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#38102 [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)

Posted by OtterNas3 on 13 January 2014 - 04:15 PM

Hey Survivors,
i started this new Thread for the Mod so it's easier for players to find it and for me to support it!
This will also stop the confusion with the mod when you use Maca's or mine and have problems with it.
I got Maca's permission to do it and ALL credits for the idea and the first coding goes to Maca!
Thanks again Maca for this amazing idea/script!
Ok here we go...
This Mod adds a "Toggle Snapping" function to these Epoch Buildable objects:

  • MetalFloor_DZ
  • WoodFloor_DZ
  • CinderWall_DZ
  • CinderWallDoorway_DZ
  • CinderWallDoorLocked_DZ
  • CinderWallDoor_DZ
  • CinderWallSmallDoorway_DZ
  • CinderWallDoorSmallLocked_DZ
  • CinderWallHalf_DZ
  • CinderWallDoorSmall_DZ
  • WoodLargeWall_DZ
  • Land_DZE_LargeWoodDoor
  • WoodLargeWallWin_DZ
  • WoodLargeWallDoor_DZ
  • Land_DZE_GarageWoodDoor
  • Land_DZE_GarageWoodDoorLocked
  • Land_DZE_LargeWoodDoorLocked
  • WoodSmallWallThird_DZ
  • WoodSmallWallDoor_DZ
  • WoodSmallWall_DZ
  • WoodSmallWallWin_DZ
  • Land_DZE_WoodDoor
  • Land_DZE_WoodDoorLocked
  • Sandbag1_DZ
  • MetalPanel_DZ
  • Fence_corrugated_DZ
  • StickFence_DZ
  • Land_HBarrier1_DZ
  • Land_HBarrier3_DZ
  • Land_HBarrier5_DZ
  • Fort_RazorWire

Objects can be snapped to another object of the same type like:
Metal_Floor_DZ <-> Metal_Floor_DZ
Sandbag1_DZ <-> Sandbag1_DZ
or any Wall combination if its the same Material like:
WoodSmallWall_DZ <-> WoodSmallWall_DZ
WoodSmallWall_DZ <-> WoodSmallWallWin_DZ
CinderWallHalf_DZ <-> CinderWallHalf_DZ
CinderWallHalf_DZ <-> CinderWallDoorway_DZ
When you start building a new object you will get a "Toggle Snapping" option if the object is supported.
Hit it to activate the snapping.
Distance between the two objects has to be lower then 1.5m.
So move your object to almost same height and next to one side, near the top or near the bottom of the object you want to snap it to.
This allows you to build a Floor or a Wall on the same height in a perfect line.
It is also possible to make perfect 90° angles with it, for this you also have to bring the object almost in the desired angle to the other object and it will snap to it.
So What makes this version "Extended"?

  • Snapping will work on more then one  Floor
  • Snapping will work while building over Water
  • Snapping a object on Top/Bottom of eachother
  • Snapping with set rotation (for set Door open directions)
  • More objects supported
  • Code for finding snap points redone

Demo Video:

Download (install instructions included):
Installation instructions:
Download and extract Snapping_v1.6.zip
unpbo MPMissions\YOURMISSIONNAME.pbo
Copy custom folder from the extracted Snapping_v1.6 to MPMissions\YOURMISSIONNAME\
Open MPMissions\YOURMISSIONNAME\init.sqf
Find this line:

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";

and add this line RIGHT BELOW it:

call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";

so it will look like:

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";

Open MPMissions\YOURMISSIONNAME\description.ext
Add this line to the VERY BOTTOM of it! (Yeah this means AFTER the last closing bracket!)
It has to be the VERY LAST LINE of the File!

#include "custom\snap_build\points.hpp"

repbo MPMissions\YOURMISSIONNAME\ - upaload - reload - snap - smile!
I hope i could clarify the !IMPORTANCE! that you copy the lines i mentioned to the VERY BOTTOM!
No Snap - No Smile - unneded questions
Have fun with it,
aka Bob der Baumeister
- If you like it - Like it - So I can count Downloads - I like that


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  • fr1nk, Revoplay, BetterDeadThanZed and 107 others like this

#164550 Official Server Files Release Date!

Posted by vbawol on 05 November 2014 - 06:17 PM

Since we are making great strides on the backend development thanks to our newest team member Fank. I feel that we should be ready for a public release of our server files on approximately December 1st. I know there was a thread for those "Trusted Communities" but the demand has been so great that we feel the need to make it public for everyone. Leading up to Dec. 1st, our code developers will all be hard at work adding features and fixing as many bugs as we can. Also, our content developers will be adding more content as it becomes ready.


The version number will likely be 0.2.5 or 0.3 by this time and not the 0.5 as I stated before. Please keep in mind that we are still very much in Alpha and will be for some time. Running a server is not going to be easy or without problems, errors, and plenty of headaches


After the files are released GSP's may start selling servers and private server hosts can host on there own hardware. I will be getting in touch with each of our current GSP supporters before release to make sure they have had a chance to test and report any bugs so they can be prepared to host when we do release the files.


Everyone that runs a server must acknowledge that you are not to break BI terms of use http://www.bistudio....ent-usage-rulesand that you accept our license:  http://creativecommo...s/by-nc-nd/4.0/ Failing to comply with the above terms will result in a Cease and Desist notice and or legal action if necessary.

