[SUPPORT] - Sheeps Epoch Repack

Oh, I sadly have another question and since the old post is MASSIVE! I've decided to create a new one... Sorry!!!

How do I install the battleye filters if I'm only using the PBO files? Do I just throw the folder into the FTP or is there a complex procedure?

The reason I ask Is because if I enable BattleEye I get constantly kicked and read I needed the BattleEye filters. Many thanks!
you can just upload the BE filters to your FTP and put them in the BE folder
 
I'm trying my best to edit the actual server files on Notepad and it's not going well. I'll try Visual Studio.

To tell you what I'm doing, I'm looking through the code and working out patterns in it and seeing if it needs changing to make it better eg Novy Bank only 5 policemen spawn when it's robbed, so I created 27 policemen with different weapons that spawned at different points HOWEVER I couldn't get it to work as I believe it linked back to a hub file which got confused and decided to error like shit.

I don't have a console so I can't see the error. I use SurvivalServers and I love the price!

@Sheep, my server started out as just me and my friend. It has now grown to 8 players and they are BEGGING their friends to come on. I guess being a helpful admin is nothing compared to having a good server and you have allowed me to do that. I am now branching out my Minecraft servers network and creating an official subdomain for my DayZ server. Nothing on there now but hopefully you enjoy what you see: http://www.nitrodox.co.uk :)
replace your NovyAI.sqf with the below to spawn 10 AI cops with AKs
Code:
private ["_HQ","_unitGroup","_squad1","_squad2","_squad3","_squad4","_squad5","_squad6","_squad7","_squad8","_squad9","_squad10","_target"];
// Basic Declaration
_HQ = createCenter east; // Creates a center
_unitGroup = createGroup east; // Makes a group
EAST setfriend [WEST,0]; // Makes sure that the "EAST" is hostile.
_target = [7027.7656, 7657.8701, 3.0517578e-005];


// Spawns the AI
_squad1 = _unitGroup createUnit ["Policeman",[7026.6099, 7667.5566, 0], [], 10, "PRIVATE"];
_squad2 = _unitGroup createUnit ["Policeman",[7026.186, 7668.7749, 0], [], 10, "PRIVATE"];
_squad3 = _unitGroup createUnit ["Policeman",[7025.7593, 7669.873, 0], [], 10, "COLONEL"];
_squad4 = _unitGroup createUnit ["Policeman",[7025.2358, 7671.1953, 0], [], 10, "PRIVATE"];
_squad5 = _unitGroup createUnit ["Policeman",[7027.8037, 7670.0151, 0], [], 10, "PRIVATE"];
_squad6 = _unitGroup createUnit ["Policeman",[7026.6099, 7667.5566, 0], [], 10, "PRIVATE"];
_squad7 = _unitGroup createUnit ["Policeman",[7026.186, 7668.7749, 0], [], 10, "PRIVATE"];
_squad8 = _unitGroup createUnit ["Policeman",[7025.7593, 7669.873, 0], [], 10, "COLONEL"];
_squad9 = _unitGroup createUnit ["Policeman",[7025.2358, 7671.1953, 0], [], 10, "PRIVATE"];
_squad10 = _unitGroup createUnit ["Policeman",[7027.8037, 7670.0151, 0], [], 10, "PRIVATE"];

//Makes them hostile
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] joinSilent _unitGroup;

