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Marshal

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Posts posted by Marshal

  1. http://epochmod.com/forum/index.php?/topic/29077-02-release-unofficial-epoch-redis-database-manager-live-map/

    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.

  2. Suggestion: Reward Online Player every few minutes for staying alive with Crypto

    Example:

    MIN:______5__10__15__20__25___30__35__40___45__50___55__60

    Crypto:__25__50__75__100_125_150_175_200_225_250_275_300 = 5100 in 17 hours

    Crypto:___________50____________100__________150___________200 = 5000 in 25 hours

    Crypto:___________25_____________50___________75____________100 = 5000 in 50 hours


    Suggestion: Change coordinates to N/P Near Player

    On Stat interface where you can see how many people online, health, food, water, there is coordinates.  I suggest change it to Near Player, since you can see coordinates by simply opening GPS.


    Suggestion: New Donation Service

    Custom build about 3-5 cool looking bases, different size, buildings, constructions, helicopter pad and more.

    Owner of one of base will be recruiting donor, lets say about 10$ or 15$ a month

    Price of base should really depend on what base made of, Server population, how many players want custom build base.

  3. When you search furniture, there is something, maybe loot I don't know, but it will give Error.

    "The instruction at 0x006e52c6 referenced memory at 0x00000004. The memory could not be read."

    When that happens player won't be able to play until that loot or furniture dis-pawn.

    ___________________________________________________________________________________

    Next one was "The instruction at 0x00e752c6 referenced memory at 0x00000004. The memory could not be read."

  4. When you search furniture, there is something, maybe loot I don't know, but it will give Error.

    "The instruction at 0x006e52c6 referenced memory at 0x00000004. The memory could not be read."

    When that happens player won't be able to play until that loot or furniture dis-pawn.

    ___________________________________________________________________________________

    Next one was "The instruction at 0x00e752c6 referenced memory at 0x00000004. The memory could not be read."

  5. Source: http://alivemod.com/#

    ALIVE is the next generation dynamic persistent mission addon for ArmA3. Developed by Arma community veterans, the easy to use modular mission framework provides everything that players and mission makers need to set up and run realistic military operations in almost any scenario up to Company level, including command, combat support, service support and logistics.

    [video=youtube]

  6. iBuild is currently in Alpha.

    iBuild has been prematurely released to mass test the basics and core mechanics of the mod and is by no means meant to be used on a public server. Full multi-player functionality will be implemented in a future update along with signature keys; so please be patient.

    Alpha is a very basic version and lacks the many features due to be implemented. It’s meant for testing the barebones and basics of the mod so I can ensure it’s core framework becomes a stable foundation in which to build upon. As such, iBuild is currently released under strict terms during it’s development. This is a countermeasure in preventing various third-party-iBuild-variations being redistributed, thus halting the risk of reported bugs & issues (not applicable to vanilla iBuild) impeding a smooth development cycle.

    Usage of iBuild requires agreement with the following terms:

    – The iBuild mod may NOT be modified.

    – The iBuild mod may NOT be included in any other mods in whole or part.

    – The iBuild mod may NOT be used on a public server until stated otherwise.

    – Redistribution of the iBuild Mod or any of it’s content is NOT permitted.

    I preserve the right to protect my work, and to prevent others from taking credit for my work. This isn’t greed or restricting people from using ibuild alone, or alongside other mods, and It’s not preventing others from developing their own mods that support iBuild.

    -NerdMod

  7. Source: http://epochmod.com/forum/index.php?/topic/30224-changing-loading-picture-simple-way/

    Hello and welcome to this topic!

    Today i want to show you, how to change the Epoch LoadingScreen of the Mission.

    What do you need is just a bit understanding of how you create own pictures. (Photoshop, .NET Paint, ...)

    Tutorial:

    First you gonna need a picture with the size of 1024x512.

    The file-format should be .jpg because it is a very small format and the users don't need to download so much.

    My own server-picture looks like this http://i.imgur.com/R92Gld5.jpg

    After you've got your picture, make sure you unpacked the MPMission-Files from Epoch.

    You can do this with Mikeros DePbo its called "Mikeros Eliteness", because the files are encrypted. (http://www.armaholic.com/page.php?id=19784)

    You will receive a new folder where the Mission-Files are included.

    Create a new one inside the folder and call it something like "customs, images, stuff, ...".

    Put in the image file then,

    Now you'll need to open up the "description.ext" and we need to change a small line. (loadScreen =)

    Change the "loadScreen" variable to your directory where the image is placed. (loadScreen = "images\loadScreen.jpg")

    You don't need to put the whole folder path in it, because the mission is the path where your image is located.

    And if the mission is loaded, everything is using the local path of the mission, thats why you dont need to put a "C:\" in front.

    Start you server and you got your own join screen!

    I will add a video later, at the moment im on my netbook because im sitting in the kitchen.

    Thanks for reading!

    _______________________________________________________________________________________________________________________________________________

    "does the resolution need to be that low? I was using double that size in Arma 2.