  • ToejaM, Sequisha, ispan55 and 93 others like this

#208390 / RC2 Changelog

Posted by vbawol on 18 February 2015 - 11:08 PM

0.3 RC1 Changelog:
[Added] Wood and cinder base objects now show damage state when over 50% damaged.
[Added] Car Jack item added to every fresh spawned vehicle.
[Added] Can now loot a dead UAV Drone and in return get Electronic components.
[Added] Ability to specify starter items for freshly spawned traders via epochconfig.
[Added] New custom epoch weapons: SR-25 and L85A2 (Grenade Launcher and Pink Painted) by Kiory.
[Added] Vehicle lock time is now stored in hive and will persist across server restarts.
[Added] 3d interaction visuals to show you when an action is available.
[Added] New loot bias system with nestable tables and overall loot balance.
[Added] LootMultiplier in epochconfig, (0.5 default, 1 = high loot, 0.1 = low loot).
[Added] Goldenseal plant can be consumed to reduce toxicity.
[Added] Pumpkin food item can be harvested from pumpkin patches on Chernarus and found randomly.
[Added] Dynamic Air Supply Drop Event. Use smoke grenades to signal.
[Added] Trader mission accessed with "Talk" on trader: Pikes Peak Express.
[Added] Ability to eat raw foods but at the risk of toxicity.
[Added] New items (Rock, Stick, and Rope) for crafting and added to trash loot.
[Added] New craftable primitive melee weapons: Crude Hatchet, Wood Club, Maul Hammer.
[Added] Keesha default character now has shoes.
[Added] Crafting of Rope from Hemp.
[Added] Harvest Sticks from a bush using a Hatchet.
[Added] Mining of Iron Ore and Rocks with sledgehammer.
[Added] Removal with refund of Base building items. Respects Jammer Owner and group.
[Added] Most base building items now use a hybrid Static/Physx system with ghost preview on first placement.
[Added] Epoch Events 2.0. All server time based events moved to server settings pbo. Scripts are executed with execVM using a simple timer. New events and timers can be changed via epochconfig.
[Added] New "Boss" Sapper variant with a larger bang.
[Added] Both Sapper variants put off toxic gas if killed without blowing up.
[Added] Player can now select gender after each death.
[Added] Frequency Jammer now required by default to build a base. Can be controlled with desc.ext mission variable: buildingRequireJammer.
[Added] Building limit (default: 100) added to Frequency Jammer. Change with desc.ext mission variable: buildingCountLimit.
[Added] Building Jammer Range (default: 75m). Change with desc.ext mission variable: buildingJammerRange.
[Added] Hive weather control system as well as Static override var WeatherStaticForecast via epochconfig.
[Added] Trader purchased vehicle position can now be controlled with a smoke grenade or a chemlight within 50m of trader.
[Added] Wood foundations can be crafted with 8x lumber.
[Added] Bornholm Support: Custom a2 building classes for loot spawns and mission file and config support from http://urogaming.co.uk/
[Added] Base building objects now persist damage and armor increased substantially.
[Added] Suppress loot spawn within the range of a Frequency Jammer.
[Added] Blocked base building areas for Chernarus.
[Added] Logging of building, storage, and vehicle killed events to hive log. (StorageKilled, VehicleKilled, BuildingKilled)
[Added] Offroad MG Pickup. (Classname: B_G_Offroad_01_armed_EPOCH)
[Added] Server FPS to the debug monitor. (Max: 50, recommend fps are >15 to keep the game stable)
[Added] Chance to spawn Lockbox and Backpacks in lockers or wardrobes.
[Added] Variable when Loadingscreen finish. (EPOCH_loadingScreenDone change from nil to true)
[Added] Base object interact menu (Remove,Move,Upgrade) shown only in build mode after targeting object with Space Bar.
[Changed] Toxicity increase from consuming a toxic food item is now random.
[Changed] Increased default antagonist spawn chances.
[Changed] NPC Trader inventory menu now stacks like items and shows quantity.
[Changed] Players are now sent to the lobby after dead, simply press ok to respawn.
[Changed] Can now sell and buy uniforms from traders.
[Changed] NPC trader data (AI_ITEMS) will now expire in 7 days if no changes are made within that time. Change this with expiresAIdata in epochconfig.
[Changed] Added chance to spawn Lockbox and Backpacks in lockers, wardrobes, shipping containers.
[Changed] Fireplace recipe changed to require 2 Rocks and 1 Stick to make empty fireplace. Then upgrade with 1 Wood Log to start the fire.
[Changed] Player names saved to a separate data set on player connect. 
[Changed] Deathlog now logs distance and position.
[Changed] Sapper brain reworked.
[Changed] Display of personal Crypto balance when opening bank interface.
[Changed] Loot Balance: Lowered heavy muzzles count & increased pistol muzzle.
[Changed] Increased loot bias for Ferris Wheel and corrected z height on loot positions.
[Changed] Improve Cleanup System on Server.
[Changed] Behavior changed on UAV troop support.
[Changed] Dog to glitch less, reduced whines and more chance to wander.
[Fixed] Accuracy and fire rates of custom ported A2 weapons fixed (M107, AKM, M4A3, M16, M14, M249).
[Fixed] Sharks not spawning off shipwrecks.
[Fixed] Black icons on admin panel spawn menu.
[Fixed] Soiled and Wet calculation corrected.
[Fixed] Pumpkin patches on Chernarus now payout proper loot.
[Fixed] Traders now only allow one vehicle per trade.
[Fixed] Alpha transparency issue with empty clone vats.
[Fixed] Attempt to prevent vehicle damage during server startup.
[Fixed] Removed fireplace sound for now due to Arma issues with sound cleanup.
[Fixed] Frequency Jammer can not be built or placed within 3x Jammer radius. (default 225m)
[Fixed] GUI scale issues with additional button menu (Group Menu, Requests) on inventory.
[Fixed] Missing sounds on Ruger pistol and removed ability to use silencer.
[Fixed] Dupe fixes for backpacks, vests, uniforms.
[Fixed] Player revive did not work even after respawn.
[Fixed] zasleh1_proxy.p3d error with M4A3.
[Fixed] Prevent loot objects from spawning under the ground.
[Fixed] Group kick and mod options did not work.
[Fixed] Cleanup and removal of unneeded rpt debug logs.
[Fixed] Removed spoiler button in Welcome Screen.
[Fixed] Misspelling in debug monitor (crypto).
[Fixed] Welcome screen will be now displayed only once after a major patch (eg. 0.3/0.4/0.5).
[Info] Requires Arma version 1.40 or higher.
Admin Tool:
[Added] Different Map Marker for Vehicles, AI, Player, Loot, Base Building and Dead Player.
[Added] Different 3D Tools for: Player, Vehicles and Loot.
[Added] Features: God Mode, Spawn Loot, Teleport Infront.