/*
Adds weapons to the AI. Customiseable on your likings. Just change the "AKS_74_U" to whatever gun you'd like.
*/
_squad1 addweapon "AKS_74_U";
_squad1 addmagazine "30Rnd_545x39_AK";
_squad1 addmagazine "30Rnd_545x39_AK";
_squad2 addweapon "AKS_74_U";
_squad2 addmagazine "30Rnd_545x39_AK";
_squad2 addmagazine "30Rnd_545x39_AK";
_squad3 addweapon "AKS_74_U";
_squad3 addmagazine "30Rnd_545x39_AK";
_squad3 addmagazine "30Rnd_545x39_AK";
_squad4 addweapon "AKS_74_U";
_squad4 addmagazine "30Rnd_545x39_AK";
_squad4 addmagazine "30Rnd_545x39_AK";
_squad5 addweapon "AKS_74_U";
_squad5 addmagazine "30Rnd_545x39_AK";
_squad5 addmagazine "30Rnd_545x39_AK";
_squad6 addweapon "AKS_74_U";
_squad6 addmagazine "30Rnd_545x39_AK";
_squad6 addmagazine "30Rnd_545x39_AK";
_squad7 addweapon "AKS_74_U";
_squad7 addmagazine "30Rnd_545x39_AK";
_squad7 addmagazine "30Rnd_545x39_AK";
_squad8 addweapon "AKS_74_U";
_squad8 addmagazine "30Rnd_545x39_AK";
_squad8 addmagazine "30Rnd_545x39_AK";
_squad9 addweapon "AKS_74_U";
_squad9 addmagazine "30Rnd_545x39_AK";
_squad9 addmagazine "30Rnd_545x39_AK";
_squad10 addweapon "AKS_74_U";
_squad10 addmagazine "30Rnd_545x39_AK";
_squad10 addmagazine "30Rnd_545x39_AK";

// Sets their difficulty
// Good
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["aimingspeed", 1];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["spotdistance", 1];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["aimingaccuracy", 1];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["aimingshake", 0.2];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["spottime", 1];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["spotdistance", 1];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["commanding", 1];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["general", 1];

// Medium
/* 
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["aimingspeed", 0.2];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["spotdistance", 0.2];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["aimingaccuracy", 0.2];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["aimingshake", 0.2];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["spottime", 0.4];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["spotdistance", 0.6];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["commanding", 0.6];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["general", 0.7]; 
*/

// Low
/* 
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["aimingspeed", 0.15];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["spotdistance", 0.15];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["aimingaccuracy", 0.1];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["aimingshake", 0.1];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["spottime", 0.3];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["spotdistance", 0.5];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["commanding", 0.5];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["general", 0.6]; 
*/

//Behaviour
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] enableAI "TARGET";
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] enableAI "AUTOTARGET";
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] enableAI "MOVE";
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] enableAI "ANIM";
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] enableAI "FSM";
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setCombatMode "RED";
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setBehaviour "COMBAT";

// Unit move -> bank
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] moveTo _target;

to change the weapons edit these line
Code:
_squad10 addweapon "AKS_74_U";
_squad10 addmagazine "30Rnd_545x39_AK";
_squad10 addmagazine "30Rnd_545x39_AK";

this is untested but should work fine
 
replace your NovyAI.sqf with the below to spawn 10 AI cops with AKs
Code:
private ["_HQ","_unitGroup","_squad1","_squad2","_squad3","_squad4","_squad5","_squad6","_squad7","_squad8","_squad9","_squad10","_target"];
// Basic Declaration
_HQ = createCenter east; // Creates a center
_unitGroup = createGroup east; // Makes a group
EAST setfriend [WEST,0]; // Makes sure that the "EAST" is hostile.
_target = [7027.7656, 7657.8701, 3.0517578e-005];


// Spawns the AI
_squad1 = _unitGroup createUnit ["Policeman",[7026.6099, 7667.5566, 0], [], 10, "PRIVATE"];
_squad2 = _unitGroup createUnit ["Policeman",[7026.186, 7668.7749, 0], [], 10, "PRIVATE"];
_squad3 = _unitGroup createUnit ["Policeman",[7025.7593, 7669.873, 0], [], 10, "COLONEL"];
_squad4 = _unitGroup createUnit ["Policeman",[7025.2358, 7671.1953, 0], [], 10, "PRIVATE"];
_squad5 = _unitGroup createUnit ["Policeman",[7027.8037, 7670.0151, 0], [], 10, "PRIVATE"];
_squad6 = _unitGroup createUnit ["Policeman",[7026.6099, 7667.5566, 0], [], 10, "PRIVATE"];
_squad7 = _unitGroup createUnit ["Policeman",[7026.186, 7668.7749, 0], [], 10, "PRIVATE"];
_squad8 = _unitGroup createUnit ["Policeman",[7025.7593, 7669.873, 0], [], 10, "COLONEL"];
_squad9 = _unitGroup createUnit ["Policeman",[7025.2358, 7671.1953, 0], [], 10, "PRIVATE"];
_squad10 = _unitGroup createUnit ["Policeman",[7027.8037, 7670.0151, 0], [], 10, "PRIVATE"];

