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Need help setting up a Overpoch Namalsk Militarized


I am currently willing to pay someone if they would be able to set my up a good militarized namalsk overpoch server config and give me a brief run down on how to edit things of my liking e.g. adding extra addons like a coin and bank system and so on.

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    • By Thug
      I have an overpoch Sauerland server. The vehicle traders are not spawning when you buy. The SOB takes your money and gives you a key, but no vehicle.  The arrow comes up for about 12 seconds.  After the restart, they are there, all on top of each other.
      NO, I do not have infistar installed.  It brakes the server. No admin tools at all.
      Here are my server and client RPTs. Can someone please take a look for me?
      All other traders work.
    • 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",
      _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];
          _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;
      _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
    • By iben
      Hello guys,
      because I was couple times asked for updated and unified dev function for single currency (originally posted in ZSC thread),
      I've decided release it here so you can have all info in one place.
      So here it is with specific example (with detailed comments) you can try for fun...
      First thing first - let's start with giving credits for these great guys:
      DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) (visit them on github) @Zupa : original SC concept creator and author of Universal Dev functions for 1.0.5 version. (see original thread) @salival : for adapting @Zupa's concept to 1.0.6+ version and great community support. (see original thread) All great guys from Epoch comunity participating on SC and banking concept (see original thread) ===
      This function was reworked and updated for Epoch
      [2017-05-08], v1.0 | Initial release, published at Epoch forum [2017-05-28], v1.1 | Added: debug (parameters check, exec time to analyze code performace in game) [2017-05-31], v1.2 | Improved: removed unnecessary checks during player sync ===
      Read "Goodbye". Wish you the best guys!
      How it looks like:
      Check source code (Github)
      Function is able to manage money processing with single line code (see bellow) and can be easily integrated into your code You can use debug option to check your fnc parameters + exec time (code performance) showed on screen (global chat):
      just uncoment line: '#define: __ DEBUG__' is src code; It's pretty fast but remember: use it only if you're developing some addon or you know exactly what to do.
      Otherwise, you can stil use common methods used by addons authors - mostly it's even faster their way, because of scoped approach; It's a function - you can easily maintain your "money" code... ===
      How to install:
      It's actually very easy: practical example is the best way to explain, what needs to be done - see repo structure and files.
      Source files are available at Github repo (specific usage example included!). You can download them from here.
      How to use it:
      = General usage:
      // [_player,_amount,_action,_target] call fnc_SC_uniCoins; // '_player' : object : player, _killer...etc // '_amount' : number : 1000 // '_action' : string : 'add' / 'remove' // '_target' : string : 'cache' / 'bank' // ========================================================== // @example 01: Remove 5.000 Coins from player's wallet: [player,5000,'remove','cache'] call fnc_SC_uniCoins; // @example 02: Add 1.000 Coins to player's wallet: [player,1000,'add','cache'] call fnc_SC_uniCoins; // @example 03: Remove 7.000 Coins from player's bank account: [player,7000,'remove','bank'] call fnc_SC_uniCoins; // @example 04: Add 15.000 Coins to player's bank account: [player,15000,'add','bank'] call fnc_SC_uniCoins; ===
      ...easy enough, isn't it?
