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Similar Content
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By Grahame
Travel back to where it all began...
When the Pacific Flu hit Chernarus the country was recovering from the disastrous civil war that had wracked the country for years. Luckily, Russian, CDF, Red Star, NAPA and CFOR units were already in place, forgot their former rivalries and immediately jumped in to help... It wasn't long before they too had succumbed to the plague!
IP: 149.56.28.85:2322
Visit the EpochZ Community Forum or contact us on Discord.
Required Mods
Epoch
Ryan's Zombies and Demons. Zombies can infect you. Watch out because if you die from the virus then your body may not be where you left it when you return...
CBA_A3, CUP Weapons, CUP Units, CUP Vehicles: it's 2025 with 2025 weapons and vehicles. I've completely overhauled loots.h for CUP but not increased the loot spawn chances.
CUP Terrains Core
DS Houses: Opening up lots of previously unopened buildings. Custom loot spawner to generate ground loot in these and other buildings
Chernarus Redux: Opening up more vehicles and a map with a distinctly post-apocalyptic feel
RDS Civilian Pack for all the missing DayZ/Epoch vehicles including the bicycles, Thomas the Tractor and the unsurpassed Yamaha TT650!
Tryk's Multi-Player Uniforms: lots more uniforms for the uniform junkies out there. This is the one that you want if you are downloading via Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=779520435
Enhanced Movement so you can climb over walls and onto buildings to escape the infected
LordRampantHumps Items Pack for apples and pears that can be harvested from apple and pear trees
Massi's WW2 Units adding some extra weapons, including the Mosin, Kar98, a few SMGs and pistols
Kurt's Survival System (KSS) for and host of Slavic food and drink, including vodka and beer
@EpochZ_Cows for Cows!!!
@EpochZMod which provides new models for certain base building structures, adds new equipment and base building options and modifies infected skins and behaviour so that they have animal, not human AI intelligence
Scripts
A3EAI: with vehicle and helicopter patrols. AI patrols and spawns replace the default Epoch antagonists (apart from the Epoch UAVs and subsequent militia if you don;t shoot them down). The AI will interact with the Zs and vice versa.
SEM, BlackEagl's and WAI Missions: all with weapons, equipment and loot customized for CUP and including SEM Convoy missions. And yes, there is the WAI Nuke mission. If no one's dealt with that before the timer expires run like hell
DayZ style Helicopter Crash Sites: with reduced CUP-based loot and infected "defending" them.
C-130 Supply Drops, guarded by AI and with CUP-based loot.
Black Market Traders in the three trader cities (Stary, Bash and Klen) and elsewhere.
HALO/Ground Spawns and you can select limited Starting Gear
Rewrite of LootSpawner to spawn zombies on buildings rather than in an area. The Zs (which are reskined to match the map - including military Zs - are also dumber than in standard Ryan's Zombies with animal intelligence and thus easier to sneak past and evade). There are generally lower amounts of loot than normal on EpochZ servers though to fit the feel of the server
"New" Wicked AI Missions, including several more ported from ARMA2/Epoch including the slaughter house, abandoned trader, drone pilot and Old MacDonald's farm. More to come soon!
New items include Hunting Knifes, gas masks, laptops and PC Parts for looting and lots of new food and drink (fruits together with the Russian food and drink from KSS Mod, including vodka)
New Buildables: Sleeping Bags (green, blue and brown) - can be made spawn points, a Large Workbench - required for crafting more complex base kits, Storage Crates and a Portable Generator. Also have provided new models for certain building parts to better fit into Chernarus Redux including the Plot Pole (you'll recognise this from somewhere...), Outhouse, Well and Deer Stand
Cows! kill them and take and cook the steaks. Note, to gut animals you now need a hunting knife or hatchet
Can opener, knife or hatchet required to eat from canned food. You get less or more hunger back depending on which you use
Harvest apples and pears from their trees (and sunflowers for their seeds too!)
New Points of Interest designed by @BetterDeadThanZed including new trader camp layouts at Bash and Stary
All uniforms are unlocked for all players
Deploy a bicycle (with vehicle repair parts) or a Mozzie (with vic repair parts, an engine block, fuel tank, rotor and duct tape) via the action (scrollwheel) menu
A complete rework of the hunger and thirst values from food and drink
New spawns now have energy so that they can build campsites
Halv's Repair and Reammo Script, rearm and repair your vehicles at the kiosks at gas stations.
Extended Safe Zones with Vehicle Protection!
Advanced Towing and Advanced Rappelling
And lots, lots more...