//Makes them hostile
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] joinSilent _unitGroup;

/*
Adds weapons to the AI. Customiseable on your likings. Just change the "AKS_74_U" to whatever gun you'd like.
*/
_squad1 addweapon "AKS_74_U";
_squad1 addmagazine "30Rnd_545x39_AK";
_squad1 addmagazine "30Rnd_545x39_AK";
_squad2 addweapon "AKS_74_U";
_squad2 addmagazine "30Rnd_545x39_AK";
_squad2 addmagazine "30Rnd_545x39_AK";
_squad3 addweapon "AKS_74_U";
_squad3 addmagazine "30Rnd_545x39_AK";
_squad3 addmagazine "30Rnd_545x39_AK";
_squad4 addweapon "AKS_74_U";
_squad4 addmagazine "30Rnd_545x39_AK";
_squad4 addmagazine "30Rnd_545x39_AK";
_squad5 addweapon "AKS_74_U";
_squad5 addmagazine "30Rnd_545x39_AK";
_squad5 addmagazine "30Rnd_545x39_AK";
_squad6 addweapon "AKS_74_U";
_squad6 addmagazine "30Rnd_545x39_AK";
_squad6 addmagazine "30Rnd_545x39_AK";
_squad7 addweapon "AKS_74_U";
_squad7 addmagazine "30Rnd_545x39_AK";
_squad7 addmagazine "30Rnd_545x39_AK";
_squad8 addweapon "AKS_74_U";
_squad8 addmagazine "30Rnd_545x39_AK";
_squad8 addmagazine "30Rnd_545x39_AK";
_squad9 addweapon "AKS_74_U";
_squad9 addmagazine "30Rnd_545x39_AK";
_squad9 addmagazine "30Rnd_545x39_AK";
_squad10 addweapon "AKS_74_U";
_squad10 addmagazine "30Rnd_545x39_AK";
_squad10 addmagazine "30Rnd_545x39_AK";

// Sets their difficulty
// Good
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["aimingspeed", 1];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["spotdistance", 1];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["aimingaccuracy", 1];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["aimingshake", 0.2];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["spottime", 1];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["spotdistance", 1];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["commanding", 1];
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setSkill ["general", 1];

// Medium
/*
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["aimingspeed", 0.2];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["spotdistance", 0.2];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["aimingaccuracy", 0.2];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["aimingshake", 0.2];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["spottime", 0.4];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["spotdistance", 0.6];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["commanding", 0.6];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["general", 0.7];
*/

// Low
/*
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["aimingspeed", 0.15];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["spotdistance", 0.15];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["aimingaccuracy", 0.1];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["aimingshake", 0.1];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["spottime", 0.3];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["spotdistance", 0.5];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["commanding", 0.5];
[_squad1,_squad2,_squad3,_squad4,_squad5] setSkill ["general", 0.6];
*/

//Behaviour
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] enableAI "TARGET";
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] enableAI "AUTOTARGET";
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] enableAI "MOVE";
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] enableAI "ANIM";
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] enableAI "FSM";
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setCombatMode "RED";
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] setBehaviour "COMBAT";

// Unit move -> bank
[_squad1,_squad2,_squad3,_squad4,_squad5,_squad6,_squad7,_squad8,_squad9,_squad10] moveTo _target;

to change the weapons edit these line
Code:
_squad10 addweapon "AKS_74_U";
_squad10 addmagazine "30Rnd_545x39_AK";
_squad10 addmagazine "30Rnd_545x39_AK";

this is untested but should work fine


This is essentially what Ive been doing but it never works for me.

