[SUPPORT] - Sheeps Epoch Repack

What do you mean by level? The Humanity from where you can buy something or something like orgins level system?

Not 100% on it seen it on a overpoch server once and some people on my server said they have seen it, it's Hero/Bandit levels 1,2 and 3 done to humaity like level one is 500/-500, level two is 15000/-15000 and so on. As I say not 100% on it could you explain what it is Seen it once never found out what it was all about :D
 
From one Trader? So the Humanity you control over the fixes\fn_selfActions.sqf.
// All Traders
if (_isMan && !_isPZombie && _traderType in serverTraders) then {

if (s_player_parts_crtl < 0) then {
// get humanity
_humanity = player getVariable ["humanity",0];
_traderMenu = call compile format["menu_%1;",_traderType];
// diag_log ("TRADER = " + str(_traderMenu));

_low_high = "low";
_humanity_logic = false;
if((_traderMenu select 2) == "friendly") then {
_humanity_logic = (_humanity < -5000);
};
if((_traderMenu select 2) == "hostile") then {
_low_high = "high";
_humanity_logic = (_humanity > -5000);
};
if((_traderMenu select 2) == "hero") then {
_humanity_logic = (_humanity < 5000);
};

I have for example. Hero, Super Hero, Super Bandit and Bandit trader. But at different traders.
// All Traders
if (_isMan && !_isPZombie && _traderType in serverTraders) then {

if (s_player_parts_crtl < 0) then {
// get humanity
_humanity = player getVariable ["humanity",0];
_traderMenu = call compile format["menu_%1;",_traderType];
// diag_log ("TRADER = " + str(_traderMenu));

_low_high = "low";
_humanity_logic = false;
if((_traderMenu select 2) == "friendly") then {
_humanity_logic = (_humanity < -5000);
};
if((_traderMenu select 2) == "hostile") then {
_low_high = "high";
_humanity_logic = (_humanity > -10000);
};
if((_traderMenu select 2) == "superhostile") then {
_low_high = "high";
_humanity_logic = (_humanity > -50000);
};
if((_traderMenu select 2) == "hero") then {
_humanity_logic = (_humanity < 10000);
};
if((_traderMenu select 2) == "superhero") then {
_humanity_logic = (_humanity < 50000);
};
Then created the traders, created the categories in the CfgServerTrader. And in the server_traders.sqf traders purely made. finished.
But whether this will work with one trader I do not know.
 
Last edited:
From one Trader? So the Humanity you control over the fixes\fn_selfActions.sqf.
// All Traders
if (_isMan && !_isPZombie && _traderType in serverTraders) then {

if (s_player_parts_crtl < 0) then {
// get humanity
_humanity = player getVariable ["humanity",0];
_traderMenu = call compile format["menu_%1;",_traderType];
// diag_log ("TRADER = " + str(_traderMenu));

_low_high = "low";
_humanity_logic = false;
if((_traderMenu select 2) == "friendly") then {
_humanity_logic = (_humanity < -5000);
};
if((_traderMenu select 2) == "hostile") then {
_low_high = "high";
_humanity_logic = (_humanity > -5000);
};
if((_traderMenu select 2) == "hero") then {
_humanity_logic = (_humanity < 5000);
};

I have for example. Hero, Super Hero, Super Bandit and Bandit trader. But at different traders.
// All Traders
if (_isMan && !_isPZombie && _traderType in serverTraders) then {

if (s_player_parts_crtl < 0) then {
// get humanity
_humanity = player getVariable ["humanity",0];
_traderMenu = call compile format["menu_%1;",_traderType];
// diag_log ("TRADER = " + str(_traderMenu));

_low_high = "low";
_humanity_logic = false;
if((_traderMenu select 2) == "friendly") then {
_humanity_logic = (_humanity < -5000);
};
if((_traderMenu select 2) == "hostile") then {
_low_high = "high";
_humanity_logic = (_humanity > -10000);
};
if((_traderMenu select 2) == "superhostile") then {
_low_high = "high";
_humanity_logic = (_humanity > -50000);
};
if((_traderMenu select 2) == "hero") then {
_humanity_logic = (_humanity < 10000);
};
if((_traderMenu select 2) == "superhero") then {
_humanity_logic = (_humanity < 50000);
};

But whether this will work with one trader I do not know.

