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Everything posted by Grahame
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First, I'd like to thank all the CUP developers for all the hard work they put in on this great mod and for the product they have produced over the last few years. I just thought, given the recent turn of events on this board that I'd provide the (semi-drunken) opinion of a server owner, whose primary and well-populated Epoch server uses CUP Weapons, Units and Vehicles exclusively - completely replacing all ARMA3 weapons and all ARMA3 vehicles that would not exist in 2025 (the date of the server). Not one of my players has ever had a problem having to download the three mods despite the large, and unfortunately justified mod sizes. In fact, I am the only person who could claim to have an issue since I have to both manually download and upload the files to the game server - and I don't complain because by doing so I provide a better server with a unique feel. Though, to be honest it would be nice to get a couple of days warning on an update so I could schedule time for the update rather than reacting to it. I don't even use all the equipment, units and vehicles available (I try and keep the stuff available consistent with the timeline and backstory of the Altis map I provide), but I don't care whether I have to download a few hundred, or more, MB in order to use the ones I do. I simply just don't provide or use that equipment on the server. Really do not understand the people who come on here regularly looking to steal your hard work and bitch when you, rightly tell them that they can not. As many have said, you want to do your own stuff, do so... or just use the mod as provided. Also, finally, as far as monetization goes, again, no problem and given the events of the past its a decision I have a lot of sympathy for. A number of mods forbid it. On my servers I accept donations with no rewards or conditions (i.e. not monetized). People who like my servers provide me enough each month to run my four servers and that's all I care about. Anyway, seriously, keep up the good work and know that a lot of us server owners really appreciate what you have done and are enthusiastically looking forward to what's yet to come. P.S. Any chance of the Chernarus bus guys?
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Here you go: class CfgPatches { class Mattaust_Objects { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgMagazines { class Default; class CA_Magazine; class snb_4xGold: CA_Magazine { displayName = "XXXX Gold Stubbie"; type = 256; count = 1; scope = 2; picture = "\MM_shopping\images\4X.paa"; descriptionShort = ""; descriptionUse = ""; Author = "Mattaust"; model = "\MM_shopping\Beer\4XGoldBottle.p3d"; mass = 1; }; class CarltonDraught: CA_Magazine { displayName = "Carlton Draught Stubbie"; picture = "\MM_shopping\images\carlton.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Beer\CarltonDraughtBottle.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class Corona: CA_Magazine { displayName = "Corona Stubbie"; picture = "\MM_shopping\images\corona.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Beer\CaronaBottle.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class Coopers: CA_Magazine { displayName = "Coopers Stubbie"; picture = "\MM_shopping\images\coopers.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Beer\CoopersBottle.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class Jimbeam: CA_Magazine { displayName = "Jim Bean Can"; picture = "\MM_shopping\images\jimbean.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Beer\JimbeamCan.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class VBCan: CA_Magazine { displayName = "VB Can"; picture = "\MM_shopping\images\vb.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Beer\VBCan.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class Bread: CA_Magazine { displayName = "Bread"; picture = "\MM_shopping\images\bread.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\Bread.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class HamCheeseSanga: CA_Magazine { displayName = "Ham Cheese Sanga"; picture = "\MM_shopping\images\hamcheese.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\HamCheeseSanga.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class Lamington: CA_Magazine { displayName = "Lamington"; picture = "\MM_shopping\images\lamington.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\Lamington.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class MaggiiNoodle: CA_Magazine { displayName = "Maggii Noodles"; picture = "\MM_shopping\images\maggi.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\MaggiiNoodle.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class MeatPie: CA_Magazine { displayName = "Meat Pie"; picture = "\MM_shopping\images\pie.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\MeatPie.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class PartyPack: CA_Magazine { displayName = "Party Pack"; picture = "\MM_shopping\images\partypack.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\PartyPack.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class Sausages: CA_Magazine { displayName = "Sausages"; picture = "\MM_shopping\images\sausage.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\Sausages.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class Shapes: CA_Magazine { displayName = "BBQ Shapes"; picture = "\MM_shopping\images\shapes.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\Shapes.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class SmithsChips: CA_Magazine { displayName = "Smiths Chips"; picture = "\MM_shopping\images\smiths.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\SmithsChips.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class Steak: CA_Magazine { displayName = "Steak"; picture = "\MM_shopping\images\steak.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\Steak.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class Timtams: CA_Magazine { displayName = "TimTams"; picture = "\MM_shopping\images\timtams.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\Timtams.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class VegemiteSandwhich: CA_Magazine { displayName = "Vegemite Sandwich"; picture = "\MM_shopping\images\veggiemight.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\VegemiteSandwhich.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; class WeetBix: CA_Magazine { displayName = "WeetBix"; picture = "\MM_shopping\images\weetbix.paa"; Author = "Mattaust"; descriptionShort = ""; descriptionUse = ""; model = "\MM_shopping\Food\WeetBix.p3d"; type = 256; count = 1; scope = 2; mass = 1; }; }; Cheers, Grahame.