How did you get the co-ords with 4 numbers? E.G. on Sheeps Munu, the "Position" only gives you 2 decimal points e.g. 7601.62, 8192.76 etc How did you get 4 numbers?

Also, why does this never work for me? :(
 
MAINLY, what I am trying to achieve on my server all round is:

The AI to have worse weapons.
The AI to have worse skills.

Code:
//AI skill settings level 0 (Skill, Minimum skill, Maximum skill). Baseline skill level: 0.50
DZAI_skill0 = [   
    ["aimingAccuracy",0.05,0.15],
    ["aimingShake",0.50,0.59],
    ["aimingSpeed",0.50,0.59],
    ["endurance",0.50,0.59],
    ["spotDistance",0.50,0.59],
    ["spotTime",0.50,0.59],
    ["courage",0.50,0.59],
    ["reloadSpeed",0.50,0.59],
    ["commanding",0.60,0.69],
    ["general",0.60,0.69]
];

//AI skill settings level 1 (Skill, Minimum skill, Maximum skill). Baseline skill level: 0.60
DZAI_skill1 = [   
    ["aimingAccuracy",0.05,0.15],
    ["aimingShake",0.50,0.59],
    ["aimingSpeed",0.50,0.59],
    ["endurance",0.50,0.59],
    ["spotDistance",0.50,0.59],
    ["spotTime",0.50,0.59],
    ["courage",0.50,0.59],
    ["reloadSpeed",0.50,0.59],
    ["commanding",0.60,0.69],
    ["general",0.60,0.69]
];

//AI skill settings level 2 (Skill, Minimum skill, Maximum skill). Baseline skill level: 0.70
DZAI_skill2 = [   
    ["aimingAccuracy",0.10,0.20],
    ["aimingShake",0.60,0.70],
    ["aimingSpeed",0.60,0.70],
    ["endurance",0.60,0.70],
    ["spotDistance",0.60,0.70],
    ["spotTime",0.60,0.70],
    ["courage",0.60,0.70],
    ["reloadSpeed",0.60,0.70],
    ["commanding",0.60,0.70],
    ["general",0.60,0.70]
];

//AI skill settings level 3 (Skill, Minimum skill, Maximum skill). Baseline skill level: 0.80
DZAI_skill3 = [   
    ["aimingAccuracy",0.10,0.30],
    ["aimingShake",0.70,0.79],
    ["aimingSpeed",0.70,0.79],
    ["endurance",0.70,0.79],
    ["spotDistance",0.70,0.79],
    ["spotTime",0.70,0.79],
    ["courage",0.70,0.79],
    ["reloadSpeed",0.70,0.79],
    ["commanding",0.80,0.89],
    ["general",0.80,0.89]
];

Then once again, if I upload that... My server wont let ANYONE spawn in.
 
The other thing I want to do is:

Use the classes on spawn to be donor "tiers".

Code:
donorClassLvl1 = ["76561198101423752","76561198068799244"];
donorClassLvl2 = ["76561198101423752","76561198068799244"];
donorClassLvl3 = ["76561198101423752","76561198068799244"];
donorListClass = [
    "120958982", //sheep
    "76561198101423752",
    "76561198068799244"
];

donorListClasses = [
    ["Test","GUE_Soldier_2_DZ",["100Rnd_762x51_M240","100Rnd_762x51_M240","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemMorphine","Skin_GUE_Soldier_Sniper_DZ","ItemBandage"],["Mk_48_DZ","UZI_SD_EP1","Binocular_Vector","NVGoggles","ItemCompass","ItemHatchet","ItemKnife","Itemmatchbox","Itemetool","ItemSledge","ItemWatch","ItemGPS","ItemCrowbar"],"DZ_Backpack_EP1",["5Rnd_86x70_L115A1","5Rnd_86x70_L115A1","5Rnd_86x70_L115A1"],["BAF_LRR_scoped_W"],0,0],
    [],
    []
];
DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemPainkiller","ItemWaterbottle","FoodPistachio","RH_7Rnd_50_AE", "RH_7Rnd_50_AE"];
DefaultWeapons = ["ItemMap","ItemFlashlight","ItemToolbox","RH_Deagleg"];
DefaultBackpack = "DZ_British_ACU"";