I have not idea :D
 
I have not idea :D
So you go in your mission.pbo. then in the folder fixes. now you open your fn_selfActions.sqf with notepad. Search for // All Traders. Now you change the way you like it.
Example:
};
if ((_ traderMenu select 2) == "badguy") then {
_low_high = "high";
_humanity_logic = (_humanity> -2500);
};
if ((_ traderMenu select 2) == "hostile") then {
_low_high = "high";
_humanity_logic = (_humanity> -5000);
};
if ((_ traderMenu select 2) == "superhostile") then {
_low_high = "high";
_humanity_logic = (_humanity> -50000);
};
if ((_ traderMenu select 2) == "goodguy") then {
_humanity_logic = (_humanity> 3500);
};
if ((_ traderMenu select 2) == "hero") then {
_humanity_logic = (_humanity <5000);
};
if ((_ traderMenu select 2) == "super hero") then {
_humanity_logic = (_humanity <50000);
};
Now you go into the CfgServerTrader folder. Open the CfgServerTrader.hpp and make new categories.
Example:
#include "Category \ level1"
#include "Category \ level3"
Now you go into the folder category. Are two new .hpp in the things that come at level 1 (badguy / goodguy) and level 3 (superhero / super bandit) to be sold. Level 2 is already defined by the bandit / hero trader. It is important that you give them the numbers they do not exist. Now comes the part where I do not know if it works. Because I have different traders. Whether that is work with one Trader i do not know.You go in the server_trader.sqf and change it.
Simple bottom out.
// Hero Vendor Level 1
menu_RU_Functionary1 = [
[["Category", number]],
[]
"goodguy"
];
// Hero Vendor Level 3
menu_RU_Functionary1 = [
[["Category", number]],
[]
"super hero"
];
// Bandit Trader Level 1
menu_GUE_Soldier_MG = [
[["Category", number]],
[]
"badguy"
];
// Bandit Trader Level 3
menu_GUE_Soldier_MG = [
[["Category", number]],
[]
"superhostile"
];
And you've got three level. hope you can understand that a little. my english is very bad. :)
 
Last edited:
So you go in your mission.pbo. then in the folder fixes. now you open your fn_selfActions.sqf with notepad. Search for // All Traders. Now you change the way you like it.
Example:
};
if ((_ traderMenu select 2) == "badguy") then {
_low_high = "high";
_humanity_logic = (_humanity> -2500);
};
if ((_ traderMenu select 2) == "hostile") then {
_low_high = "high";
_humanity_logic = (_humanity> -5000);
};
if ((_ traderMenu select 2) == "superhostile") then {
_low_high = "high";
_humanity_logic = (_humanity> -50000);
};
if ((_ traderMenu select 2) == "goodguy") then {
_humanity_logic = (_humanity> 3500);
};
if ((_ traderMenu select 2) == "hero") then {
_humanity_logic = (_humanity <5000);
};
if ((_ traderMenu select 2) == "super hero") then {
_humanity_logic = (_humanity <50000);
};
Now you go into the CfgServerTrader folder. Open the CfgServerTrader.hpp and make new categories.
Example:
#include "Category \ level1"
#include "Category \ level3"
Now you go into the folder category. Are two new .hpp in the things that come at level 1 (badguy / goodguy) and level 3 (superhero / super bandit) to be sold. Level 2 is already defined by the bandit / hero trader. It is important that you give them the numbers they do not exist. Now comes the part where I do not know if it works. Because I have different traders. Whether that is work with one Trader i do not know.You go in the server_trader.sqf and change it.
Simple bottom out.
// Hero Vendor Level 1
menu_RU_Functionary1 = [
[["Category", number]],
[]
"goodguy"
];
// Hero Vendor Level 3
menu_RU_Functionary1 = [
[["Category", number]],
[]
"super hero"
];
// Bandit Trader Level 1
menu_GUE_Soldier_MG = [
[["Category", number]],
[]
"badguy"
];
// Bandit Trader Level 3
menu_GUE_Soldier_MG = [
[["Category", number]],
[]
"superhostile"
];
And you've got three level. hope you can understand that a little. my english is very bad. :)

I see I'm with you I will see if sheep will add it to the pack if not I will have a go at adding it thanks for the help:)
 
Also I have seen it on other server tried looking for it but if you can could you add different levels to Bandits and Hero like level 1 would get you access to good weapons and vehicles and level 2 would get you better weapons and vehicles and level 3 even better thing just an idea someone on my server asked me to add it but I can't seem to find it anywere :(. Also I wanted to point out that you are doing a fantastic job on this do you ever find time to play it?
humanity levels for traders could be done but im not doing it fo this release, i do play locally sometimes but i havent been online in months :( i might drop by some server to check em out today :p
Actually the skin that doesn't load the same is the admin skin lol. I actually quite like that skin
yer the admin skin is a texture, you need to reapply it for know till i can get it to stay
Hey Sheep noticed one thing you didn't add with the safe bases dayz_poleSafeArea = 50; don't know if it will work without it but thought I would point it out
opps ill add it in :)
From one Trader? So the Humanity you control over the fixes\fn_selfActions.sqf.
// All Traders
if (_isMan && !_isPZombie && _traderType in serverTraders) then {

if (s_player_parts_crtl < 0) then {
// get humanity
_humanity = player getVariable ["humanity",0];
_traderMenu = call compile format["menu_%1;",_traderType];
// diag_log ("TRADER = " + str(_traderMenu));

