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[Server Addon] ZCP - Zupa's Capture Points 2.0 Updated for Epoch 0.3

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I do NOT give hosts permission to ask money for installing this on people's servers.

 

 

ZCP - Zupa's Capture Points

 

Current Version 2.0

 

 

An independent addon for your Epoch server.  

 

This will spawn random bases (How many you configured) on the map which the player can go to and start capturing. 

 

This does not involve any AI. This addon focuses to direct PVP action more to those places for people that actually want the danger.

 

 

How it works:
 

Players will get a notice that a camp has been set up that they can capture.

 

c0sqO7Z.png

 

 

If they look on the map they can see the marker with a certain color:

 

  • Green  ->      Not being captured and not contested.
  • Purple  ->      Being captured by a player ( and his group) and not contested.
  • Red      ->     Being captured and being contested by someone else.

 

5OQS4Ay.jpg

 

 

Ariving at the spot there will be a base to give a little battle arena / defending position.

 

118ktWq.jpg

 

A message will warn all players that a player started capping that specfic point.

 

 

hOxFG1t.jpg

 

rVWu0cZ.jpg

 

This base will vanish  1 minut after being captured succesfully.

 

If someone died while capping. The capping status will be handed over to a new player in the zone. Timer is reset and you will be announced again on the right side of the screen.

 

Group members does not effect contesting.

 

Winner will receive a cash reward directly into their wallet.

 

 

Future version will hold more features.

 

Extra notices:

  • You can make own bases and add them in the right folder and in the config. First object is the cappoint. Position does not matter, the script recalculates the positions ^^
  • Use M3Editor to build bases because the scripts uses that sqf markup. 
  • Cappoints will choose a random base from the base list config each time they spawn.
  • Easy to configure configs.
  • No AI.
  • Low influence on server performance.
  • Easy to install ( very fucking easy)
  • Best experienced on more populated servers, Cus this creates PVP. Not effective for PVE as long as there are no AI.
  • I might add an AI option later that attacks the cappoint.

 

Maps

 

This works on every map.

 

But warning, the original base might be build with some AIA buildings, Those specific objects wil not spawn on a non AIA map. This will however not influence the script itself ( only buildings missing in the base).

 

Make a little base yourself for example and put it in base1.sqf 

 

Ill make a full non AIA base myself this evening.

 

 

Planned Features

 

  • Visual Timers
  • AI option
  • Contesting pauses cap time.
  • ...

 

Changelogs 1.1

 

  • [Added] configs to calculate  price on the amount of players online.
  • [Added] configs to delay spawning until a specific amount of people are online.
  • [Added] config to define time to wait for base cleanup.
  • [Added] Anouncements on halftime and 1 minut mark for capturing.

 

Changelogs 2.0

 

  • [added] Reward system : Krypto / Vehicle drop / Weapon or Build box.
  • [added] More configs
  • [added] More checks
  • [fixed] Epoch 0.3 Krypto rewards.
  • [changed] Code cleanup and optimization.

 

Github - Code
 

https://github.com/DevZupa/ZCP-A3

 

 

Install Instructions

 

 

1) Pack the a3_epoch_server_zcp into a pbo and place it in the @epochive/addon folder of your epoch server.

 

2) Add zcp.sqf to your mission

 

3) Call zcp.sqf from init.sqf or anywhere u want :)

execVM "zcp.sqf";

DONE.

 

 

CONFIG

 

Edit the boxes, cus they are really default ^^. Vehicle reward is disabled by default cus they don't save after restart without changin epoch code.

 