  • fr1nk, Sequisha, ispan55 and 86 others like this

#138041 Epoch 0.2 Patch Changelog

Posted by vbawol on 29 September 2014 - 07:19 AM

[Changed] "T" key action moved to Inventory Button. Use your inventory key (Default "I") once to smash trash piles and again to open gear.
[New] Two halloween masks Pumpkin head and Warewolf.
[New] Fireplace model.
[New] Custom Anti Hack Framework by Skaronator.
[New] Replacement First Aid Kit double click on the item and use. Heals other players or your self.
[New] Wooden Ramp/Roof base object can be crafted with 6 lumber packs.
[New] Three new food items: Snooters and Meeps Candy and Walk N' Sons Soda.
[New] Electric Motorcycle has been added.
[New] Car Jack added and has a chance to be found in freshly spawned vehicles.
[New] New lootable furniture "Shoebox" added.
[New] Military variant of the bed now spawns in specific military buildings.
[New] Unisex vest called "side pack". All fresh spawns start with this item.
[New] Group request menu, Group requests can now be accessed via the "Requests" button in the inventory.
[New] Player trading now started with the inventory key (Default "I") and accepted with the "T" key.
[New] Use paint cans to paint corrugated walls and use paint thinner to remove paint.
[New] Wood stairs upgradable for additional landing area.
[New] Circuit Parts found in the world to be used for crafting.
[New] Lockable Cinder And Wood Doors upgrade with Circuit Parts. Ownership is controlled by frequency jammer group owner.
[New] 9 more radios have been added and can be crafted using gems.
[New] Many Inventory items now have proper icons instead of placeholder.
[New] Give player energy if within 75m of a solar tower or wind tower.
[New] Temp Lockable vehicles each time you lock a vehicle it will remain locked to you or your group for 30 minutes.
[New] Base building objects get deleted after 7 days. Moving the object or Painting walls extends this for 7 more days.
[New] Player Character are cleaned up after 30 days inactivity.
[Fixed] Mineral veins now spawn at epicenters.
[Fixed] Geometry changed on cinder wall to prevent phasing though it
[Fixed] Lockbox can no longer be destroyed while open.
[Fixed] Dump items on the ground if packed with items in lockbox.
[Fixed] Overflow items to the ground if player does not have space when trading with another player.
[Fixed] Added prices for Chainsaw so it is now possible to sell/buy to traders.
[Fixed] It wasn't possible to snap the foundation to other foundations.
[Fixed] Group Leader can no longer enter the commander vision.
[Fixed] false PublicVariable Restriction on server start.
[Fixed] Night Vision wasn't disabled when the player run out of energy.
[Fixed] Added prices for Karts so it is now possible to sell/buy to traders.
[Fixed] Shelf and Tipi storage devices are no longer indestructible and have limited storage space.
[Fixed] Trader purchased vehicles should now look for a safer place to spawn vehicle within 120m.
[Fixed] Text output from certain actions now show proper display names instead of classnames.
[Fixed] Vehicles now persist exact position, angle, and direction so it should result in less damage at spawn.
[Fixed] Some false BE kicks for base building.
[Changed] Increased storage of all vests by 50% and reduced armor by half.
[Changed] Building base objects from inventory kits now instantly forces build mode and consumes item.
[Changed] P2p trading now more reliable, however now places traded items at your feet.
[Changed] Reduced Dog and snake spawn chances.
[Changed] Respawn button disabled.
[Changed] Increased Building material spawns on trash piles.
[Changed] Increased chances for Tools to spawn on Tool Rack.
[Changed] Hunger and Thirst loss rates increased.
[Changed] Increased purchase price of Ammo by a total of 100%.
[Changed] Reduced Hunter armor levels by 50%.
[Changed] Trader "Steal" option removed for now.
[Changed] Traders now only wear uniforms that spawn in the world.
[Removed] Hellcat Helicopter and and Nightstalker scope till balance issues are sorted.
[Removed] Uniform storage space and selling of uniforms to traders removed due to dupe issues.
[Info] new bikey for 0.2 added remove any previous ones.
[Info] Improved backend DLL by Fank
[Known Issues] Weapon attachments get wiped when player to player trading. (workaround for now take the items off the weapon first).
[Known Issues] Moving a painted corrugated wall causes it to loose its color.

  • dace24, ispan55, Darth_Rogue and 76 others like this

#38687 [RELEASE] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014)

Posted by OtterNas3 on 16 January 2014 - 02:04 AM

Hey Survivors,
time for my next release!
JAEM - Just another Evac-Chopper Mod!
If you ever wanted to have your own Evac-Chopper you can place anywhere you want, that picks you up where and when you want.
This is the Mod you would like to have!
This Mod allows you to make a Evac-Chopper Field next to your Base or another place you like and use it with any Chopper on it as a Evac-Chopper.
If you start fresh all you need is a Chopper with a Key, which you should have in your Inventory, and for the Evac-Field marking a full Briefcase as payment.
This will make a Evac-Chopper field under your Chopper.
If this Chopper gets destroyed or stolen or just lost, no problem just place any other Chopper you like on it and it will act as your Evac-Chopper!
The "Call Evac-Chopper" action menu entry is just shown if you have a Evac-Chopper field, it checks on activation for:

  • Chopper is on the field
  • Enough fuel
  • Damage status

The Evac-Chopper locks itself on start so no passenger can hop in.
It will stay locked when reaching the Evac-Zone until the player who called it gets close to the Evac-Chopper.
This way no thief could get it before the player is in it.
If the player dies, before or after the Evac-Chopper has reached the Evac-Zone, the Evac-Chopper will be reset to Evac-Field!
JAEM 1.4 changelog:
"evac_AllowedChoppers = ["x","y","z"]"
A new configuration entry is in the EvacChopper_init.sqf
With that configuration entry you can decide which Choppers are allowed as Evac-Choppers!
With many thanks to ebayn0.0b for the Chopper-List in his post, the default config should now implement all available Choppers from Arma2 and Epoch.
I'm really not sure and never tested it if you can use the MV-22 aka Osprey as a Evac-Chopper i just leaved it in the list.
"BE Filters"
Again thanks to ebayn0.0b for solving that, never got very familiar with these BE filters anyway ^^
Changed the files as you suggested!
"Join lag"
The lag was due to the fact that every player had to search for all Evac-Chopper-Fields on Server themself.
To support all kinda Maps, also the hughe ones like Sauerland, i had to put in a very high number to the "nearestObjects" call, that caused the join lag
I decided to put the Evac-Chopper-Fields in a Array now.
A function in the scripts send a PublicVariableServer call to the server to add/rem a field from that array and send that array again via publicVariable to all players.
On Serverstart the Array gets filled with all available Evac-Chopper-Fields on Server and is then send via publicVariable to connecting players.
This should remove the join lag!
"PlayerUID with Characters"
A new check is implemented for these Players with the Arma2 anniversary edition.
Like RimBlock wrote me in a PM these Players have characters in their PlayerUID and cause the Database entry just hold numeric it doesnt worked good for them.
I tooked the function from RimBlock his "A Plot for life v1.1" and implemented it in the JAEM scripts so that should not be a problem anymore
As i took this function from RimBlock his scripts i gave Credits to him here! Dont know who wrote it first if it not was RimBlock himself!
"Cant call after Die / Call is always available even if no Evac-Field / and other cal/set/clear related errors"
Clear Evac-Chopper so Field gets delted - CHECK
Set new Evac-Chopper so old field gets deleted - CHECK
Call-Evac-Chopper on login - CHECK
Call-Evac-Chopper on relog - CHECK
Call-Evac-Chopper after die - CHECK
Sorry that the update took such a long time now but this mod was now completely running on my Headless-Client and the port to a working Missionfile system was not that easy!
JAEM 1.4 changelog END
Demo Video:

Install instructions:
1. Download JAEM_v1.4.zip and extract it
2. unpbo MPMissions\YOURMISSIONNAME.pbo
3. copy the custom folder from the extracted JAEM_v1.4.zip to MPMissions\YOURMISSIONNAME\
4. Edit MPMissions\YOURMISSIONNAME\init.sqf
Find this block:

if (!isDedicated) then {
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];


And insert this line above the closing bracket };

_nil = [] execVM "custom\JAEM\EvacChopper_init.sqf";

If you dont have already a custom variables.sqf do step 4a) else do step 4b)
Find this line:

call compile preprocessFileLineNumbers "z\addons\dayz_code\init\variables.sqf";


call compile preprocessFileLineNumbers "custom\JAEM\variables.sqf";

Copy this line to the very bottom of your custom variables.sqf

dayz_allowedObjects = dayz_allowedObjects + ["HeliHRescue"];

Whoever says that this line not works, i do it like this for almost a year now on my Server!
Copy these 3 files from the downloaded JAEM_v1.4 to your Servers BattlEye filters folder:
If you already have edited ones you need to compare my changes!


Edit custom\JAEM\EvacChopper_init.sqf
Edit this block to your likings!

// Edit these settings to fit your needs/likes //
/// Amount of Briefcases a Evac-Chopper costs ///
/////////// Any amount between 1-12 /////////////
evac_chopperPrice = 3;
////// Need a Radio to call Evac-Chopper? ///////
////// 1 = Need Radio | 0 = No need Radio ///////
evac_needRadio = 0;
// Evac-Zone marker type Smoke or Landingpad? ///
////////// 0 = Landingpad | 1 = Smoke ///////////
evac_zoneMarker = 0;
/// Minimum Distance to call for Evac-Chopper ///
///////// Dont set this lower then 500! /////////
evac_minDistance = 500;
///  Allowed Choppers to use as Evac-Chopper  ///
evac_AllowedChoppers = [
/////////////// DONT EDIT BELOW ! ///////////////

- Config notes -
If you set evac_needRadio to 1 and you dont have Radios in your respawn loadout, this breaks the call Evac-Chopper for respawners!
If you set evac_zoneMarker to 1 the Smoke in the evac-zone will not last until the Chopper arrives if the distance is very far!
In "evac_AllowedChoppers" the LAST entry in the list DOES NOT HAVE A COMMA ON THE END!
7. repbo MPMissions\YOURMISSIONNAME - upload -
8. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
9. Edit @DayZ_Epoch_server\addons\dayz_server\system\server_monitor.sqf
Find this line:

	_totalvehicles = 0;


	PVDZE_EvacChopperFields = [];

Find this line:

			if ((typeOf _object) in dayz_allowedObjects) then {


			if ((typeOf _object) == "HeliHRescue") then {
				PVDZE_EvacChopperFields set [count PVDZE_EvacChopperFields, _object];

Copy this to the VERY BOTTOM of the file

if (isServer && (isNil "EvacServerPreload")) then {
    publicVariable "PVDZE_EvacChopperFields";
    ON_fnc_evacChopperFieldsUpdate = {
        private ["_action","_targetField"];
        _action = _this select 0;
        _targetField = _this select 1;
        if (_action == "add") then {
            PVDZE_EvacChopperFields = PVDZE_EvacChopperFields + [_targetField];
        if (_action == "rem") then {
            PVDZE_EvacChopperFields = PVDZE_EvacChopperFields - [_targetField];
        publicVariable "PVDZE_EvacChopperFields";

    "PVDZE_EvacChopperFieldsUpdate" addPublicVariableEventHandler {(_this select 1) spawn ON_fnc_evacChopperFieldsUpdate};

    EvacServerPreload = true;

10. repbo @DayZ_Epoch_Server\addons\dayz_server - upload - restart - smile -

- Addition Information for all Infistar users:

Infistar's publicvariable.txt kicks for all publicVariable broadcasts except specific ones that are used by Epoch and his antihack.

Open your publicvariable.txt and find this line:

5 "PVDZE_" !"PVDZE_player" !"PVDZE_send" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_obj_setlocalVars" !="PVDZE_plr_TradeMenu" !="PVDZE_obj_getlocalVars" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault"

and replace with:

5 "PVDZE_" !"PVDZE_player" !"PVDZE_send" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_obj_setlocalVars" !="PVDZE_plr_TradeMenu" !="PVDZE_obj_getlocalVars" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_EvacChopperFieldsUpdate"

Have fun with it!
- If you like it - Like it - So I can count Downloads - I like that


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  • fr1nk, BetterDeadThanZed, McPimpin and 75 others like this

#37582 [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2...

Posted by OtterNas3 on 11 January 2014 - 06:19 AM

Just finished it and thought someone could like it...

  • You have many, many (many, ...) Vehicles?
  • You have many, many (many, ...) different Keys?
  • Already need to attach a list with Key = Vehicle to your Monitor to keep track of em?
  • Need 30 minutes to start driving because you dont have such a list?
  • Frustrated?

This little script allows you and the Players on your Server to copy Vehicles, that you got the Key for, to another Key that's in your Inventory!
Car 1: Red Skoda - Red Key (1234)
Car 2: Green Skoda - Green Key (4321)
You need a Keymakers Kit!
Put both keys in your Inventory, look at the Car 1 and select "Change Vehicle Key" from the action menu.
You get a list with all Keys in your Inventory, to select from a menu. In this case the list would just be one: Green Key (4321)
Not in the list is the Key for Car 1, so no Red Key (1234)
Select the new Key you want to put the car on and: voila!
You can throw away the unneeded Red Key (1234)
The Old vehicle Key gets added to your Backpack
Car 1 & Car 2 are both now on the Green Key (4321)
You can allow players to "Claim" Vehicles that are dynamic spawned on the Map and does not yet need a Key.
This is a option you can turn On/Off!
You can set a price for claiming vehicles also.
Changelog 1.4
I changed some functions and implemented some small fixes mentioned by other users in this Thread.
Specially for just bought vehicles and the "get not saved after driving" thing.
This should also fix the duping for some of you, i never had it yet and cant reproduce. just made the call a bit different now.
If it doesnt work as it should, gimme a shout.
And for people that think this Mod is a total mess. Dont use it?
It works on my Server for a loooooooooooooong time now without any errors!
Demo Video

 Install Instructions:
1. Download and unzip VehicleKeyChanger_v1.4.zip
2. unpbo MPMissions\YOURMISSIONNAME.pbo
3. copy the custom folder from the unziped VehicleKeyChanger_v1.4.zip to MPMissions\YOURMISSIONNAME\
4. open MPMissions\YOURMISSIONNAME\init.sqf
Find this block:

if (!isDedicated) then {
	0 fadeSound 0;
	waitUntil {!isNil "dayz_loadScreenMsg"};
	dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];


And insert this line above the closing bracket };

	_nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf";

Edit custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf
Edit this block to your likings!