    I just realized it only puts it in a little box in the center, so bigger would be a waste. This was very helpful though, thank you very much."

    _______________________________________________________________________________________________________________________________________________

    "you only need an image like 200x200"

    _______________________________________________________________________________________________________________________________________________

    "in arma2 you have a full-screen-size loading screen...

    in arma3 you only have the small picture..."

  8. [AllinOne] MAS Weapons, Vehicles

    Source: http://epochmod.com/forum/index.php?/topic/33839-allinone-mas-weapons-vehicles/

    UPDATED FOR 0.3.0.2

    So much people asking about how to add MAS stuff to their server..

    So i repacked my configs with little tutorial...

    Download: https://github.com/splitx0/A3Epoch_MAS

    Tutorial:

    MAS WEAPONS 1.8, VEHICLES 1.0

    - PRIZES

    1. add line to description.ext :

    #include "cfg\CfgPricing.hpp"

    2. copy file to mpmissions\epoch.Altis\cfg\CfgPricing.hpp

    - PREVENT PLAYERS FROM connecting without addons @mas18 and @masvehicles

    add to mission.sqm classes to addons:

    "mas_weapons_pack",

    "mas_weapons",

    "mas_weapons_ak",

    "mas_weapons_nw",

    "mas_weapons_m4",

    "mas_uh1y",

    "mas_hmmwv",

    "mas_ch47",

    "mas_mi8",

    "mas_brdm",

    "mas_uh60m",

    "mas_cars_lr",

    "mas_weapons_pack",

    "mas_vehicleweapons_core",

    "mas_apc",

    "mas_tanks",

    "mas_cars",

    "mas_cars_hilux",

    "mas_vehicleweapons_fia"

    MAS WEAPONS 1.8

    - LOOT SPAWN

    [1] since 0.3.0.1 you can use default loot system

    1. dePBO @epochhive\addons\a3_epoch_server_settings.pbo

    2. overwrite loots.h

    @epochhive\addons\a3_epoch_server_settings\configs\loots.h

    3. repack PBO @epochhive\addons\a3_epoch_server_settings.pbo

    [2] on unsupported maps you can use server sided edit of LSpawner [Na_Palm]

    - copy/pack or whatever LSpawner... to: @epochhive\addons\

    - You will have to probably delete all stuff with sillencers and optics since it causing dupping.

    - Also you will have to delete some backpacks that are duping explosives

    - not updated with marksmen stuff

    - I dont use LSpawner anymore...

    MAS Vehicles 1.0

    - SPAWN

    1. add lines from epochconfig_vehicles.hpp to @epochhive\epochconfig.hpp

  9. Source: http://epochmod.com/forum/index.php?/topic/33927-taxi-bus-transport-for-arma-gui-ready-wip-antihack-compatible/

        Full Demo of clickNGo Feature          best video so far

    A 3 minute HD video; full demo of clickNGo feature, this was sized 1.5 GB raw video, so consider viewing in HD. What's covered in this video:

       Player call a taxi by pressing INS key (configurable).

       Taxi & driver is created, driver go to pick up the player, unlock the doors and send a message to the player: Your Taxi is here please get in

       Player get in, doors get auto locked.

       AI driver start driving towards destination. When vehicle is close to destination, doors auto-unlock.

       Player get off, driver must self-destruct ASAP to free up a driver slot. He picks a random termination point and start driving towards that spot but first says bye using the horn :)

       We see map updates during the whole journey.

    I was writing to a NAS on a busy and old computer so there are some frame drops, sorry about that!

    [video=youtube]

  10. Source: http://epochmod.com/forum/index.php?/topic/33811-release-random-loot-crates-v125/

    Random Loot Crates v1.25

    Many of us among the community are doing custom map addons using various map editing tools, but up until now there hasn't been a "good" way to spice things up with loot crates. Sure you can manually spawn in crates via script, but then you have to go through the laborious process of filling each one with a specific set of loot. What's more, the loot is always the same with no variety, which gets boring for your players after a while once they know what to expect from each crate.

    So to combat this issue I've come up with a way to have a random and dynamic loot crate spawn system that is fully customizable. You can change the number of crates, their position on the map, what type of crate is used, what loot goes in each crate and how much of it, and add or remove loot items as needed. You can also specify a static amount of any given item, such as explosives, to prevent large random amounts of them from spawning in.

    To use this addon - simply download and unzip the attached file and place the PBO in your @epochhive folder. You're done! No BE filters are needed for this to work.

    The coordinates that are currently listed in the script for the crates are for a custom area that I designed for Bornholm, Object X-99. So those of you using my map pack addon for Bornholm will be all set already, especially if you have AI soldiers guarding the area. If you are running other maps then you will likely need to edit the coords for the crates and possibly the number of crates you want to spawn. But using this as a base template you should be able to create a solution that will fit your needs.

    Included here is a screenshot of the main file and a short explanation of what each section is for and a general idea of how it works. Use these instructions as a guide and you should be all set. Of course, questions in this thread are welcome! I will be happy to help with any hiccups.

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