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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.
SNAP!
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"?
 
Well...

  • 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):
https://www.dropbox....apping_v1.6.zip
 
Installation instructions:
 
1.
Download and extract Snapping_v1.6.zip
 
2.
unpbo MPMissions\YOURMISSIONNAME.pbo
 
3.
Copy custom folder from the extracted Snapping_v1.6 to MPMissions\YOURMISSIONNAME\
 
4.
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";

5.
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"

6.
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!
Else:
No Snap - No Smile - unneded questions
 
 
 
Have fun with it,
Otter
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 104 others like this


#127520 WHITELIST KEYS HERE!!!!!!!

Posted by Axle on 11 September 2014 - 06:21 AM

Grab em while they're hot!

 

WARNING! There are 3 steps to whitelist! 

1. Enter your key and click Redeem Key.

2. Log in through steam using either the steam icon or the link right above it.

3. Select your Gender: Male or Female and Click Submit.

 

WARNING! If you do not finish the whitelist process you key can be claimed by another who is faster! 

 

http://epochmod.com/whitelister.php

 

 

Round 9 soon


  • slittcer, Dust_Attacker, Fully and 98 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, hambeast and 84 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:

 
Download:
https://www.dropbox....7/JAEM_v1.4.zip
 
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)
 
4a)
Find this line:

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

and ADD BELOW

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

4b)
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!
 
5.
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!
remoteexec.txt
waypointcondition.txt
waypointstatement.txt

 

6.
Configuration:
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 = [
    "AH1Z","AH64D_EP1","AH64D","AH64D_Sidewinders","AH6X_DZ",
    "AH6X_EP1","AH6J_EP1","AW159_Lynx_BAF","BAF_Apache_AH1_D","BAF_Merlin_HC3_D",
    "CH_47F_BAF","CH_47F_EP1","CH_47F_EP1_DZ","CH_47F_EP1_DZE","CSJ_GyroC",
    "CSJ_GyroCover","CSJ_GyroP","Ka137_MG_PMC","Ka137_PMC","Ka52",
    "Ka52Black","Ka60_GL_PMC","Ka60_PMC","Mi17_CDF","Mi17_Civilian",
    "Mi17_Civilian_DZ","Mi17_DZ","Mi17_Ins","Mi17_medevac_CDF","Mi17_medevac_INS",
    "Mi17_medevac_RU","Mi17_rockets_RU","Mi17_TK_EP1","Mi17_UN_CDF_EP1","Mi171Sh_CZ_EP1",
    "Mi171Sh_rockets_CZ_EP1","Mi24_D","Mi24_D_TK_EP1","Mi24_P","Mi24_V",
    "MH60S","MH6J_DZ","MH6J_EP1","MV22","MV22_DZ",
    "pook_H13_medevac","pook_H13_medevac_CDF","pook_H13_medevac_TAK","pook_H13_medevac_INS","pook_H13_medevac_UNO",
    "pook_H13_medevac_PMC","pook_H13_medevac_GUE","pook_H13_medevac_CIV","pook_H13_medevac_CIV_RU","pook_H13_gunship",
    "pook_H13_gunship_CDF","pook_H13_gunship_UNO","pook_H13_gunship_PMC","pook_H13_gunship_GUE","pook_H13_gunship_TAK",
    "pook_H13_gunship_INS","pook_H13_transport","pook_H13_transport_CDF","pook_H13_transport_UNO","pook_H13_transport_PMC",
    "pook_H13_transport_GUE","pook_H13_transport_TAK","pook_H13_transport_INS","pook_H13_civ","pook_H13_civ_white",
    "pook_H13_civ_slate","pook_H13_civ_black","pook_H13_civ_yellow","pook_H13_civ_ru","pook_H13_civ_ru_white",
    "pook_H13_civ_ru_slate","pook_H13_civ_ru_black","pook_H13_civ_ru_yellow","UH1H_DZ","UH1H_DZE",
    "UH1H_TK_EP1","UH1H_TK_GUE_EP1","UH1Y_DZ","UH1Y_DZE","UH60M_EP1",
    "UH60M_EP1_DZ","UH60M_EP1_DZE","UH60M_MEV_EP1"
];
/////////////////////////////////////////////////
/////////////// 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;

and ADD BELOW:

	PVDZE_EvacChopperFields = [];

Find this line:

			if ((typeOf _object) in dayz_allowedObjects) then {

and ADD ABOVE:

			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 -
 
11. EVAC ME RIGHT NOW!
 
 

- 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 64 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?

ALL OVER!
 
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!
 
Example:
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.
 
THIS DOES NOT HOWEVER INCLUDE MISSIONVEHICLES THAT ARE NOT SPAWNED CORRECTLY!
IF YOU WANT TO BE ABLE TO CLAIM MISSIONVEHICLES, TELL THE MISSION DEVELOPER TO SETUP HIS SPAWNCODE FOR VEHICLES TO A CORRECT WAY!
 
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

 
 
Like?
 
DOWNLOAD:
https://www.dropbox....hanger_v1.4.zip
 
 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";

5.
Configuration:
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:
publicvariableval.txt
 
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!
 
12. DONT LOOSE YOUR MASTERKEY! :rolleyes:
 
 
-- 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                           #

#####################################

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  • Darth_Rogue, fireplace, Wheaticus and 54 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.

 

b2uRfKX.png


  • fr1nk, Achmed, ispan55 and 53 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.


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#99741 [1.4.1] Snap Building PRO

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

snappro.png

 

Download files, updates and Installation instructions on:

Github

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

 

 

Legal:

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.

You can not redistribute modification of this script under your name without my permission, if you want to do that, you'll have to start one from scratch.

This script is open source (fully open for public use and modifications), you are allowed to add it to your @mods as long as appropriate credits and terms of license are met.


  • fr1nk, ispan55, martuk66 and 39 others like this


#129215 Epoch 0.1.0.2 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


#127252 Rules for handing out keys you have received.

Posted by Axle on 10 September 2014 - 04:35 PM

At this stage I'll be passing out thousands of keys to many different people.

 

We give keys to streamers on twitch and youtubers. There is one major rule that we impose and you must follow or we will not give you keys. 

 

This rule is. You must give out the keys without any return consideration. This means you can not give out keys to Twitch subscribers only or give keys to people who donate to you. The only rule twitch streamers can impose is that you are following the channel.

 

For youtubers the only rule you can impose is that they a subscriber on your channel as it cost nothing to click the sub button.

 

If you receive keys and are found giving out keys for any monetary gain or return consideration you will not receive any more keys and will not be promoted through our social media.


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#416 Patch 1.0.5.1 Download.

Posted by Axle on 27 May 2013 - 04:57 PM

We would like to thank everyone for the support and help getting this patch finished up and ready for release.
 

 

1.0.5.1 Server:
md5: 3c1c801a32fe2017168ded424bd7aa4f
 
1.0.5.1 Client:
md5: 192dd4ef73fb6a891a1ca6f8599c94ca
 
 

Change Log: http://epochmod.game....com/Changelogs

 

 

Install Guide for Client.

 