// Edit these settings to fit your needs/likes //
/// Claim Vehicles that does not yet need Key ///
///////// 0 = Not allowed | 1 = Allowed /////////
vkc_claiming = 0;
//////// Claim Vehicles costs this Item /////////
/// Any Item can be used here, some examples: ///
//// ItemTinBar, ItemSilverBar, ItemGoldBar, ////
////// ItemSilverBar10oz, ItemGoldBar10oz, //////
///// ItemBriefcase20oz, ItemBriefcase100oz /////
//////// set to "0" to disable the costs ////////
vkc_claimingPrice = "ItemGoldBar10oz";
////////// Change Key costs this Item ///////////
////////////// see above examples ///////////////
//////// set to "0" to disable the costs ////////
vkc_Price = "ItemSilverBar";
/////// Need KeyKit to use this function ////////
////////// 0 = Not needed | 1 = Needed //////////
vkc_needKeykit = 1;
/////////////// DONT EDIT BELOW ! ///////////////

5. repbo MPMissions\YOURMISSIONNAME\
- upload it to your server -
6. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
7 copy server_updateObject.sqf from your unziped VehicleKeyChanger_v1.4.zip to @DayZ_Epoch_Server\addons\dayz_server\compile\  and overwrite the existing one. (This just adds a function for this mod nothing else changed)
If you already have a custom server_updateObjects.sqf you need to compare my file with yours and make the changes yourself!
8. repbo @DayZ_Epoch_Server\addons\dayz_server\
- upload it to your server -
9 copy this file to your Servers BattlEye filters folder:
FYI: INFISTAR AdminCheat, ummm sorry meant AntiCheat, users!
Cause he uses his own BE filter files should not copy paste this file over your existing one, else you will get kicked for all the cool nice admin functions that comes with your Infistar! You need to do the change yourself if you get kicked for anything regarding this script.
I dont had and will not have a look at Infistar's BE files to sort things out!
10. Restart your server
11. Enjoy it and cleanup your vaults!
-- Additional Information ---
For InfiStar AdminCheat (ummm sorry meant AntiCheat...) users:

adding "#USER:_keyMenu" in the ALLOWED CMDMenus list (_cMenu=) as cen said is all you need to make this work properly :)

Have fun with it!
- If you like it - Like it - So I can count Downloads - I like that


#                      Support my work                      #

#                                    &                                #

#                                Donate                           #



  • Bags2247, Darth_Rogue, fireplace and 63 others like this

#28260 Epoch Mod for Arma 3

Posted by vbawol on 06 December 2013 - 03:02 PM

Arma 3 Epoch Mod will be a total conversion mod coded from the ground up, and no longer based on DayZ. Many of the key ideas from DayZ Epoch will play a major role in Epoch Mod however everything else will change!


More will be announced early this year.

#140416 Extortion and the joys of ARMA: Update v2

Posted by Axle on 02 October 2014 - 05:09 PM

Small update to the exploit. I think we got their attention.



  • fr1nk, Achmed, ispan55 and 53 others like this

#171111 Epoch 0.2.5 Patch Changelog

Posted by vbawol on 28 November 2014 - 08:36 PM

  • [New] Custom single seater "Mosquito" Light helicopter.
  • [New] Consumables can now give the player multiple attributes on use.
  • [New] Honey can now be consumed and an empty jar is returned.
  • [New] Empty Food cooler added. To be used with food crafting.
  • [New] Metal Scraps added and can be found in many places as well as crafted into Salvage Metal.
  • [New] 3 new Soda cans some with unique attributes.
  • [New] Player Krypto account added. Accessed by pressing the Inventory key next to a phonebooth or an ATM. Larger the transaction the longer it takes.
  • [New] Custom Weapons: AK47, M14, m249, m107, m4a3 ported from Arma 2.
  • [New] Camo version of female wetsuit.
  • [New] Female Ghillie Suits Tan, Light Green, Dark Green.
  • [New] SteamAPI support added for future features and VAC ban check system.
  • [New] In-game Admin Panel cleanup and features added: Spawn Menu, 3D ESP, Map ESP, Basic Admin levels.
  • [Changed] Removed all "Take" and "Rearm" actions to prevent taking items from locked vehicles. A new take option will be added soon to allow item access underwater.
  • [Changed] Sledge Hammer damage increased 2x.
  • [Changed] Loot now spawns more readily.
  • [Changed] Loot table tweaks to increase building materials.
  • [Changed] setTimeMultiplier 4x enabled by default. Can be changed with timeMultiplier in epochconfig.
  • [Changed] Shelf, tipi, and Frequency Jammer are now built using the physx build mode.
  • [Changed] Combat Logging: Players now leave a Doppelganger behind for 60 seconds after disconnect. This can be changed or disabled in epochconfig.hpp server side.
  • [Changed] Death trigger now spawns shark if player is killed at sea.
  • [Changed] Added Override vars to epochconfig that control object expiry. vehicle, building, storage (7 days), players (30 days).
  • [Changed] Vehicle slots limit now based directly on total of per vehicle counts in allowed vehicles list.
  • [Changed] Reworked backend of NPC trader mechanism to be more accurate and optimized.
  • [Changed] Land vehicles now spawn in cities near roads instead of anywhere on roads.
  • [Changed] Many performance and security changes server side.
  • [Changed] Vehicle save queue system for better performance.
  • [Changed] Seasonal items like Meeps and Halloween masks removed from loot tables.
  • [Fixed] UAV's are no longer static and now move like they are supposed to.
  • [Fixed] Fully disabled thermal equipment for all vehicles.
  • [Fixed] Geometry of walls changed to help reduce glitching.
  • [Fixed] Disallow Holster and GetOver action near base walls, to reduce wall glitching.
  • [Fixed] Global setdamage event with Communication towers.
  • [Info] Reworked server configs. InstanceID is now set in EpochServer.ini and the rest in epochconfig.hpp now found in @EpochHive folder.
  • [Known Issues] Weapon attachments get wiped when player to player trading. (workaround for now take the items off the weapon first).
  • [Known Issues] Moving a painted corrugated wall causes it to lose its color.