presetClasses = [
    ["Bandit","Bandit2_DZ",["10x_303","10x_303"],["LeeEnfield"],"",[],[],0,-2000],
    ["Hero","Soldier_Sniper_PMC_DZ",["10x_303","10x_303"],["LeeEnfield"],"",[],[],0,5000],
    ["Survivor","Survivor2_DZ",[],[],"",[],[],0,0],
    ["British Soldier**","Soldier1_DZ",["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag"],["BAF_L85A2_RIS_Holo"],"",[],[],2,0],
    ["Business Person*","Functionary1_EP1_DZ",["8Rnd_B_Beneli_74Slug","8Rnd_B_Beneli_74Slug","8Rnd_B_Beneli_74Slug","ItemBriefcaseS20oz"],["Remington870_lamp"],"",[],[],1,0],
    ["Civilian*","Haris_Press_EP1_DZ",["15Rnd_W1866_Slug","15Rnd_W1866_Slug"],["Winchester1866"],"",[],[],1,0],
    ["Czech Soldier**","CZ_Special_Forces_GL_DES_EP1_DZ",["30Rnd_762x39_SA58","30Rnd_762x39_SA58"],["Sa58P_EP1"],"",[],[],2,0],
    ["Police Officer*","RU_Policeman_DZ",["8Rnd_B_Beneli_74Slug","8Rnd_B_Beneli_74Slug","8Rnd_B_Beneli_74Slug"],["M1014"],"",[],[],1,0],
    ["Rocker*","Rocker1_DZ",["30Rnd_9x19_MP5SD","30Rnd_9x19_MP5SD"],["MP5SD"],"",[],[],1,0],
    ["Terrorist**","TK_INS_Soldier_EP1_DZ",["30Rnd_545x39_AK","30Rnd_545x39_AK"],["AK_74"],"",[],[],2,0],
    ["US Soldier**","Graves_Light_DZ",["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag"],["M4A1"],"",[],[],2,0],
    ["Scout***","INS_Soldier_AR_DZ",["100Rnd_556x45_BetaCMag","100Rnd_556x45_BetaCMag","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemMorphine"],["m16a4_acg","M9SD","Binocular_Vector"],"DZ_ALICE_Pack_EP1",[],[],3,0],
    ["Specialist***","INS_Soldier_CO_DZ",["100Rnd_762x51_M240","100Rnd_762x51_M240","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemMorphine"],["Mk_48_DZ","UZI_SD_EP1","Binocular_Vector"],"DZ_British_ACU",[],[],3,0],
    ["Sniper***","GUE_Soldier_Sniper_DZ",["20Rnd_762x51_DMR","20Rnd_762x51_DMR","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemMorphine"],["DMR","UZI_SD_EP1","Binocular_Vector"],"DZ_Backpack_EP1",[],[],3,0]
];


Another thing I want to do is create a new item on the crate menu and I even linked this up on the AdminMain.sqf file:
Code:
CrateMenuLocal=[
    ["",true],
    ["Weapons Crate",[],"",-5,[["expression",format[_EXECscript6,"weapons.sqf"]]],"1","1"],
    ["Items Crate",[],"",-5,[["expression",format[_EXECscript6,"items.sqf"]]],"1","1"],
    ["ALL Weapons/Items Crate",[],"",-5,[["expression",format[_EXECscript6,"allweapons.sqf"]]],"1","1"],
    ["Building Crate",[],"",-5,[["expression",format[_EXECscript6,"building.sqf"]]],"1","1"],
    ["Backpack Tent",[],"",-5,[["expression",format[_EXECscript6,"backpack.sqf"]]],"1","1"],
    ["TEST",[],"",-5,[["expression",format[_EXECscript6,"test.sqf"]]],"1","1"],
//        ["Global Crates >>", [], "#USER:CrateMenuGlobal", -5, [["expression", ""]], "1", "1"],
        ["", [], "", -5, [["expression", ""]], "1", "0"],
        ["Main Menu", [20], "#USER:epochmenustart", -5, [["expression", ""]], "1", "1"]
];

See I am trying my best hahaha. I only just started but this code is logical and eventually, I will work it out. But, can someone help me?
 