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Thanks MattAust, I thought it best to ask first anyway. The license is in place and unchanged. I appreciate it. One question though, what was the reason for making the food and beer ItemWatch rather than CA_Magazine? Would you consider changing it to CA_Magazine in a future release. I can give the code back that just did that if you'd consider the change. Could be dropped straight in since that is all I changed. Cheers again!
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Hi Mattaust, I have just taken an Epoch Australia server into beta and in order to get your fine food and beer consumable I needed to produce a custom version of your MM_Shopping items (basically I changed the base class for the items to CA_Magazine rather than Item_Watch. The server is, of course, completely unmonetised (I also use the CUP mods so that goes without saying). I was wondering whether I could get your permission to release the mini-mod (just the shopping replacement) on Steam. All license files are intact and I have not altered the credits at all. It would make players lives easier to have it in the workshop rather than as a manual download but, if not I'll live with it ^_^ Thanks again for your great work on this mod, Cheers, Grahame.
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You really have to calm down these Hello Kitty VW Golfs, they really do go at it: P.S. When I have problems with CUP I report them to the bug tracker... So I thought you'd like this no bug at all moment...
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Feel free to report this post as spam but from my dedi RPT now... 8:03:10 Updating base class LandVehicle->, by CUP\Vehicles\CUP_Vehicles_Fastrope\config.bin/CfgVehicles/Motorcycle/ You can fast rope on a motorbike now..? I can't wait for Epoch and ACE to work together damn it! ;)
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Hi Dakaodo, thanks very much for that info. I'll be looking into all that you've mentioned and seeing whether some of the mechanisms can be adopted into my ARMA3 Epoch server, As far as COS goes, it's been hit and miss I agree, depending on the map. All good on Altis, never tried Stratis (but I will have a quick look myself). Tried a new map recently but the roads have to be correctly defined to work with COS since it takes road position data. Will be looking at Hindu Kush and Australia when I have a chance.The only reason I suggested COS was that it's generally a lot less work than placing spawners in each urban area - but on some maps (surprised at the problems with Stratis to be honest, being an official ARMA map) there will be issues and you have no choice. Also given I'm running an MP A3/Epoch server, I don't use the town pop-ups but if you'd PM the script errors you're getting I'd appreciate it. I can also shoot you my COS code which is now error/warning free (and removes the broken Fired Near EH for dedicated MP servers). Last quick note: no, unfortunately COS only populates roads. They do follow you into buildings though - in fact, if you're on foot they'll follow you to the ends of the earth. Saw a guy the other day who thought they'd raid Kavala Hospital (where I have two native Ryan's Zombies spawns of 100 medium each)... they really should have brought a vehicle ;) I have thought about using EOS to populate buildings in the same way but will check the scripts you mention.
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Assuming you want them to spawn in towns and villages, the easiest way to do this is with the Civilian Occupation System. Works well and can be expanded to spawn on any named location on the map with one line changed.The infected even patrol the towns which is very atmospheric when viewing from a distance or at night (though I'd personally recommend only using slow ones or walkers for this since it looks silly if they're running around the town when no one's there). The system can be enhanced with individual native Ryan's Z&D spawns placed in certain strategic locations.