  • ispan55, martuk66, Oshydaka and 52 others like this

#139921 Extortion and the joys of ARMA: Update v2

Posted by vbawol on 01 October 2014 - 11:46 PM

Arma has so much to offer and is a very flexible and fun game to play and mod. With this flexibility comes insecurity and a dark side.

Yesterday I spoke with one of the "kids" that have been terrorizing our servers. He is demanding server files in exchange for stopping the attacks. I told him that the server files would have been released to more communities by now if we had something proven stable and secure. Something that this hack-a-thon is stopping us from doing. He offered up one exploit and then immediately started demanding that we give the server files in exchange. He then said that if we did not give them the server files in 24 hours the hacking would continue, and it has.

Simply put, the current exploit they are using is a fault in ARMA and not an issue with our mod and will ultimately need to be fixed by BI.

Please vote for this issue to get the attention it deserves: http://feedback.arma...ew.php?id=20994


Until this issue is fixed by BI or another fix is found we will no longer be running any public servers. All servers run my me will only be accessible with a password obtained from me or Axle. We will have a few communities that will likely run whitelisted servers so look out for them to pop up on our servers page: http://epochmod.com/servers.php


Now back to developing.

  • MGT, fr1nk, ispan55 and 52 others like this

#179939 VEMF - Vampire's Epoch Mission Framework

Posted by TheVampire on 13 December 2014 - 12:00 AM



- What is VEMF? -

VEMF is the Spiritual Successor to DZMS.

VEMF Stands for Vampire's Epoch Mission Framework.

VEMF is going to be a mission system designed specifically for Arma 3: Epoch.


- How is VEMF different from DZMS? -

VEMF is being designed to be a Mission Framework.

VEMF will be more modular than DZMS allowing anyone to easily create an "Addon" for it.

VEMF will not be a "fetch the box" mission system, it will be much much broader;

A-B, Multiple Ending, Vehicle Convoys, Vehicle Capture, Manhunts, Investigation/Exploration, and more!

VEMF will run entirely on the server side, in a server-side PBO.


- When Will it be Done? -

VEMF is still a work in progress.


The current version is Pre-Alpha v1.0.0c


- Install Video -



- Example Videos -



- Github -


  • Darth_Rogue, dzrealkiller, Glenn and 44 others like this

#173673 Changelog

Posted by vbawol on 03 December 2014 - 04:22 PM

[Added] Started on Basic food crafting: Cooked Meat + Sweet corn + empty cooler equals full hunger; returns empty cooler.
[Added] Crafting of Large Energy packs: 3x small energy pack + Circuit Parts and a nearby fire.
[Added] Basic wild plant spawner: Poppy
[Added] New dynamic event object: Ferris Wheel
[Added] Antagonist chances moved to epochconfig.
[Added] Split server events from weather and added separate timers for each in epochconfig.
[Added] Direction labels added to teleport pads.
[Added] Epoch Story: Debug area is now Epoch Cloning facility.
[Added] Started support for all "AiA Terrain Pack" maps, starting with Chernarus.
[Added] Support for Krypto account access from classed ATM and phonebooth objects.
[Added] New loot objects: Tarp covered pallet and freezer chest.
[Added] Tree support for Bornholm.
[Added] Player Krypto accounts now expire after 90 days of inactivity. Can be changed with expiresBank.
[Added] Further enhanced DLL logging.
[Added] Paint stripper & building parts pricing has been added to Traders.
[Added] Extra logging of player connects and disconnects.
[Updated] Further optimized sound system.
[Fixed] Group invite not working
[Fixed] Vests and Headgear now populate with correct epoch variants in spawn menu.
[Fixed] Item spawning now will add the items to a vehicle if target is in one.
[Fixed] Disable SteamAPI VAC ban calls for now as it was reported to cause CPU high load, it will be renabled in a future patch.
[Fixed] Better way to track dead state of player.
[Fixed] Losing group when logging out while dead.
[Fixed] Revive statistics were not persisting.
[Fixed] Optimize cleanup system for more stable server fps.
[Fixed] Removed doppleganger code for now, as it was not working as intended.
[Fixed] Epoch welcome message encoding issue and fixed Scroll bar.
[Fixed] Parachutes are now safe to use.
[Fixed] Increased the amount of thirst gained from Drinks/Sodas.
[Fixed] Increased the amount of hunger gained from Can Food and Cooked Meats.
[Fixed] Bug in sound system with Cultist caused error that broke master loop.
[Fixed] False publicVariable kicks that happen since the ArmA 3 update 1.36. (BattlEye Log shows PLAYER_REJECT_NoResponse)
[Fixed] False script restriction kicks that happen when player destroy electric wire.

Release date: 12/23/2014

  • MGT, fr1nk, Darth_Rogue and 44 others like this

#178102 [RELEASE] Welcome Messages v2.1 | Intro Music | Easy Config

Posted by Gr8 on 10 December 2014 - 12:10 AM

Welcome Messages

Credit Style Messages When a player Spawns in





Install Instructions:

If not done already, create a blank init.sqf in your mission root.

In your Init.sqf
Add this line to the very bottom

// Welcome Credits by Gr8
[] execVM "custom\welcome.sqf";

Make a Custom Folder in your mission file

Make a file called Welcome.sqf in your Custom Folder

Add this into your Welcome.sqf

if(isDedicated) exitWith {};

_sizeTitle             = 0.55; // Font Size of the Title Messages
_sizeSubText         = 0.45;  // Font Size of the SubTitle Messages
_colorTitle         = "#0969ee"; // HTML Color Code of the Title Messages (must start with '#' )
_colorSubText         = "#1cee09"; // HTML Color Code of the SubTitle Messages (must start with '#' )
_alignTitle         = "left"; // Alignment of the Title Message (right or left)
_alignSubText         = "right"; // Alignment of the SubTitle Message (right or left)
_fontTitle             = "PuristaSemibold"; // Font Type Of Title Messages
_fontSubText        = "PuristaLight"; // Font Type Of SubTitle Messages