Install Guide for Server


  • MGT, fr1nk, EGC.NightStalker and 32 others like this


#26105 CHANGE LOG 1.0.3

Posted by vbawol on 27 November 2013 - 08:55 PM

CHANGE LOG 1.0.3
  • [NEW] In-game Map - Unused Arma UI has been removed, from DayZ CE 1.8. @Skaronator
  • [NEW] Gear is only accessible in vehicles with "G" key due to removal of Arma Map Menus, from DayZ CE 1.8. @Skaronator
  • [ADDED] Dead players bodies now convert to a grave after about 30 minutes, filling the grave with all the players items. The grave will stay around until server restart.
  • [ADDED] Radiation effect with geiger counter sounds and eventual rapidblood loss when player goes out of the map for too long.
  • [ADDED] Craft-able Gunrack with 6 x PartWoodLumber makes GunRack_DZ that holds 20 weapons/10 magazines. http://i.imgur.com/mfY0uLN.jpg @dayz10k
  • [ADDED] Craft-able Base Fire Barrel FireBarrel_DZ with an empty Fuel Barrel, Full Jerry Can, and 4x WoodPile. http://i.imgur.com/2KHWdMS.jpg @dayz10k
  • [ADDED] Craft-able 5x Wide HESCO barrier from, a 3 wide HESCO and 2x 1 wide HESCO. http://i.imgur.com/beWNQtH.jpg @dayz10k
  • [ADDED] Craft-able Round Sandbag Fence (BagFenceRound_DZ) from ItemSandbag. http://i.imgur.com/WlblRPf.jpg @dayz10k
  • [ADDED] Vehicle upgrade system with 4 stages: 1=performance, 2=armor, 3=cargo, and 4=fuel. To upgrade a vehicle you must first find the lvl 1 performance manual and two engine parts then right click next to your vehicle. @vbawol
  • [ADDED] The above documents to the discoverable documents. @dayz10k
  • [ADDED] Can now examine Murder Boards via Newspaper Obituaries. @vbawol
  • [ADDED] ItemPlotDeed to discoverable documents (leads to crafting a plot pole). @dayz10k
  • [ADDED] Added Player Names that killed Objects to diag_log @Torndeco
  • [ADDED] Added Player Worldspace location to Connect/Disconnect/Combat Log RPT messages. @dayz10k
  • [ADDED] dayz_sellDistance variables are now split into "dayz_sellDistance_boat", "dayz_sellDistance_vehicle" and "dayz_sellDistance_air" - @Skaronator
  • [ADDED] Surrender (options > controls > "Surrender") action now drops your weapons and places your hands on your head. While surrendered other players can access your gear.
  • [ADDED] Remove nearest tanktrap with right click option on toolbox @dayz10k
  • [ADDED] Faster in string function by Killzone Kid http://killzonekid.c...ithin-a-string/
  • [ADDED] Halo jump option from a helicopter when above 400m. @zabn
  • [ADDED] Localization support added. @zabn @dayz10k
  • [ADDED] Added Dutch localization. @JoSchaap
  • [ADDED] Added Russian localization. @VeryBigBro
  • [ADDED] Added French localization. @th4z
  • [ADDED] Added German localization. @kraZey
  • [ADDED] Chernarus-Spawnselection and 1.8 GUI-Icons to the dayz_code.pbo - experienced server admins can use it. @Skaronator
  • [ADDED] Global variable if player is fresh spawned. Can used for custom script like in spawn-camera script ("freshSpawn = 0" - Normal Spawn / 1 - fresh spawn as zombie / 2 - fresh spawn as player) @Skaronator
  • [ADDED] Added 7 more male skins from Arma http://i.imgur.com/1b0n2Jy.png @axles @vbawol
  • [ADDED] Added 8 more Trucks from ARMA: V3S_Civ, V3S_TK_EP1_DZE, V3S_RA_TK_GUE_EP1_DZE, UralCivil_DZE, UralCivil2_DZE, KamazOpen_DZE, MtvrRefuel_DZ, MTVR @vbawol
  • [ADDED] Destroy tent option when you have a full Jerry Can and Matches. @vbawol
  • [ADDED] Tag friendly system now stores your 5 most recent friends with your life. Building on another friends plot and you are already tagged you still need to look at the owner once to complete the handshake so that you can start building. Server admins can disable this with DZE_FriendlySaving = false; in the init.sqf @zabn @vbawol
  • [ADDED] Player can now get crushed if they get out to close to a wall or building. Successful wall glitches now result in death ONLY if your get out position intersects a building. @vbawol
  • [ADDED] Can now maintain lightpoles with a lightbub. @vbawol @dayz10k
