars or ships)
      * (optional) info messages for prohibited lifting
      * (optional) Prevent spawning of antagonists (UAV, Sappers, Snakes, Cultists) in safezones
      * (optional) Allow/disallow to chop/sledge/chainsaw anything in safezones
      * (optional) Feature to set map markers directly from this script (no need to define them anywhere else)
      * If using the "vehicle teleporting WITHOUT Parking Place" - function:
          - the vehicles get teleported to a random position within the given radius out of the safezones
      * If using the "vehicle teleporting WITH Parking Place" - function, it will works like this:
          - server restarts, vehicles in safezones will be teleported to a parking place
          - vehicles which are present at the parking place are getting teleported to a random location on the map, new vehicles (in safezones) are ported to the parking place
      * If the respective safezone contains water, ships are treated like this:
          - if ships are located at water surface, they gets teleported close to the safezone´s shore at given radius
          - if ships are located at terrain surface because of lifting or simliar, they gets ported random at the maps shore
      * If not using "vehicle teleporting" - function, remaining vehicles in safezones are indestructible after restart
      * Debug option for better determine errors (client & server)
       
      Enjoy this stuff and have fun!
      cheers
    • By FG_Trap
      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
       
    • By lordacus
      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
       
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