_Delay                = 10; // Wait in seconds before the credits start after player IS ingame
_FadeIn             = 3; //how long one role should stay on screen. Use value from 0 to 10 where 0 is almost instant transition to next role

_IntroMusic            = true; // Welcome Intro Song During the credits (true or false)

_posDefault         = [0.3,0.55,0.5]; // Defualt Positions of all Credits

_title             = "Welcome Survivor";
_shorttext         = "Arma 3 Epoch By MyServer";
_posText        = [0.8,0.5,0.4];

_title2         = "Website";
_shorttext2     = "www.my-site.com";
_posText2        = [0.8,0.5,0.25];

_title3            = "Teamspeak 3";
_shorttext3     = "ts.my-site.com";
_posText3        = [0.8,0.5,0.25];

_title4         = "Donate";
_shorttext4     = "Support the server and Help it stay up";
_posText4        = [0.8,0.5,0.28];

_title5         = "Custom Scripts";
_shorttext5     = "Welcome Messages <br />AI Missions<br />Custom Traders<br /> ";
_posText5        = [0.8,0.5,0.335];

_title6         = "Play Fair And Enjoy";
_shorttext6     = "Admins are Always Active";
_posText6        = [0.8,0.5,0.4];

/*                                        /!\ DO NOT EDIT BELOW THIS LINE. DO NOT REMOVE CREDITS /!\
/*                                            SCRIPTING BY:        GR8 [GhostzGamerz.com]
/*                                            VERSION:            2.1
/*                                            DATE:            21 December 2014
_ms = [];
for "_i" from 1 to 50 do
    _t = if (_i!=1) then { format["_title%1",_i] } else { "_title" };
    _s = if (_i!=1) then { format["_shorttext%1",_i] } else { "_shorttext" };
    _p = if (_i!=1) then { format["_postext%1",_i] } else { "_postext" };
    if (!isNil _t or !isNil _s) then
        _at = if (!isNil _t) then { call compile _t } else { "" };
        _as = if (!isNil _s) then { call compile _s } else { "" };
        _ap = if (!isNil _p) then { call compile _p } else { _posDefault };
        _ms = _ms + [[_at,_as,_ap]];
waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
sleep _Delay;
if (_IntroMusic) then { playMusic "intro";};
player enableSimulation true;
    _t = _x select 0;
    _s = _x select 1;
    _pX = _x select 2 select 0;
    _pY = _x select 2 select 1;
    _pW = _x select 2 select 2;
    _m = format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeTitle, _colorTitle, _alignTitle, _fontTitle, _t];
    _m = _m + format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeSubText, _colorSubText, _alignSubText, _fontSubText, _s];
    _tm = round (count toArray (_t+_s) / 6 / 2) + 3;
    [ _m, [_pX * safeZoneW + safeZoneX, _pW], [_pY * safezoneH + safezoneY, 1 * safezoneH + safezoneY], _tm, _FadeIn ] spawn BIS_fnc_dynamicText;
    sleep (_tm+_FadeIn+4);
} forEach _ms; 

Download this Intro Song and put it in your mission root.


Note : You can always use your own music. Just make sure its in .ogg format



In your Description.ext add this at the bottom:

class cfgMusic{ 
class intro {  
	name = "intro";
	sound = {"IntroSong.ogg", db+1,1}; 

Modify Your BattlEye Filters


Go to your Config folder (By Default called SC) / BattlEye and open Scripts.txt



Then Then find the line 2 which looks like this:

7 "BIS_fnc_dynamictext" !", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext;" !", 0, 0.4, 5, 2, 0, 2] spawn bis_fnc_dynamictext;" !"snil '_fnc_scriptName') then {_fnc_scriptName}"

and add following to the end of the line:

"sleep (_onScreenTime) spawn bis_fnc_dynamictext;"

Then in same file find line 21 which looks like this:

7 exec !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\""

and add following to the end of the line (modify this if you need to):

!="execVM \"\MPMissions\epoch.altis\scripts\welcome.sqf\""


  • BetterDeadThanZed, ispan55, martuk66 and 43 others like this

#173516 [0.2 Release] Unofficial Epoch Redis Database Manager - Live Map

Posted by Zupa on 03 December 2014 - 11:23 AM

Unofficial Epoch Redis Database Manager


To help out on the Dev team and server owners i present you my current project i'm working on. This will allow you to manage your redis databases with a nice friendly user-interface. This will be handmade on the Epoch data structure. It will require a php-capable invironment. 


It will allow viewing, editing and deleting of all server data in redis in a admin-friendly interface.


You can request features you want implemented in this topic.





0.2 Release Data & MAP 


Whats new in 0.2?


  • [ADDED] More maps
  • [ADDED] Own maps support
  • [ADDED] More customisable settings
  • [ADDED] Import/export server data ( for other admins forexample)
  • [ADDED] Use own images
  • [ADDED] View buildings, storages,players,vehicle details.
  • [FIXED] Charnarus and altis are calibrated, other maps  that are default in are theoreticle correct but not tested.
  • [FIXED] Working dashboard page.


Whats Gonna be new in 0.3 ( Rolling Changelogs)?


  • [CHANGED] PHP laravel backend.
  • [ADDED] Statistic Graphs at listdetail screens.
  • [ADDED] Login System.
  • [ADDED] User Rights on pages system. (Configurable by full admins).
  • [ADDED] Inegrated ZupaStats for admin purposes.
  • [FIXED] Some performance issues.
  • [FIXED] Changing server on dashboard now also refreshes dashboard.
  • [FIXED] Server name now correctly displays on title text.
  • More to come





On 24 feb 2015:






This is not an optimised build. Keep the html and php on the same host for this release. TCP redis should work if configured corretly ( not tested, so I can be wrong). Server data is saved in localhost in your browser for time being. 


Default included maps:

  1. Chernarus
  2. Altis
  3. Stratis
  4. Takistan
  5. Namalsk


Download Extra Maps


These maps are not default in the download to make the file not too big for people that don't need them.


To use these maps just place the folder in the "maps" folder and add the map to the settings.


Credits to Scott AKA Uro to make these possible and easy for me.


These images are ingame images and should not have an offset






Mapsize : 22528 x 22528 : Needs testing!


Image: http://i.imgur.com/jNXbfeC.jpg






Mapsize : 10240 x 10239 : Needs testing!


Image: http://i.imgur.com/yeIAi8v.jpg






Mapsize : 8191 x 8194: Needs testing!


Image: http://i.imgur.com/CoJLIXL.jpg


Panthera 3




Mapsize : 10240 x 10239: Needs testing!