_low_high = "low";
_humanity_logic = false;
if((_traderMenu select 2) == "friendly") then {
_humanity_logic = (_humanity < -5000);
};
if((_traderMenu select 2) == "hostile") then {
_low_high = "high";
_humanity_logic = (_humanity > -5000);
};
if((_traderMenu select 2) == "hero") then {
_humanity_logic = (_humanity < 5000);
};

I have for example. Hero, Super Hero, Super Bandit and Bandit trader. But at different traders.
// All Traders
if (_isMan && !_isPZombie && _traderType in serverTraders) then {

if (s_player_parts_crtl < 0) then {
// get humanity
_humanity = player getVariable ["humanity",0];
_traderMenu = call compile format["menu_%1;",_traderType];
// diag_log ("TRADER = " + str(_traderMenu));

_low_high = "low";
_humanity_logic = false;
if((_traderMenu select 2) == "friendly") then {
_humanity_logic = (_humanity < -5000);
};
if((_traderMenu select 2) == "hostile") then {
_low_high = "high";
_humanity_logic = (_humanity > -10000);
};
if((_traderMenu select 2) == "superhostile") then {
_low_high = "high";
_humanity_logic = (_humanity > -50000);
};
if((_traderMenu select 2) == "hero") then {
_humanity_logic = (_humanity < 10000);
};
if((_traderMenu select 2) == "superhero") then {
_humanity_logic = (_humanity < 50000);
};
Then created the traders, created the categories in the CfgServerTrader. And in the server_traders.sqf traders purely made. finished.
But whether this will work with one trader I do not know.
again not sure if it will work on single traders, but it defintly will work if you have multiple traders
 
humanity levels for traders could be done but im not doing it fo this release, i do play locally sometimes but i havent been online in months :( i might drop by some server to check em out today :p

Cool no problem thought I would ask and you should play more dude doing all this work and not playing it must suck
 
Cool no problem thought I would ask and you should play more dude doing all this work and not playing it must suck
ah but i play many other games :p

currently im playing these

Skyrim + all DLC + 100+ mods
Dayz Standalone
Heros and Generals
Assains Creed Unity
Payday 2
Battlefield 3
Starbound
Kerbal Space Program

i love gaming and coding and even do it at work when time permits :)
 
ah but i play many other games :p

currently im playing these

Skyrim + all DLC + 100+ mods
Dayz Standalone
Heros and Generals
Assains Creed Unity
Payday 2
Battlefield 3
Starbound
Kerbal Space Program

i love gaming and coding and even do it at work when time permits :)

Nice i play a few of them haha
Dayz Standalone
Heros and Generals
Assains Creed Unity
Payday 2
maby have a game at some point be good getting more players :)
 
Nice i play a few of them haha
Dayz Standalone
Heros and Generals
Assains Creed Unity
Payday 2
maby have a game at some point be good getting more players :)
would be good and an FYI i always play as Fallingsheep in every game :)

now excuse me as i have some bug squashing and testing to do :p
 
We have found the mens clothes and womens clothes options on some of the dead ai.

Also, is the evac chopper supposed to stay after a death or do you have to rebuy everytime you die?
 
Last edited:
evac breaks the death or restart ... the fix works only with P4L 1.1
Thanks :)

Seperate issue: (figured someone who reads this thread might know) Tried finding the answer on the net, no luck, we are finding a few players unable to join, and their bandwidth numbers are extremely high. Is this all client side? Or is there a server side fix?

My personal bandwidth numbers are in the 2-300's, when they encounter this issue their numbers are in the 1-2000's
 
Thanks :)

Seperate issue: (figured someone who reads this thread might know) Tried finding the answer on the net, no luck, we are finding a few players unable to join, and their bandwidth numbers are extremely high. Is this all client side? Or is there a server side fix?

My personal bandwidth numbers are in the 2-300's, when they encounter this issue their numbers are in the 1-2000's
I would think it is client side I have people joining from all over the place and the bigger the distance the bigger the bandwith, this is just a guess but that what it looks like hope this helps
 
Hey!
So I came here for some support, because I really can not make this work ...
I tried 10+ hours to get this to work, no result...

So here it comes: I DID NOT CHANGE anything in the pack. I did exactly what the instructions said, I used a server pack before, and I know how to use it.
This is a Private Server, so I actually have acces to ANYTHING.
I have InfiSTAR antihack, but I did not install this, because I can't get it to work.

The Issue is, I allready have a server. Now, I want to change the server to this Repack.
When I use my allready exciting database, it does not work. It is just stuck on waiting for server to start authentication.
When I create a fresh database, it works just fine. I want to use this package, because this package is really nice!
But I don't want to wipe the database either.

This is what my RPT shows ( completely down this post ). If anyone could help me out, that'd be great. I have never seen this issue before, and I don't know why it occurs. Thanks for any hlep, I spend hours trying to solve this!

http://textuploader.com/oww0 ( my RPT log, since it's to big to post here )
 
Back
Top