Posted by
Eric the Viking on
Sep 06, 2014; 10:20pm
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/DayZ-Epoch-Singleplayer-Server-Setup-tp17373p17377.html

I'm lucky to be alive here. Damaged vehicles, paddock bashing and low walls are a bad mix... This one of the things I love about this game. I'd just popped out for some milk (sort of), got distracted by something else, went exploring and suddenly found my self in a life and death situation.
EDITING PART 3Many of these addons have their roots in multi-player servers so many of the missions and AI setting are geared towards players teaming up to face the challenge. If you look forward to a "wrecked Humvee" mission with 24 aimbot AI, great, because that's what you're getting without a little tweaking!
Some of my modifications are suited my gameplay style or what
I want in the game. If you want a more substantial challenge then simply do not modify the default install of these mods.
If you followed my suggestion of reading everything before actually doing anything, this is why - you can add modify the original mods to your taste and then add them to the .pbo and mission files.
All these mods have extensive readme files created by the author so I really don't need to explain what to edit - but to make it a little easier I have uploaded my config files for some of these mods for you to start with. (The Snap Building mod doesn't require any tweaking.)
I've included all the modded config files in a single .zip file, they all have the correct paths (within the mod structure) to help you see where they need to go and overwrite the same file in the relevant mod - if it's not asking you "do you want to overwrite" a file then you're putting them in the wrong place!
Download -
http://www.mediafire.com/download/8ev2m8l3toce58j/Epoch_SP_Tutorial.zipHeli Lift / Tow
This modifies what can and can't be towed or lifted and what can actually do the lifting or towing - it's not 100% complete and there are base Arma 2 vehicles which can't be towed or lifted but most Epoch vehicles are fine. Be aware that the UAZ demonstrates some peculiar 'lighter than air' abilities when towed.
Also, when you lift a vehicle and move it somewhere, you need to land the heli, get in that vehicle, drive it a little and then exit. This updates the database as to the location of that vehicle. If you don't do this, upon server restart, the vehicle will have disappeared back to where you found it.
DZAI This modifies the abilities of the AI and their spawn rates. There are many abilities, the following is an excerpt from the config file for DZAI:
["aimingAccuracy",0.10,0.20],
["aimingShake",0.50,0.60],
["aimingSpeed",0.50,0.60],
["endurance",0.50,0.60],
["spotDistance",0.50,0.60],
["spotTime",0.50,0.60],
["courage",0.50,0.60],
["reloadSpeed",0.50,0.60],
["commanding",0.50,0.60],
["general",0.50,0.60]
The AI can have a skill in these areas of 0.01 (dumb as a box of hammers) to a max of 1.00 (insane aimbot). The AI have a tendency to spawn near you which can mean you suddenly find them in an area you just came through. Because of the sometimes unexpected way the AI can appear, the critical setting ("aimingAccuracy") is fairly low. At this level, the AI will miss (a fatal shot) roughly 80-90% of the time - but the closer they get to you the less likely they are to miss. It also depends on what they are armed with as better weapons (especially fully automatic) are more like to hit.
It also modifies the number of AI which spawn and rates at which they do so. There are no 'friendly' AI in the DZAI package. Btw, the values above appear as they do because these are min - max values. For example, a bandit has a base value of 0.50 for a skill - a random amount is added to this base to set the bandits skill but the total skill level doesn't exceed the maximum of 0.60.
DZMSThe default missions are intended for multiplayer servers so there's quite a few bandit AI present on these missions. I have reduced the number of AI on a Minor mission to a max of 2 and for a Major mission, a max of 4.
Be aware, I've been much harsher on the AI intelligence for these missions. While I set the average settings a little lower, their aimingAcccuracy is at a level of .40 to .50 which is higher than the default level...
["aimingAccuracy",0.40,0.50],
["aimingShake",0.50,0.70],
["aimingSpeed",0.50,0.70],
["endurance",0.50,0.70],
["spotDistance",0.50,0.70],
["spotTime",0.50,0.70],
["courage",0.50,0.70],
["reloadSpeed",0.50,0.70],
["commanding",0.50,0.70],
["general",0.50,0.70]
There are big rewards for missions so the threat should be higher I believe. If you think about your approach and do so with caution (a DMR is great here), they are not so difficult. Get lazy, don't have good cover or relocate after a couple of shots, you're going to have a bad time.
I've set a difference between these two AI sets because "in world" you don't always have a choice about what happens or where - the lesser AI skill forgives you your mistakes or RL distractions. Missions on the other hand have rich rewards and it's a choice you make to put yourself in the firing line.
That's about it. Enough, I hope, to get you started. As I said, all mods have readmes, the configuration files are littered with comments from the author of that mod explaining what settings mean what. There are a heap of other mods around to add life to the world and I hope to look at a few of them soon.
Please share a picture or two of your adventures / base!
And then there's being a Zombie!

Die while infected and you become a Zed. A nasty Zed molested me (I was in a SUV, thought I was safe) while I was AFK and this was my fate. I found some AI to end my suffering...
I respawned with a long walk home...

Fortunately, my body was still intact (they are cleaned up eventually but Napf is a big island) so I could collect my gear. Here's my temp home, as seen from the cockpit of this Huey. I need to explore the place to find a location for my base...