Example Logs

8:01:25 [ZCP]: Giving server some time to boot.
8:03:47 [ZCP]: Initiate Zupas Capture Points
8:03:47 [ZCP]: ZCP No 0 started.
8:03:47 [ZCP]: ZCP No 1 started.
8:03:47 [ZCP]: All Capture Points are running.
8:03:47 [ZCP]: Waiting 79 secs for next cap point.
8:03:47 [ZCP]: Waiting 80 secs for next cap point.
8:05:09 [ZCP]: Cap Point Alpha :Spawning dynamic on [11174.8,7836.09,0]
8:05:09 [ZCP]: Cap Point Alpha started.
8:05:12 [ZCP]: Cap Point Beta :Spawning dynamic on [3919.28,11111.1,0]
8:05:12 [ZCP]: Cap Point Beta started.
9:31:01 [ZCP]: Ansgar won Cap Point Alpha
9:31:02 [ZCP]: Cap Point Alpha cleaned up and ended.
9:31:02 [ZCP]: Waiting 119 secs for next cap point.
9:33:14 [ZCP]: Cap Point Alpha :Spawning dynamic on [2905.8,5070.86,0]
9:33:15 [ZCP]: Cap Point Alpha started.
9:59:10 [ZCP]: m0nster [MUR] won Cap Point Beta
9:59:11 [ZCP]: Cap Point Beta cleaned up and ended.
9:59:11 [ZCP]: Waiting 147 secs for next cap point.
10:01:46 [ZCP]: Cap Point Beta :Spawning dynamic on [9335.61,11222.1,0]
10:01:46 [ZCP]: Cap Point Beta started.

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Is this setup for altis yet?

 

Added the following to aswner your question:

 

Maps

 

This works on every map.

 

But warning, the original base might be build with some AIA buildings, Those specific objects wil not spawn on a non AIA map. This will however not influence the script itself ( only buildings missing in the base).

 

Make a little base yourself for example and put it in base1.sqf 

 

Ill make a full non AIA base myself this evening.

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I gotta say your A2 styled debug looks sexy as well.

 

 

Might release it later. It's currently attached on Epoch assets, so they won't allow it in. Need to remake that before public release.

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Do you need to call the init.sqf inside the a3_epoch_ server_zcp.pbo from the initserver.sqf file in your mission pbo? 

 

I didn't see any flags so I stopped the server and added the call from initserver.sqf to the zcp pbo and it's working now.

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Do you need to call the init.sqf inside the a3_epoch_ server_zcp.pbo from the initserver.sqf file in your mission pbo? 

 

I didn't see any flags so I stopped the server and added the call from initserver.sqf to the zcp pbo and it's working now.

 

It's a self booting system. But it gives the server abit of time to boot first.

 

The only thing mission sided ( is the event handler to display messages). which must be called on clients. not the server.

 

If you look in the server RPT you can see what [ZCP] is doing. I made it so it tells what action it's undertaking. 

 

It even says; Waiting for server to boot, etc.

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Well that's the thing I looked in the RPT and saw nothing there.  Maybe I didn't wait long enough.

 

How does the pbo placed in the epochhive addons auto execute?  I thought there always has to be a IsServer check and a call to something in the server side to kick it off.

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Well that's the thing I looked in the RPT and saw nothing there.  Maybe I didn't wait long enough.

 

How does the pbo placed in the epochhive addons auto execute?  I thought there always has to be a IsServer check and a call to something in the server side to kick it off.

 

Your server see the @epochhive as an full mod. Then on launch, every PBO inside the addon folder of that mod get executed. If that pbo is configurated correctly it will launch it's init.

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Hey Zupa,

 

this looks awesome :D Thanks... But your playerStats look beutiful, is there any chance of a Release ? they look perfect....

 

so it was only a question, do not want to be bold, in any case, thank you for your always good releases :D

 

Suppe

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I've looked at the cleanupBase.sqf. How do I increase the cleanup timer for example 5 minutes?

ZCP_MinWaitTime = 1800; // seconds to wait to spawn a new capturepoint when 1 was capped.

I'm not worried about perfomance, I have it set every 30 min.

 

@suppe

 

 

Might release it later. It's currently attached on Epoch assets, so they won't allow it in. Need to remake that before public release.

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I've looked at the cleanupBase.sqf. How do I increase the cleanup timer for example 5 minutes?

ZCP_MinWaitTime = 1800; // seconds to wait to spawn a new capturepoint when 1 was capped.

I'm not worried about perfomance, I have it set every 30 min.

 

@suppe

 

 

Performance wouldn't realy be a thing, since there aren't AI ^^

 

the cleanup sqf is actually not used atm.

 

in start.sqf scroll to bottom

 

there is a sleep, increase the 60seconds to what u want.

	sleep 60;
	
	{
		deleteVehicle _x;
	}count _ZCP_baseObjects;

Ill' make thi configurable in next releases

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Very sweet release Zupa, installed in seconds and works perfectly  :)

If i  just wanted 1 running at a time can i just remove beta cap from the array ?