  • [ADDED] Directly Disconnect (back to lobby) if you press abort > yes - @Skaronator
  • [ADDED] New Weapons, most of which are backpack compatible: M60, M240 scoped, M249 scoped, MG36 variants, RPK-74, M8 SAW, Bizon, Saiga12K, KSVK, M4+203 HOLO SD @dayz10k
  • [ADDED] Extra security features. @facoptere
  • [ADDED] Owner can now remove modular parts (walls, etc) without having to destroy them. NOTE: nothing is refunded/no rubble. @dayz10k
  • [ADDED] Unlocking a vehicle should now show you which key was used (no more guessing game!) @vbawol @dayz10k
  • [ADDED] Swinging melee weapons will cause your food/drink to drop faster than normal. Attepting to crack locks over time will cause your food/drink to drop as well. @vbawol
  • [ADDED] New building supplies (mortar, cinder, wood packs) to Wholesalers @dayz10k
  • [ADDED] Area maintenance of bases @vos (Axe Cop) @dayz10k
  • [UPDATED] Server can now control now fast the periodic client save interval is on the fly. Actual server fps is used to determine how fast the clients can update min 10 seconds max 60 seconds.
  • [UPDATED] Humanity changes: Give player humanity for killing bandits with no murders. Prevent humanity loss from killing player zombies and give a small humanity increase. @Armifer
  • [UPDATED] Trading log-system (server-side) was improved. @Skaronator
  • [UPDATED] Back-end loot configs and loot spawning rates. @vbawol
  • [FIXED] Plot pole no longer falls over and can be destroyed but has armor=1000.
  • [FIXED] Fixed unable being able to sell satchel charges. @vbawol
  • [FIXED] Fix for diag_log statement when player buying vehicles @Torndeco
  • [FIXED] Building on roads no longer allowed as it was intended. @dayz10k
  • [FIXED] M4SPR spawns now with 30 Rnds Stanag mags and not anymore with 20 Rnds. @Skaronator
  • [FIXED] Fixed expression error with vehicles/safes when loading a large inventory. @vbawol
  • [FIXED] No more bleeding trees, rocks, etc with melee weapons from DayZ CE 1.8. @vbawol
  • [FIXED] Variable added to player zombie vision to better support anti-hacks @Skaronator
  • [FIXED] Lower chance to play fly sounds when near dead bodies. @vbawol
  • [FIXED] Documents now examine one at a time, also fixes getting the same item for each document. @vbawol
  • [FIXED] Server now only saves the first 20 magazines on disconnect to prevent saving items in overflow that can cause player inventory corruption. @vbawol
  • [FIXED] Zombies no longer attack players unless they have true line of sight. @vbawol
  • [FIXED] RPT error on all clients when dragging a player. @zabn
  • [FIXED] Reduced zombie attack ranges back to normal levels since it is no longer needed due to removal of vilas vehicles. @vbawol
  • [FIXED] Small typo in Axeman's tower light code was preventing it from working. @Torndeco
  • [FIXED] Case sensitivity issues with last versions SQL update calls.
  • [FIXED] Recent Murders on the Murder Board in trader cities now works properly. @vbawol
  • [CHANGED] Trader menu "Buy" button will now disable or grey out if you do not have the correct funds available.
  • [CHANGED] Metals can now be converted from 10oz to 1oz without tools or the need for a fire. @vbawol
  • [CHANGED] Mission name and descriptions now conform to template. @dayz10k
  • [CHANGED] Increased armor levels on wooded modular base building objects by 300%.
  • [CHANGED] Increased armor levels on cinder and metal modular base building objects by 20%.
  • [CHANGED] Removed 12m restriction of other players when buying and selling vehicles. Added requirement that you must be the last to get in the drivers seat to sell the vehicle.
  • [CHANGED] Opening supply crate now returns a empty supply crate. @dayz10k
  • [CHANGED] Updated Makarov, MakarovSD, and M1911 damage settings to the same as DayZ CE 1.8. @vbawol
  • [CHANGED] Base building enhancements and changed count down timer. @zabn
  • [CHANGED] Base Building now requires a plot pole again. @vbawol
  • [CHANGED] Backpack pickup method @vbawol