I am getting desperate. After editing lots of file last might and spending a few hours, I have hit rock bottom. None of my "improvements" work.

If anyone wants to spend an hour or two pointing me in the right direction, I will HAPPILY pay you for your time.
 
I am getting desperate. After editing lots of file last might and spending a few hours, I have hit rock bottom. None of my "improvements" work.

If anyone wants to spend an hour or two pointing me in the right direction, I will HAPPILY pay you for your time.
What have you done exactly added scripts edited scripts.
 
This is essentially what Ive been doing but it never works for me.

How did you get the co-ords with 4 numbers? E.G. on Sheeps Munu, the "Position" only gives you 2 decimal points e.g. 7601.62, 8192.76 etc How did you get 4 numbers?

Also, why does this never work for me? :(
there is only 3 numbers for pos
Code:
_squad1 = _unitGroup createUnit ["Policeman",[7026.6099, 7667.5566, 0], [], 10, "PRIVATE"];
7026.6099, 7667.5566, 0 the first to are X,Y (or Y,X cant remember) and the last is elevation but you can use 0 almost always

The other thing I want to do is:

Use the classes on spawn to be donor "tiers".

Code:
donorClassLvl1 = ["76561198101423752","76561198068799244"];
donorClassLvl2 = ["76561198101423752","76561198068799244"];
donorClassLvl3 = ["76561198101423752","76561198068799244"];
donorListClass = [
    "120958982", //sheep
    "76561198101423752",
    "76561198068799244"
];

donorListClasses = [
    ["Test","GUE_Soldier_2_DZ",["100Rnd_762x51_M240","100Rnd_762x51_M240","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemMorphine","Skin_GUE_Soldier_Sniper_DZ","ItemBandage"],["Mk_48_DZ","UZI_SD_EP1","Binocular_Vector","NVGoggles","ItemCompass","ItemHatchet","ItemKnife","Itemmatchbox","Itemetool","ItemSledge","ItemWatch","ItemGPS","ItemCrowbar"],"DZ_Backpack_EP1",["5Rnd_86x70_L115A1","5Rnd_86x70_L115A1","5Rnd_86x70_L115A1"],["BAF_LRR_scoped_W"],0,0],
    [],
    []
];
DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemPainkiller","ItemWaterbottle","FoodPistachio","RH_7Rnd_50_AE", "RH_7Rnd_50_AE"];
DefaultWeapons = ["ItemMap","ItemFlashlight","ItemToolbox","RH_Deagleg"];
DefaultBackpack = "DZ_British_ACU"";