 

yes, u can add, remove them as pleased.

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Hey Zupa is there a way it can check for number of players on the server before spawning the capture points?  I want it for a semi-low pop server but I don't want 1 kid farming it at 4am for krypto etc.

 

I'll put that in for next release ( prob this evening)

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      Don't forget to change the paths when you are adding addons to test/modify them. For example, notice the differences here:  player_switchModel = compile preprocessFileLineNumbers "dayz_code\compile\player_switchModel.sqf"; player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf"; The first line will look up for player_switchModel.sqf inside the editor mission files, while the 2nd one will go to the @Dayz_Epoch map file and get the .sqf file. Same thing applies for the dayz_server files (server_functions.sqf). Once you are done with your script and you have added new compile lines, you need to fix them back to their proper values before you upload them to your live server.
        If you are missing any BIS_fnc functions then check the folder dayz_code\system\functions and see if it's available there to include it in the compiles.sqf. Set DZEdebug = true;  in the init.sqf. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA folder. Related to mission file included
      You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf. I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that. The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. I've included a simple Fireworks script i made a while back only this time i used some better effects taken from aliascartoons work. Just add a 'SMAW_HEDP' into your inventory and right click on it to test it out. Here is how the old script used to look like Fireworks. Also you'll find a little 'hat script' in the files, just right click a 'IRStrobe' item to add a hat to your player. Both script were written inside the editor using the mission file above...just a small example to show you how easy it is to write code there. The @extDB folder contains a folder called debug_files. These .dlls (when replaced the ones provided) activate a more detailed log file (found under arma 2 operation arrowhead\logs folder). It will show ALL MySQL queries going in/out of the database. Very useful if you are running any custom SQL queries and the RTP log file isn't enough.
      Final Notes
      These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them.
      If you are writing scripts that dont require the server to restart, then you can just go to 2D editor and press Preview again after you make the changes. No need to hit Restart. As long as you are doing changes that doesnt affect the Hive loading you can basically run things on the fly. For example in the init.sqf at the bottom i added a Add BankMonkey example. That command just loads the custom\money.sqf and shows a simple extDB3 example on how to select/update a DB table. Since this command doesnt require the server to restart, you can just hit Preview, test things out, and if you want to make changes, go back to 2D Editor, edit your changes in the money.sqf file and hit Preview again. No need to hit Restart and wait for the dayz_server functions to do their thing again.
      The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine.
      And a personal note....You will NEVER find an easier way to code stuff for Dayz....period. This is the fastest way to write code and see it in action.

      Hope this code will help you write code faster and easier !
      ### Credits
      This mission file would not be possible without the help of these addons/people

      DayzEpochTeam | http://epochmod.com
      killzonekid | http://killzonekid.com
      extDB3 | https://bitbucket.org/torndeco/extdb3/wiki/Home
      ebayShopper | https://github.com/ebayShopper/TestKit
      JasonTM (for the latest beta AdminTools)| https://epochmod.com/forum/topic/44863-release-epoch-admin-tools-v-1107-test-branch/
    • By xtrmsnpr
      Hello to all.

      So, the old company from {grof communty} is back,this time away from that clan.We are operating by ourselves and we have opened a new dayz mod epoch server!
      https://steamcommunity.com/groups/kirterpos

      And we want you to join us and have fun!
      It runs 24/7

      Server IP:
      144.76.99.158:2600

      Name:
      Kir Terpos Playground Epoch|DAY/NIGHT|Startkit|Custom events

      Map: Chernarus

      Slots:
      30

      Location:
      Germany


      --------

      In order to join the server, you need to download through DZlauncher these files:

      dayz Epoch 1.0.6.2

      and of course ARMA 2OA beta patch (obsolete) through STEAM.
      and arma2oa beta version from steam options!

      ---------------

      Server will restart every 6hours (no notification yet).
      Server will backup database every 8hours.

      Server has custom random events.
      Server has day/night circle (UTC+6)
      You start with custom gear,ready for PVP with a shiny m9SD and some surprises as well.

      @Sandbird is an extra feature to this server
      ---
      Discord for you:
      https://discord.gg/684KQH

      Welcome all,and we hope you like it.

      kir terpos aka kir menios aka xtrmsnpr
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