      = Specific usage (with detailed description):
      // === Scenario: // Award player for killing local zombies. // If player kills zombie, he will receive random amount of money from 0 to 250 Coins for kill. // Let's make it interesting - player receive money only in case he used the gun defined by you: // === What to do: // Save file "local_eventKill.sqf" to your custom compiles folder, load it in your custom compiles file // outside (!isDedicated) and (isServer) - we need this file for both client and server. // (it's in 'dayz_code' folder: you can download file from: // https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/local_eventKill.sqf) // Open your custom variables file (or add bellow code to your init.sqf file) and add: playerZedKillAward = true; // ... so you can quickly turn ON/OFF your script // Now, let's create some code in 'local_eventKill.sqf' file: if (local _zed) then { private["_killer","_fnc_uniCoinsTest","_allowedWps"]; // code // ...find last line of code: _killer setVariable["humanity",_humanity,true]; // Bellow we define local function "_fnc_killZedsAward" so we can call it easily: // === _fnc_killZedsAward = { private ["_action","_target","_money","_curWep"]; _action = _this select 0; // @info: we take parameter from call in main code bellow this fnc and assign value to local var _target = _this select 1; // @info: we take parameter from call in main code bellow this fnc and assign value to local var _money = (round(random 5) * 50); // @info: now from 0 to 250 Coins, define to your liking _curWep = getText (configFile >> 'CfgWeapons' >> currentWeapon _killer >> 'displayName'); // @info: What's the name of player current weapon? We need this for info in hint or dayz_rollingMessages call { // Player has 20% chance to get 0 coins from random (if you will use round(random 5) - meaning staying with 5, scale from 0 to 4) // So let's check it first and prevent display msg on screen in such a case if (_money == 0) exitWith { //@info: You can pick 'dayz_rollingMessages' and comment 'hintSilent' if your hint layer is occupied by your debug monitor ["Sorry, our bank is low on money!"] call dayz_rollingMessages; hintSilent "Sorry, our bank is low on money!"; }; // If random money are above zero, let's call dev fnc_SC_uniCoins. // First parameter '_killer' is defined by original code; _money param was defined above, // _action and _target parameters we defined in main code bellow... if ([_killer,_money,_action,_target] call fnc_SC_uniCoins) exitWith { //@info: You can pick 'dayz_rollingMessages' and comment 'hintSilent' if your hint layer is occupied by your debug monitor hintSilent format ["Zed kill award!\nweapon: [%1]\nReceived: [%2 %3]",_curWep,_money,CurrencyName]; [format["Zed kill award! Weapon: [%1] Received: [%2 %3]",_curWep,_money,CurrencyName]] call dayz_rollingMessages; }; // Do not put any default code for call here - if you do, you will trigger code action in cases, // like zombie is killed close to you by some accident (from experience) }; }; // Now let's create main procedure: if (playerZedKillAward) then { // @info: define your custom array of weapons here: _allowedWps = [ 'M110_NVG_EP1', 'M9_SD_DZ','DMR_DZ', 'M9_DZ' ]; if ((currentWeapon _killer) in _allowedWps) exitWith { // @info: if player used allowed weapon, tell '_fnc_killZedsAward', what to do with money. // You can be creative here :)) ["add","cache"] call _fnc_killZedsAward; }; }; }; // === Done! ===
      ...that's all, you can use it wherever money are... Have Fun!!
    • By faraga321
      I made my first overpoch server, everything works good but i cant find the overpoch items at the epoch traders, how do i add them?
    • By Blestda86ta
      server ip-
      *Server started 2 weeks ago*
      Some of our current scripts and features:
      -Virtual Garage
      -Single currency
      -WAI mission system with very high loot boxes and high-end armed vehicle missions
      -DZ mission system with very high loot boxes
      -Deployable gems into static weapons, toolbox into bike/mozzie, scrap metal with other parts into unarmed pook
      -Select spawn
      -Class selection with good weapons
      -Indestructible bases! (base raiding to be added in the future)
      -Full military (all vehicles/weapons)
      -Custom armed vehicles (SUV with YakB, Cargo plane with SPG-9, C130 with 2 GBU's, and many others!)
      -Events (gem ore veins, weed farms, drug bust, bombcrate)
      -Custom traders
      -Service points
      -Right-click scripts (map- locate vehicle, grass on/off, ambient sound on/off, color corrections) (binocular/vector- adjust view distance up to 5k with many other options) *No stupid GPS scans for players*
      -Key actions (right click your vehicle key to eject unwanted players from the vehicle, lock/unlock, and start the engine within 100m)
      -Weather effects, fog off!
      -Random selected fugitive when the server reaches 5 players (fugitive has to survive 20min to get a loot crate of gems/high-end weapons, but if he is killed the box will spawn and the killers can take the loot)
      -Yellow smoke works as tear gas (acts like being drugged for a short time)
      -Custom loot tables with high loot
      -Custom military loot area's with weapon crates
      -Custom map area's
      -Static weed field (great place to get money)
      -Vote day/night
      -1 Mill start in bank, max bank cap 5mil
      -Easy to get started and make money
      -Great server FPS
      -Report any glitches/exploits and receive a safe full of building supplies!
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