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Thanks guys all's good so far on my Epoch server now
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Hi Ryan, MrSanchez. Sure that you know this but Zombies don't move after 1.60 update - neither those spawned by native spawners or Civilian Occupation System.
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Hi Ryan, I realize that you've said that there probably won't be more changes to the spawners, but I was wondering whether you would consider an addition to allow the recreation of completed triggers. As far as my limited experience goes, apart from the GUI change, it would be having an alternative for this block of code in fn_ModuleSpawn.sqf if the spawner were to be retriggered after deactivation: if (_Activation == 0.7) then {_trg setTriggerActivation ["WEST", "PRESENT", false]}; if (_Activation2 == 0.7) then {_trg2 setTriggerActivation ["WEST", "PRESENT", false]}; if (_Activation3 == 0.7) then {_trg3 setTriggerActivation ["WEST", "PRESENT", false]}; if (_Activation == 0.5) then {_trg setTriggerActivation ["EAST", "PRESENT", false]}; if (_Activation2 == 0.5) then {_trg2 setTriggerActivation ["EAST", "PRESENT", false]}; if (_Activation3 == 0.5) then {_trg3 setTriggerActivation ["EAST", "PRESENT", false]}; if (_Activation == 0.3) then {_trg setTriggerActivation ["GUER", "PRESENT", false]}; if (_Activation2 == 0.3) then {_trg2 setTriggerActivation ["GUER", "PRESENT", false]}; if (_Activation3 == 0.3) then {_trg3 setTriggerActivation ["GUER", "PRESENT", false]}; if (_Activation == 0.1) then {_trg setTriggerActivation ["CIV", "PRESENT", false]}; if (_Activation2 == 0.1) then {_trg2 setTriggerActivation ["CIV", "PRESENT", false]}; if (_Activation3 == 0.1) then {_trg3 setTriggerActivation ["CIV", "PRESENT", false]}; sleep 2; if ((triggeractivated _trg) OR (triggeractivated _trg2) OR (triggeractivated _trg3)) exitwith {deletevehicle _trg; deletevehicle _trg2; deletevehicle _trg3}; deletevehicle _trg; deletevehicle _trg2; deletevehicle _trg3; sleep 2; This would allow me (and others I think) move from a variety of sometimes performance-degrading spawning scripts and just use the native Zombie spawners.
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And the winner for RPT error messages from a mod has to be this: 18:12:57 Protocol bin\config.bin/CUP_D_RadioProtocol_GB_PMC/: Missing word ShitE ShitE is a well-known word in Britain, thank you very much...
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I second this - really need cows on my Altis map. There are cows on Greek islands you know. This should be a priority, God damned it! :ph34r:
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Sure. Didn't want to shamelessly promote, but why not: EpochZ: Black Tide (23.250.21.74) It's a work in progress right now. Set in 2025 so CUP replaces most standard ARMA 3 weapons and vehicles. Ryan's Zombies (walkers and a few choice hordes of fast in select locations) and AI renegades replace the standard Epoch adversaries. Still got a lot of work left before I'll be happy with it, but my small group of regulars seem to like it. Have injectors and pills in limited quantities and locations too since the infected can infect you. One on-topic note: I actually fixed COS so that it works again. I adjusted the AI behaviour settings for the infected through COS and completely removed that script's FiredNear event-handler and all works like a dream. I can provide the code if anyone wants it. Also, I would probably move to native spawners, but I'd need the triggers to be resettable, which by default they're not as far I as can see from behaviour and the code. Cheers again.
