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  1. L

    [Support] Dayz Epoch Origins

    Post your public variable log relating to the error.
  2. L

    [Support] Dayz Epoch Origins

    v 2.6 - Just fixes related to the new steam patch. [Fix] Converted scripts to new steam patch 125548. [Fix] Bug with one of the crates spawning empty. [Fix] Converted stronghold to new steam ID system. [Fix] Converted houses to new steam ID system. [Fix] Fixed an error with mission.sqm...
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    [Release] DayZ Epoch Origins

    Well it was a bad time to go on vacation I guess. Updated for the new steam patch. v 2.6
  4. L

    [Release] DayZ Epoch Origins

    Version 2.5 released. Gonna be a couple of weeks before the next release, going on vacation! Wish me luck!
  5. L

    [Support] Dayz Epoch Origins

    I'm not sure, I don't have that problem or the other servers I manage don't as well.
  6. L

    [Support] Dayz Epoch Origins

    There shouldn't be AI patrols outside of sector B if you're using my updated code. :p
  7. L

    [Support] Dayz Epoch Origins

    Currently, no.
  8. L

    [Support] Dayz Epoch Origins

    The stronghold options are brought up via: fn_selfActions.sqf. The stronghold has to wait til a restart before it's accessible.
  9. L

    [Support] DZGM

    Where am I changing this?
  10. L

    [Support] Dayz Epoch Origins

    The stronghold and menu options for the houses are brought up via functions. There is no truck loot at the moment. I am going a different route with sector B because not everyone can direct database edit.
  11. L

    [Support] DZGM

    We have name plates off and it's hard to determine who a trouble maker is without it. :p
  12. L

    [Support] DZGM

    Is there a way to restore the old esp functionality? I have like 50 people online at peak and to be effective admins, they need to see everyone individually, otherwise i can't use the script. :(
  13. L

    [Support] Dayz Epoch Origins

    Yeah, this is getting changed next patch. I am going a script route for the randomly loot, instead of a sql edit. Should be done very soon. You can put your own in, via missions. That's how I am going to do it.
  14. L

    [Support] Dayz Epoch Origins

    It should work on other maps, however you would have to change dynamic vehicle in their perspective missions folders in dayz_server.pbo. I've only edited tavi.
  15. L

    [Tutorial] DayZ Epoch Origins

    Yeah, this project has moved: http://opendayz.net/threads/release-dayz-epoch-origins.20269/ I'm TripleThreadDayz btw. :p
  16. L

    [Support] Dayz Epoch Origins

    Yeah, @DayzOrigins 1.7.8.5
  17. L

    [Release] DayZ Epoch Origins

    Updated to 2.0 Sorry for the long absence, it was a long couple of weeks. I don't have a server other than my own machine to test my edits. It can be a pain sometimes and makes things lengthy. :p
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    Epoch array issue

    Nevermind, got it working.
  19. L

    Epoch array issue

    I'm trying to solve an issue with this code: //Define arrays owner_B1 =[]; owner_B2 =[]; owner_B3 =[]; owner_H1 =[]; owner_H2 =[]; owner_H3 =[]; owner_SG =[];//switch spawned objectsswitch(_type)do{case"Uroven1DrevenaBudka":{ owner_B1 set[count owner_B1, _ownerID];};case"Uroven2KladaDomek":{...
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    [Support] DZGM

    I am having trouble with this working with the current infistar. It screws with the infistar admin tools esp, shows people in incorrect distances, etc. I edited the admin tools exactly to what you said in your tutorial. It's all the time, completely screwing with the admin tools esp...
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