 

  • [REMOVED] Dust effect from 1.0.2.5 removed.
  • [REMOVED] Unused code and images removed @Skaronator
  • [REMOVED] Map markers for other players and empty vehicles (blue/orange/green dots & vehicles) @Skaronator
  • [REMOVED] Removed humanity heartbeat code @vbawol
  • [REMOVED] Road Cones at Bash and Klen traders that would cause Vodniks to spawn in and launch vertically. @dayz10k

  • ToejaM, ispan55, TuBz and 29 others like this


#145430 Trusted Community Server Hosting.

Posted by jus61 on 11 October 2014 - 07:50 PM

We are Net4Players, a native German speaking, multi national, open Community, to offer help for Gamers interested in hosting all kind of Gameservers.
 
We do NOT take any donations our interests are NON MONETARY. Our motivation is to learn from one another.
 
We would like to host a high quality, original Epoch Server, with equal Chance for every Player.
 
 
Our Epoch Server will be hosted on this Root configuration:
 
CPU: Intel® Core™ i7-4770
RAM: 32 GB DDR3 RAM
SSD: 2 x 240 GB SATA 6 Gb/s SSD (Software-RAID 1)
CON: 1 GBit/s-Port
 
 
 
Our existing Arma3 Servers are maintained in Teamwork with Distrikt 41: http://www.distrikt41.de/
 
D41 are hosting and skripting for Arma3 Servers.
 
 
Distrikt 41`s Own Skill System for Altis Life Servers: 
 
 
 
 
WE ASSURE TO KEEP THE SERVER STOCK.

  • xai, wyp3, mylittlp and 30 others like this


#160908 Epoch 0.2.0.1 Hotfix Changelog

Posted by vbawol on 29 October 2014 - 07:49 PM

[New] Added crafting of Salvage Metal from Iron Ore found at mineral veins.
[New] Added proper ghost models for TiPi and shelf.
[Changed] Updated Red Gull Texture and Icon.
[Changed] Increased chance to find Mortar Buckets.
[Changed] Ctrl+T now used for Trade requests to other players.
[Changed] Increased chances for shark to spawn.
[Fixed] Traders spawning smoke grenades after selling them.
[Fixed] Just built base objects now use player direction for initial object direction.
[Fixed] Player logs out while dead will now correctly spawn fresh on login.
[Fixed] False kicks on Global setdamage due to destroyed powerlines.
[Fixed] Traders can no longer spawn on top of each other.
[Fixed] Multiple players could double spawn loot in the same building.
[Fixed] Can now build Frequency Jammer properly.
[Fixed] Player rollback after revive and relog.
[Fixed] Many server side fixes.

[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.
  • ispan55, Oshydaka, Darth_Rogue and 29 others like this