presetClasses = [
    ["Bandit","Bandit2_DZ",["10x_303","10x_303"],["LeeEnfield"],"",[],[],0,-2000],
    ["Hero","Soldier_Sniper_PMC_DZ",["10x_303","10x_303"],["LeeEnfield"],"",[],[],0,5000],
    ["Survivor","Survivor2_DZ",[],[],"",[],[],0,0],
    ["British Soldier**","Soldier1_DZ",["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag"],["BAF_L85A2_RIS_Holo"],"",[],[],2,0],
    ["Business Person*","Functionary1_EP1_DZ",["8Rnd_B_Beneli_74Slug","8Rnd_B_Beneli_74Slug","8Rnd_B_Beneli_74Slug","ItemBriefcaseS20oz"],["Remington870_lamp"],"",[],[],1,0],
    ["Civilian*","Haris_Press_EP1_DZ",["15Rnd_W1866_Slug","15Rnd_W1866_Slug"],["Winchester1866"],"",[],[],1,0],
    ["Czech Soldier**","CZ_Special_Forces_GL_DES_EP1_DZ",["30Rnd_762x39_SA58","30Rnd_762x39_SA58"],["Sa58P_EP1"],"",[],[],2,0],
    ["Police Officer*","RU_Policeman_DZ",["8Rnd_B_Beneli_74Slug","8Rnd_B_Beneli_74Slug","8Rnd_B_Beneli_74Slug"],["M1014"],"",[],[],1,0],
    ["Rocker*","Rocker1_DZ",["30Rnd_9x19_MP5SD","30Rnd_9x19_MP5SD"],["MP5SD"],"",[],[],1,0],
    ["Terrorist**","TK_INS_Soldier_EP1_DZ",["30Rnd_545x39_AK","30Rnd_545x39_AK"],["AK_74"],"",[],[],2,0],
    ["US Soldier**","Graves_Light_DZ",["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag"],["M4A1"],"",[],[],2,0],
    ["Scout***","INS_Soldier_AR_DZ",["100Rnd_556x45_BetaCMag","100Rnd_556x45_BetaCMag","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemMorphine"],["m16a4_acg","M9SD","Binocular_Vector"],"DZ_ALICE_Pack_EP1",[],[],3,0],
    ["Specialist***","INS_Soldier_CO_DZ",["100Rnd_762x51_M240","100Rnd_762x51_M240","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemMorphine"],["Mk_48_DZ","UZI_SD_EP1","Binocular_Vector"],"DZ_British_ACU",[],[],3,0],
    ["Sniper***","GUE_Soldier_Sniper_DZ",["20Rnd_762x51_DMR","20Rnd_762x51_DMR","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemMorphine"],["DMR","UZI_SD_EP1","Binocular_Vector"],"DZ_Backpack_EP1",[],[],3,0]
];


Another thing I want to do is create a new item on the crate menu and I even linked this up on the AdminMain.sqf file:
Code:
CrateMenuLocal=[
    ["",true],
    ["Weapons Crate",[],"",-5,[["expression",format[_EXECscript6,"weapons.sqf"]]],"1","1"],
    ["Items Crate",[],"",-5,[["expression",format[_EXECscript6,"items.sqf"]]],"1","1"],
    ["ALL Weapons/Items Crate",[],"",-5,[["expression",format[_EXECscript6,"allweapons.sqf"]]],"1","1"],
    ["Building Crate",[],"",-5,[["expression",format[_EXECscript6,"building.sqf"]]],"1","1"],
    ["Backpack Tent",[],"",-5,[["expression",format[_EXECscript6,"backpack.sqf"]]],"1","1"],
    ["TEST",[],"",-5,[["expression",format[_EXECscript6,"test.sqf"]]],"1","1"],
//        ["Global Crates >>", [], "#USER:CrateMenuGlobal", -5, [["expression", ""]], "1", "1"],
        ["", [], "", -5, [["expression", ""]], "1", "0"],
        ["Main Menu", [20], "#USER:epochmenustart", -5, [["expression", ""]], "1", "1"]
];

See I am trying my best hahaha. I only just started but this code is logical and eventually, I will work it out. But, can someone help me?
adding your id to the donor list should let you choose the classes with the * next to them, you add the class to the preset list using the format

Loadouts are in the following format:
["Bandit","Bandit2_DZ",["10x_303","10x_303"],["LeeEnfield"],"DZ_ALICE_Pack_EP1",[],[],0,-2000]
[Name, Skin, Magazines, Weapons, Backpack, Backpack Magazines, Backpack Weapons, DL, HL]
  • Name - Each class must have a unique name
  • Skin - Must be a skin compatible with your mod
  • Magazines - Magazines to add in addition to default magazines
  • Weapons - Weapons and tools to add in addition to default weapons. The first weapon in the list should be the primary, because it will be selected and reloaded while spawning in
  • Backpack - Leave as "" for default backpack
  • Bpck Mags - Same format as magazines. Leave as [] for none
  • Bpck Weps - Same format as weapons. Leave as [] for none
  • Donor Level -
0 - Anyone can pick this class
1 - Only players with UIDs in vipClassLvl1 can pick this class
2 - Only players with UIDs in vipClassLvl2 can pick this class
3 - Only players with UIDs in vipClassLvl3 can pick this class
  • Humanity Level -
0 - Anyone can pick this class
Negative # - Only players with humanity lower than this number can pick this class
Positive # - Only players with humanity greater than this number can pick this class