Features
All players are BLUFOR, roaming, dynamic and mission AI are OPFOR, infected are RESISTANCE allowing the interaction between the Ai and infected - they will fight each other when spawned together. DayZ Trader cities at Stary, Bash and Klen Dynamic vehicle wrecks on the roads make driving a more interesting experience... No building restrictions, build where ever you want 75m Jammer range 7-day base maintenance 48-hour vehicle locks 4 hour restarts, day/night cycle PvP, but attacking other players in or around the trader cities is prohibited and will result in a ban! -
By Grahame
By Grahame, @natoedand @Drokz (and others). Based on ExileZ 2.0 by Patrix87 which was forked from an original project named EXILE-Z created by SAM, Otto and CaptionJack of RelentlessServers.com based on Civilian Life by code34. Released under the same Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) license.
Incorporates DayZ-style Heli Crash Site code from @rvg?!, based on the original script by @Richie
Feature List from the original ExileZ 2.0
Dynamically spawns Ryan's Zombies. An infinite set of spawner configurations Harassing zombies aka Random encounters that will spawn near players wherever they are. Hordes! The number of zombies in a town is proportional to the number of player in that town (adjustable ratio) Very lightweight. Server Side only! A constant flow of zombies in towns. Fully configurable Supports any map! Map support included in base EpochZ 1.0 build for Altis, Tanoa, Chernarus Redux, Australia and Takistan Safezone protection. Zombie Missions! (Not tested in EpochZ 1.0) The possibility to display infested zones on map. Adjustable zombies health and damage. Zombies won't disappear if close to a player. Zombies won't spawn right next to a player. Turn off all lights on the map by setting the LightsOff variable to true in fn_init.sqf (not working atm... we're working on a fix) New Features in EpochZ 1.0
Reworked for use on Epoch servers. Infected will not be spawned within minJammerDistance of a frequency jammer. DayZ Style Heli Crash Site code incorporated within EpochZ so infected will spawn at a heli crash site. If you use it then remove the helicrash.pbo from @epochhive/addons Infected entering safe zones defined in fn_init.sqf in the SafeZonePositions[] array will be deleted. If SpawnWithinTriggerRadius is set to true in fn_init.sqf then the infected will spawn throughout the entire trigger area, otherwise they will spawn between MinSpawnDistance and MinSpawnDistance of the centre of the trigger. Download
https://github.com/morgoth0/EpochZ
Installation
If you just want to use our default version on Altis then simply upload the epochz.pbo in @epochhive/addons in the GitHub repository into the same location on your Epoch server and restart.
This addon is incredibly customizable and I am working on full documentation for it to help people set it up the way they want. In the meantime the code is very well commented and, assuming you have a reasonable knowledge of configuring addons then here are the files in which you can change it to suit your needs:
epochz/init/fn_init.sqf: contains all configuration settings and trigger definitions
epochz/init/TriggerPositions.sqf: defines all locations for infected spawns and which trigger class they are in
epochz/init/ZClasses: defines the classes of infected spawned in each trigger type
epochz/init/ZLoot.sqf: what loot is found on the infected
epochz/init/ZVest: what vests are worn by the infected
Screenshot
http://www.grahamecurtis.com/images/epochz_spawns.jpg
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By Grahame
First test of infected spawns via the standard ARMA3 Epoch lootbubble. Infected spawn out of LOS and right now just a hard coded one per building. No DayZ code was used in this new feature. As always, apologies for the video quality, my PC is a potato... -
By chi
Can someone tell me if im doing something wrong here? Im trying to spawn a random amount of coins on Zombies when they die.
This is my zombie_generate.sqf and im calling it from my custom compiles. Sorry, but im on my phone and cant find a spoiler box button.