#127523 Epoch 0.1.0.1 Hotfix Changelog

Posted by vbawol on 11 September 2014 - 06:23 AM

[Added] Test adding mineral spawns at a 30% chance to earthquakes epicenters.
[Added] Added spawning of semi-secure lockbox storage (shared with your group) (only owner can pack).
[Added] Loot added to Sapper and Cultist (press "T" to loot dead body).
[Fixed] Incorrect path for snake corpse model.
[Fixed] Fixed double chickens.
[Fixed] Frequency jammer (Plot pole) now works for both owner and group members.
[Fixed] Group invite system.
[Fixed] Missing alert sound added to Sapper.
[Fixed] fixed description for .22 ruger.
[Fixed] Check for invalid player data and revert to default (fixes some bugged players issues with joining servers).
[Fixed] fixed AI cleanup on player disconnect.
[Changed] Reduced multi gun ammo count to 10 from 99.
[Changed] Increased crafting requirements on many base items (it was kept low for testing).
[Changed] Lower chances to spawn Dogs and lowered animal spawn limit from 6 to 3.
[Changed] Shipping containers now have more loot and (building mats & backpacks).
[Changed] Removed ammo and weapons from Fridge and stove.
[Changed] Increased cultist and sapper armor levels.
[Changed] Try to find a better place to spawn purchased vehicles.
[Changed] Player must be local (last driver) to sell a vehicle.
[Changed] Increased range for buying and selling vehicles.
[Changed] Lowered volume on Dog and Chicken sounds.
[Changed] Server side tax rate on NPC trader purchases (currently 10%).
[Changed] Manipulating base objects now have varying energy consumption.
[Optimize] Disable simulation on any ThingX props at trader cities.
 

 

Report bugs via Github: https://github.com/E...am/Epoch/issues




#11340 [How To] [CPC] Indestructible Bases

Posted by ToejaM on 20 September 2013 - 01:04 PM

Patch 1.0.3 Information

I would just like to point out that my script is working entirely flawlessly however the line numbers are wrong in some cases in the tutorials below but they are easy enough to see where it goes instead by searching for the correct words. All the information you need is in this post.

 

At present I do not have time to write the tutorial on pulling the maintain_area.sqf from the DayZ code files, however you will need to do this as Axe Cop's script is now part of Epoch as standard.

 

When I get time I will add this if someone hasn't done it already, its very quick and easy to do but I want to make sure I write it as perfectly as possible to avoid confusion. Its as simple as finding it in the file structure, placing it in your mission folder and then changing the path inside the self actions file.

 

If you do not pull the maintain_area.sqf from the code and add my fix to it, when you maintain your base using the area function on the plot pole it will make your base vulnerable to attack until the restart.

 

[CPC] Indestructible Bases - PART1: On Server Restart

 

What it does:

 

Anything you define inside the _cpcimmune tag will respawn on server restart entirely indestructible and will also not be able to be knocked down. You can add anything you like to the list. the list currently only comprises of the new modular base buildables.

 

How to:

 

Step 1)

 

Unpack your dayz_server.pbo

 

Step 2)

 

Find \system\server_monitor.sqf add copy this at around line 6

_script = getText(missionConfigFile >> "onPauseScript");
// ### [CPC] Indestructible Buildables Fix
_cpcimmune =[
"WoodFloor_DZ",
"WoodFloorHalf_DZ",
"WoodFloorQuarter_DZ",
"Land_DZE_LargeWoodDoorLocked",
"WoodLargeWallDoor_DZ",
"WoodLargeWallWin_DZ",
"WoodLargeWall_DZ",
"Land_DZE_WoodDoorLocked",
"WoodSmallWallDoor_DZ",
"WoodSmallWallWin_DZ",
"Land_DZE_GarageWoodDoor",
"Land_DZE_GarageWoodDoorLocked",
"WoodLadder_DZ",
"WoodStairsSans_DZ",
"WoodStairs_DZ",
"WoodSmallWall_DZ",
"WoodSmallWallThird_DZ",
"CinderWallHalf_DZ",
"CinderWall_DZ",
"CinderWallDoorway_DZ",
"Land_DZE_LargeWoodDoor",
"MetalFloor_DZ",
"CinderWallDoorSmallLocked_DZ",
"CinderWallSmallDoorway_DZ",
"CinderWallDoor_DZ"
];
// ### [CPC] Indestructible Buildables Fix
if ((count playableUnits == 0) and !isDedicated) then {

Step 3)

 

Scroll down to around line 180 and copy this

			_object setdir _dir;
			_object setpos _pos;
			_object setDamage _damage;
// ### [CPC] Indestructible Buildables Fix
					if (typeOf(_object) in _cpcimmune) then {
						_object addEventHandler ["HandleDamage", {false}];
						_object enableSimulation false;
					};
// ### [CPC] Indestructible Buildables Fix

Step 4)

 

Repack your dayz_server.pbo

 

Notes:

 

You're done, its as simple as that. This has been tested on my server for well over a few weeks and is entirely stable. We don't have buildables destructible until a server restart to allow players to remove them by force themselves if neccesary to reduce admin intervention.