Image: http://i.imgur.com/cf7fsqd.jpg


Taviana 3




Mapsize : 21333 x 21332: Needs testing!


Image: http://i.imgur.com/jHZyDz5.jpg


Alternative Altis




Mapsize : 30700x 30700.


Image: http://i.imgur.com/XNgVFMJ.jpg


Alternative Chernarus




Mapsize : 15360 x 15360.


Image: http://i.imgur.com/88ilDD9.png


Alternative Stratis




Mapsize : 8191 x 8192


Image: http://i.imgur.com/x0xy0zR.jpg




Unzip the folder in your apache enviremont ( xampp htdocs) for example. ( More info about this later).


Add extra maps to the map folder if necessary (Not all are included in default download. Otherwise the size will get too big).


Go to the server/config.php and fill in your server data ( if you want multiple servers on different IP's , i recommend making a server2 folder with that config then).

$myRedisPass = "redispass";
$myRedisPort = 6379;
$myRedisHost = ''; // If php and redis are on the same server, this suffices

IF PHP and REDIS are on different servers ( you need to open the redis Port on that server AND bind your public ip in redis config !)


EXAMPLE in redis.conf: ( Restart redis to activate this).


Now browse to your folder in a browser.  ( localhost or externally).


The webapp automaticly lets u add a server, fill in the data correctly or import an exported server. 



























IN DEV More functions added later.

  • fr1nk, ispan55, Oshydaka and 43 others like this

#221470 What you can expect from future major milestone updates

Posted by vbawol on 25 March 2015 - 08:45 PM

There have many bugfixes since the initial release of the 0.3.x client files and we will have more fixes to come soon. A Client side hotfix build will likely be released in about 2 weeks to roll up any client side fixes.
Now for the best part, A small taste of what you can expect from future major milestone updates (0.4,0.5,...):
  • Advanced crafting with total UI overhaul fully extensible and customizable.
  • Refined P2P and NPC trade systems.
  • More Custom Base building objects.
  • More server and user configurable options.
  • Documentation on backend DLL calls and usage.
  • More antagonists and AI refinements.
  • CRC check and server file obfuscation removed. [Released]
  • Custom Vehicles, Weapons, Uniforms and apparel.
  • Custom map based in America.
  • Linux server support. [Released]
  • Bugfixes and much more.

Download server files here: http://epochmod.com/...load_server.php

  • fr1nk, nightmare, orangesherbet and 42 others like this

#99741 [1.4.1] Snap Building PRO

Posted by raymix on 07 July 2014 - 02:11 AM



Download files, updates and Installation instructions on:


HQ Screenshot of an in-game Tutorial dialog

Ever wanted to run hardcore server with 3rd person cam disabled? Now's your chance.


Credits and Contributors:

Awol - player_build.sqf, Epoch and permission to modify script.

Mudzereli - Commanding menus

Rimblock - Plot for Lifeintegration with modular build (github)

PryMary - Merge with Plot for Life

KamikazeXeX - Support for Admin fast build

striker - using snap pro as a base for Build vectors


Github contributors - mattispro, Mikeeeyy




You can use/modify/redistribute this file as long as it complies with License. You can not use this script to promote donations or shops.

This script is open source, you are allowed to add it to your @mods as long as appropriate credits and terms of license are met.

  • fr1nk, ispan55, martuk66 and 41 others like this

#154220 Patch Server/Client files !!Now on Steam!!

Posted by Axle on 24 October 2014 - 07:51 PM

Epoch launcher is out of date but you can still download the new patch. It will require you to manually extract and install the client files.











Report Bugs:



Provide Feedback:


  • Darth_Rogue, Brummelpuh, tecknotot and 39 others like this

#171497 Patch 0.2.5 RC testing.

Posted by Axle on 30 November 2014 - 05:50 PM

It's getting close and we need some large scale testing. Mells House server will be hosting the RC patch.


You can download the test client here.




Once the RC files are tested and we pack the live version, server files will follow.

  • FredericMartin, ispan55, Darth_Rogue and 35 others like this

#129215 Epoch Hotfix Changelog

Posted by vbawol on 14 September 2014 - 02:32 AM

[Added] New Dog Brain with many new features. http://epochmod.com/...dog-brain-0102/
[Added] More event driven chances to spawn antagonists.
[Added] Great White Shark.
[Added] Speargun found only in boats.
[Added] NVG goggles now require Energy to use (5 Energy every 10 sec).
[Added] Alert sound to drones when they spot you.
[Added] AI Soldiers should now attack you even in a vehicle.
[Updated] Group System - Invite List is alphabetically sorted.
[Fixed] Fixed typo that caused storage devices not to save correctly.
[Fixed] Overhaul of vehicle selling code to prevent issues.
[Fixed] incorrect scope with ItemKiloHemp.
[Fixed] Fixed and improved group system.
[Fixed] Double click action button text had incorrect text for some items like "Vehicle Repair Parts".
[Fixed] Fixed UI icons disappearing due to conflicting resource layer with dynamic text.
[Fixed] Added workaround for players not saving due to specific character in player name.
[Fixed] When first building a base item it will spawn as simulated and start to save.
[Fixed] Only allow owner or members of group to upgrade-in-place base objects if a Frequency jammer is placed.
[Fixed] Players can now trade Krypto using P2P trade menu.
[Fixed] P2P trading now correctly removes weapons from backpacks.
[Fixed] AI soldiers now spawn with the correct radio, vest, and hat.
[Fixed] Random traders can no longer occupy the same building.
[Fixed] Preview of building objects now use proper ghost preview models.
[Fixed] "Mine" trader city teleport point moved so that protection zone covers area.
[Changed] Suppress some group leader options by disabling use of 0-9, f1-f12, backspace, and commandmode.
[Changed] Code lockout added to Take Krypto code to prevent spam.
[Changed] Improved quality of shipwreak and pelican loots.
[Changed] Disabled side chat on all servers, use Quartz radio instead. 
[Optimize] Furniture spawning moved client side for better server performance.
[Optimize] Added cleanup on furniture, weaponholders, and Krypto devices every 20min if no players within 45m.
[Known Issue] Unable to loot dead fish with "T" to get Seafood.

  • ispan55, axeman, Oshydaka and 35 others like this

#188763 M3Editor - A3 3D Editor

Posted by maca134 on 02 January 2015 - 08:57 PM

More info goto http://maca134.co.uk...a-3-map-editor/


I will not be announcing updates on this forums anymore.

Attached Files

  • McPimpin, ispan55, Falcon-X and 34 others like this