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After a lot more testing today it looks like I was wrong about the native spawners I'm afraid. Sorry for the mistake, looks like I hadn't properly blacklisted Panachori so there was a mix of native spawns and COS spawns. Isolating the native spawn works like it should. Apologies again. For anyone using COS though there is definitely an issue. The infected will pursue and attack you if you do not fire on them, if you do fire on them they stand in place and stare at you. It's a mix of a problem with the EH and the deletion of waypoints I believe but after playing with the code to no avail, I'm moving exclusively to the native spawns. As an aside, I will be looking this up myself in the am, but if anyone could give me a quick heads up on regenerating the trigger for the native spawns after the deletion (when OPFOR and BLUFOR have left the area) I would greatly appreciate it. That's my only outstanding issue remaining. Otherwise everything is good. Thanks again to you and Ryan for all your hard work on this - my server, among many, would not be the same, nor nearly as good, without this excellent mod!
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First off the obligatory Fantastic mod Ryan! And it is, been using it to replace all the standard adversaries on my Epoch server for some time. I have seen this behaviour too. I use COS to generate the spawns in towns and villages and when they started becoming less responsive I assumed that it was a problem with the event handlers in that script and the latest ARMA versions (the EH in COS is known to have issues). However, today I've been testing native spawners to replace COS and I find the same problem. If I run into a town I can walk up to most of the infected and they'll just stand and stare at me in the same way they are doing when under COS control. One note here: if someone drives through a town knocking the infected over then they will follow them until the end of the earth - so it seems to be an issue with detection in some form. Also note, I have certain places with medium or fast infected spawners which are default 0 density rather than spread out as I've done with the town spawners. These behave in the way you would expect and charge and attack the players. The COS and native spawns that have a problem are slow or walker zombies. I'll try to provide as much further info as possible here: - COS zombies are being spawned in towns, side resistance, and were working for months with no problem. The zombies were originally slow ones but I liked the walkers so much I switched to them. - COS zombies react to vehicles but in the main do not react to individuals on the ground. Some do, but only a few. I have stood among a group of four or five and they just stare at me... - I thought it might be a group leader issue with COS given the number of towns that can simultaneously spawn on the server (the default max groups is 72 after which each town spawn is put in one group) so I increased the maximum number of groups to 500 and tested when I was the only player. Their behaviour remains the same. I can shoot a number of closely grouped zombies and the still just stare at me. - Thinking that maybe it ws a COS problem I had decided to migrate over to native spawns. What I would be doing is creating a spawn in each town with parameters set to mirror the behaviour of COS (for example, 500m detection range, increased density to spread them about, side resistance, walkers, etc.). I tested this by placing a spawner in Panachori through Eden and then integrating it into my Epoch mission.sqm. - The infected spawn without an issue and they are spread throughout the town. They wander around and seem to behave as I would like - When I enter the town on foot though they behave as before just standing there and staring at me even when I start slowly killing them. They do follow vehicles and attack them as they pass (though as others have noted, their arms seem to be 5' long :)) They will also follow vehicles back to a players base which is cool but only vehicles - Initially I had tested this by spawning all 25 zombies for the town in one horde with a max size of 25 to prevent more from spawning. As with COS I thought that maybe it was a group leader issue so I reduced the horde size to increments of 5. This did not fix the problem. - When I go on foot to a native spawner at the Stadium, for example, which spawns medium zombies, they rise up and start chasing (and infecting) me immediately as you would expect... The only two differences between the two native spawners (the town of Panachori and the Stadium) are the density of the horde and the type of infected spawned (walkers or slow vs. medium). If you need any further information or someone would like to check out the server or mission files please let me know. Thanks again for a great mod, Grahame.
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Oh God, I hope you're right... That would be a dream come true!!! :lol:
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In case you get the question re: Epoch mod: CUP is fully integrated into that one - not the mod itself but support for it n spawning CUP loot and vehicles if the various Weapons, Units and Vehicles are installed. Also the mod has been updated for CUP Terrains as well. Don't use their support on my server though since I've removed all 2035 weapons and most vehicles and just use CUP instead. Not having any problems on Epoch with the new updates (other than a couple of issues reported to the bug tracker). Works out of the box. Thanks for all the work you folks are doing on this and the terrains project. IMO, the best thing that's happened to ARMA since III was released B)
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Hi Matt, Can I just replace the PBOs in the Australia mod with these (and I assume the key - not at the computer where Arma's installed right now) to fix these issues on that map? Cheers, Grahame.