 

If you wish to contribute and add your a tutorial for spawning items indestructible without need for a server restart then send me a PM and I'll update this post.

 

[CPC] Indestructible Base Fix - PART2: On Object Creation

 

What it does

 

This is how to make your base objects spawn immediately indestructible without the need for a restart - Credit to Snowmobil for the player_build.sqf coding.

 

If you already have a custom compiles.sqf you can skip the first 3 steps

 

Create a custom compiles.sqf in your mission file.

Creating a custom compiles.sqf

 

Step 1)

Unpack your dayz_code.pbo in Dayz_Epoch\addons\

 

Step 2)

Pull out the compiles.sqf from dayz_code\init\ and place into your root mission folder (where mission.sqm is)

 

Step 3)

 

Edit your init.sqf inside your mission file around line 58 to look like this

call compile preprocessFileLineNumbers "compiles.sqf";				//Compile regular functions

Step 4)

 

If not already done due to step 1, unpack your dayz_code.pbo in DayZ_Epoch\addons\

 

Step 5)

 

Find your player_build.sqf in your dayz_code\actions\

 

Step 6)

 

Around line 231 copy to look like this

	// Start Build 
	_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
        // ### [CPC] Indestructible Base Fix	
        _tmpbuilt addEventHandler ["HandleDamage", {false}];
        _tmpbuilt enableSimulation false;
	// ### [CPC] Indestructible Base Fix

Save the file in its current location if not already made a copy elsewhere.

 

Step 7)

In your mission folder create a folder called "fixes" and place the player_build.sqf in there.

 

Step 8)

 

Edit your compiles.sqf around line 95

	player_build =				compile preprocessFileLineNumbers "fixes\player_build.sqf";

Notes:

You're now done. You don't need to repack your dayz_code folder as the fix overwrites the original file due to where its called from, you also don't need to save the player_buid.sqf in the folder you copied it from, you can copy it elsewhere if you wish to keep an original version incase you need to revert for what ever reason.

 

This does not need the buildable array that the first part of this tutorial needs, however you will need the first part that edits the server side files for a restart to keep these buildables indestructible.

 

Locations of files are optional, the compiles.sqf does not have to be in the root folder if you wish to have it in your fixes folder just amend the file path. This also means you do not need to name the folder where player_build.sqf goes to "fixes" it can be called anything you like, I just happen to use "fixes" for my custom files.

 

If you use this fix or think its a good idea, please hit the like button on this post. It doesn't do anything for me but shows interest in having indestructible bases. Thanks.

 

[CPC] Indestructible Base Fix - PART3: Prevent Maintenance Exploit

 

 

Currently you can "maintain" an object and it becomes destructible. This stops players from "maintaining" your buildables and then destroying them, as the server swaps them out to destructible types. There are several ways to implement this fix. If someone wishes to modify the server_dayzswap file so that the swapped buildables are also indestructible I will update this post. This however is suitable for my servers needs and helps players to register their base.
 
If you have a custom fn_selfActions file you can skip to step 3.
 
Step 1)
 
Unpack your dayz_code.pbo in your @DayZ_Epoch client folder
 
Step 2)
 
Put the \addons\dayz_code\compile\fn_selfActions.sqf inside your fixes folder.
 