as for dumber AI you would need to consult DZAI for more info on that

and as for the extra menu item
Code:
 ["TEST",[],"",-5,[["expression",format[_EXECscript6,"test.sqf"]]],"1","1"],
_EXECscript6 is where the script is located so it would need to be in the same place as the other scripts using _EXECscript6 ( EG: backpack.sqf)

hope this helps
 
Hey FallingSheep
Really like your Repack and wanna use it for my Napf Overpoch Server
but there is few things i really want to change to it

*Remove Multi Char
*Remove Classes
*Add Zombie Free Bases by MadMartyr
*Add Master Key by OtterNas3
*Add Vehicle GodMode Trader by LunchboxCharlie

I tryed to make starting to add mod's one by on but im not so good with coding and not so familiar with SQF

tryed your 0.14 Napf - BSR Single Char Over-Epoch v4.2.rar but dident work on my fresh Epoch/overpoch server
but 0.14_Chernarus_NAPF_Multi.rar do work on it

Any help would be much appriciated and i can even contribute/donate to the couse

Sincerly Mrfalk

**Edit is it safe to backtrack the guide for Multi Char and For Classes And not insert the HiveExt.DLL ?
 
Last edited:
it dosent load me in i got fresh SQL and Fresh Server Folder and i know 100% its working with other stuff

**Edit**

finally got the "0.14 Napf - BSR Single Char Over-Epoch v4.2.rar" to work now to the other questions is it possible ?
 
Last edited:
I've just loaded the overpoch NAPF on and had a play but wondered if there is a cherno version floating around ? My players seem to have a deep hatred for NAPF (I quite like it but hey what's my opinion count for)
 
Hey FallingSheep
Really like your Repack and wanna use it for my Napf Overpoch Server
but there is few things i really want to change to it

*Remove Multi Char
*Remove Classes
*Add Zombie Free Bases by MadMartyr
*Add Master Key by OtterNas3
*Add Vehicle GodMode Trader by LunchboxCharlie

I tryed to make starting to add mod's one by on but im not so good with coding and not so familiar with SQF

tryed your 0.14 Napf - BSR Single Char Over-Epoch v4.2.rar but dident work on my fresh Epoch/overpoch server
but 0.14_Chernarus_NAPF_Multi.rar do work on it

Any help would be much appriciated and i can even contribute/donate to the couse

Sincerly Mrfalk

**Edit is it safe to backtrack the guide for Multi Char and For Classes And not insert the HiveExt.DLL ?
yep you can backtrack the multi char thats how i get the standard version

same for classes just follow the guide for ESS

adding new mods is a bit harder as they may conflict,

Vehicle GodMode Trader should be in the repack?
 
@FallingSheep I am having issues changing the load screen. I followed your instructions to the letter, no dice. I looked up several other ways to change it online, also no dice. I attempted to change the load screen back to the default DayZ load screen, no dice. I can post all files i modified if you wish, but they are modified exactly as you described, and im not sure if they would be of any help. Also, this repack was setup on a clean DB.

Regards to the elite,

Alex
 
@FallingSheep I am having issues changing the load screen. I followed your instructions to the letter, no dice. I looked up several other ways to change it online, also no dice. I attempted to change the load screen back to the default DayZ load screen, no dice. I can post all files i modified if you wish, but they are modified exactly as you described, and im not sure if they would be of any help. Also, this repack was setup on a clean DB.

Regards to the elite,

Alex
thats strange can you post your image you would like it changed to and ill check it out and correct it for you if i can
 
loadscreen2.jpg

or
http://www.mediafire.com/view/1frpwqoz624aqhz/loadscreen2.jpg

Thank you
 
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