#include "\z\addons\dayz_code\loot\Loot.hpp"
private ["_bypass","_position","_unitTypes","_radius","_method","_agent","_maxlocalspawned","_doLoiter","_wildspawns","_maxControlledZombies",
"_cantSee","_isOk","_zPos","__FILE__","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg","_skipFOV","_wildSpawns","_tooClose",
"_type","_loot","_array","_rnd","_lootType","_index","_weights","_loot_count","_favStance","_lootGroup"];
_position = _this select 0;
_doLoiter = _this select 1; // wonder around
_unitTypes = _this select 2; // class of wanted models
//_wildspawns = _this select 3;
_bypass = _this select 3;
_maxlocalspawned = round(dayz_spawnZombies);
//Lets check if we need to divide the amount of zeds
if (r_player_divideinvehicle > 0) then {
_maxlocalspawned = round(dayz_spawnZombies / r_player_divideinvehicle);
};
_maxControlledZombies = round(dayz_maxLocalZombies);
_cantSee = {
private "_isOk";
_isOk = true;
_zPos = +(_this select 0);
if (count _zPos < 3) exitWith {
diag_log format["%1::_cantSee illegal pos %2", __FILE__, _zPos];
false
};
_zPos = ATLtoASL _zPos;
_fov = _this select 1; // players half field of view
_safeDistance = _this select 2; // minimum distance. closer is wrong
_farDistance = _this select 3; // distance further we won't check
_zPos set [2, (_zPos select 2) + 1.7];
{
_xasl = getPosASL _x;
if (_xasl distance _zPos < _farDistance) then {
if (_xasl distance _zPos < _safeDistance) then {
_isOk = false;
} else {
_eye = eyePos _x; // ASL
_ed = eyeDirection _x;
_ed = (_ed select 0) atan2 (_ed select 1);
_deg = [_xasl, _zPos] call BIS_fnc_dirTo;
_deg = (_deg - _ed + 720) % 360;
if (_deg > 180) then { _deg = _deg - 360; };
if ((abs(_deg) < _fov) && {( // in right angle sector?
(!(terrainIntersectASL [_zPos, _eye]) // no terrain between?
&& {(!(lineIntersects [_zPos, _eye]))}) // and no object between?
)}) then {
_isOk = false;
};
};
};
if (!_isOk) exitWith {false};
uiSleep 0.001;
} forEach playableUnits;
_isOk
};
_skipFOV = false;
if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < dayz_maxNearByZombies) && (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
if (_bypass) then {
_skipFOV = true;
_position = [_position,3,20,1] call fn_selectRandomLocation;
};
if (surfaceIsWater _position) exitWith { diag_log "Location is in Water Abort"; };
if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then {
_tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0;
if (_tooClose) exitwith { diag_log "Zombie_Generate: was too close to player."; };
if (count _unitTypes == 0) then {
_unitTypes = getArray (missionConfigFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass");
};
// lets create an agent
_type = _unitTypes call BIS_fnc_selectRandom;
_radius = 5;
//_method = if (_doLoiter) then {"CAN_COLLIDE"} else {"NONE"};
_agent = createAgent [_type, _position, [], _radius, "CAN_COLLIDE"];
uiSleep 0.03;
//add to global counter
dayz_spawnZombies = dayz_spawnZombies + 1;
dayz_CurrentNearByZombies = dayz_CurrentNearByZombies + 1;
dayz_currentGlobalZombies = dayz_currentGlobalZombies + 1;
//Add some loot
if (0.3 > random 1) then {
_lootGroup = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
if (isText _lootGroup) then {
//_lootGroup = dayz_lootGroups find getText (_lootGroup);
_lootGroup = Loot_GetGroup(getText _lootGroup);
//[_agent, _lootGroup, 1] call loot_insert;
Loot_Insert(_agent, _lootGroup, 1);
};
};
_agent setVariable["agentObject",_agent];
if (!isNull _agent) then {
_agent setDir random 360;
uiSleep 0.03;
_position = getPosATL _agent;
_favStance = (
switch ceil(random(3^0.5)^2) do {
//case 3: {"DOWN"}; // prone
case 2: {"middle"}; // Kneel "middle"
default {"Up"}; // stand-up
}
);
_agent setUnitPos _favStance;
_agent setVariable ["stance", _favStance];
_agent setVariable ["BaseLocation", _position];
_agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still
_coinsRandom = random 1;
if (_coinsRandom <= 0.5) then {
_cash = round(random 20) * 5; // number between 0 and 200 Add Coins to Zombie
_agent setVariable["CashMoney",_cash ,true]; // Add Coins to Zombie
};
};
};
};
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By Drokz
Hello Epoch community,
I'd like to present you our Epoch Chernarus Redux Server:
Here are some Server features:
Increased Epoch Loot, added ground loot and increased object loot Vector Building Armed Vehicles (up to 40mm Grenades) Zombies (Epochs Ryanzombies) AI Patrols (Cars and Helis) Added Military Buildings and Skalisty Bridge Changed Trader Positions and added Advanced Safezones with Vehicle Protection Rearm/Repair/Refuel options at Service Points CUP Vehicles and CUP Weapons Advanced Towing Shorter building delays 7 Days of Base maintenance Blackmarket Traders for Vehicles Guns higher than 7.62 are more rare then usual guns Serverwebsite: nox-epoch.de
Everybody is welcome ( excludes Glitchers, Haxors etc. :P )
Hope to see you soon! :)
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