Step 3)
 
Modify your fn_selfActions.sqf this around line 501 and save
 
        if (s_player_maint_build < 0) then {
	s_player_lastTarget set [1,_cursorTarget];
	// ### [CPC] Maintenance Fix 
	s_player_maint_build = player addAction [format["Maintain %1",_text], "fixes\cpcmaintfix.sqf",_cursorTarget, -2, false, true, "",""];
	// ### [CPC] Maintenance Fix 
	};
	} else {

Step 4)

 

Create a new .sqf file, either by copying an existing one or renaming the file extension of a newly created .txt document. Name this file cpcmaintfix.sqf, place this in your fixes folder and put this code inside the newly created .sqf

cutText [format["Maintenance is disabled on this server as it is not required. Please see our website on how to ensure your base is not deleted."], "PLAIN DOWN"];

Optionally customize the message to what you like, we run a base registration system so that we can delete old bases due to there being no viable cleanup system thanks to indestructible buildables and believing that maintenance as it stands, its too much work for base owners.

Step 5)

Modify your compiles.sqf (see above on this post on how to create one, you should have already done it by now if you're this far though) around line 17

fnc_usec_selfActions =		compile preprocessFileLineNumbers "fixes\fn_selfActions.sqf";		//Checks which actions for self

Notes:

 

None

 

[CPC] Indestructible Base Fix - PART4: Swap Objects Fix

 

When you maintain an object either through Axe Cop's areal maintenance script or by doing it individually on each object, it swaps out the object for a new one. You don't see a change but it does happen. This spawns it in using server_swapObject.sqf which does not have the indestructible code inside. You don't have to do this as a restart will make your objects indestructible again however, if you maintain many objects they will be vulnerable to normal attacks until a restart, so it is advised that you do this.

 

Part 4a: Normal DayZ Epoch maintenance system

 

Step 1)

 

Decompile dayz_server.pbo

 

Step 2)

 

Goto: @DayZ_Epoch_Server\addons\dayz_server\compile\ and find server_swapObject.sqf

 

Step 3)

 

Around line 44 change this:

_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
// Test disabling simulation server side on buildables only.
_object enableSimulation false;

to this:

_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
// Test disabling simulation server side on buildables only.
_object enableSimulation false;
// ### CPC Swap Object Fix
_object addEventHandler ["HandleDamage", {false}];
// ### CPC Swap Object Fix

Step 4)

 

Recompile your dayz_server.pbo and you're now done.

 

Notes:

 

None

 

Part 4b: Axe Cop's Maintain Area Script

 

Step 1)

 

In your mission file, or where ever you have stored the script, open the file

 

e.g mine: D:\Gameservers\testserver\MPMissions\DayZ_Epoch_11.Chernarus\fixes\maintain_area.sqf

 

If neccesary you might need to unpack your mission.pbo

 

Step 2)

 

Go to around line 104

					// Set location
					_object setPosATL _location;
					
					PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID];
					publicVariableServer "PVDZE_obj_Swap";

					player reveal _object;
				} forEach _objects;

and change to this

					// Set location
					_object setPosATL _location;
					
					// ### CPC Swap Object Fix
					_object enableSimulation false;
                                        _object addEventHandler ["HandleDamage", {false}];
                                        // ### CPC Swap Object Fix

					PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID];
					publicVariableServer "PVDZE_obj_Swap";

					player reveal _object;
				} forEach _objects;

Step 3)

 

Save your file and if necessary, repack your mission.pbo and you're done.

 

Notes:

 

None


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#126819 0.1 Epoch Launcher Test

Posted by vbawol on 09 September 2014 - 08:34 PM

This is a early test of our WIP launcher for 0.1:
http://epochmod.com/...ch_Launcher.zip


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#21805 Donations are supposed to be given without return consideration.

Posted by vbawol on 07 November 2013 - 01:20 PM

 
It has been brought to my attention via several sources that some server owners have setup Item Malls and are selling in-game items in exchange for "donations" and/or cash transactions. I have talked with BI about this and they do not condone this type of monetization scheme and neither do I.
 
I strongly recommend that players never donate for in-game items.

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