Need help? Ask me first! Anything and everything A3W.

  • Offline AgentRev
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Re: Need help? Ask me first! Anything and everything A3W.

« Reply #30 posted: Sep 23, 2017, 10:55 PM »
Yes it does, that's not related to Wasteland.

Re: Need help? Ask me first! Anything and everything A3W.

« Reply #31 posted: Sep 23, 2017, 11:10 PM »
And when we have the server owner rank we see the actions of all admins how can i disable that?
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Re: Need help? Ask me first! Anything and everything A3W.

« Reply #32 posted: Sep 23, 2017, 11:13 PM »
Can post you post a screenshot of what you see? I don't understand.
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Re: Need help? Ask me first! Anything and everything A3W.

« Reply #34 posted: Sep 23, 2017, 11:23 PM »
I do not provide assistance with this, it was added to reduce abuse by dishonest admins who use the debug menu for cheating against their players.

Re: Need help? Ask me first! Anything and everything A3W.

« Reply #35 posted: Sep 23, 2017, 11:24 PM »
I'm the owner all of the admin is friend in real life no abuse there
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Re: Need help? Ask me first! Anything and everything A3W.

« Reply #36 posted: Sep 23, 2017, 11:27 PM »
It is to prevent abuse by owner against players. Some people buy servers only to cheat with the admin menu. The chat notification is the solution to this problem, I do not provide instructions on how to disable it.

Re: Need help? Ask me first! Anything and everything A3W.

« Reply #37 posted: Sep 23, 2017, 11:30 PM »
But players can't see it only owner can see that

Re: Need help? Ask me first! Anything and everything A3W.

« Reply #38 posted: Sep 23, 2017, 11:42 PM »
Ah ok now i see yeah the players can see the message but its not a server for abuse its a serious server
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Re: Need help? Ask me first! Anything and everything A3W.

« Reply #39 posted: Sep 23, 2017, 11:53 PM »
If it's a serious server then players should be comfortable knowing what you're doing with the admin menu. I do not want players to stay in a server where the owner can't be trusted.

Re: Need help? Ask me first! Anything and everything A3W.

« Reply #40 posted: Sep 23, 2017, 11:59 PM »
Its ok i understand you, you are a right men :p
  • Offline AgentRev
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Re: Need help? Ask me first! Anything and everything A3W.

« Reply #41 posted: Sep 24, 2017, 12:04 AM »
The notifications only come up when adding money, vehicles, weapons, or ammo. Everything else is silent.

Re: Need help? Ask me first! Anything and everything A3W.

« Reply #42 posted: Sep 24, 2017, 12:53 AM »
Can i ask you a last litle question? If think yes the question is : do you know the script for hide body of one ennemy dead.

If you think no: Have a good day and sorry for boring you.
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Re: Need help? Ask me first! Anything and everything A3W.

« Reply #43 posted: Sep 24, 2017, 12:56 AM »
I don't have that, sorry.

Re: Need help? Ask me first! Anything and everything A3W.

« Reply #44 posted: Sep 25, 2017, 06:22 PM »
Code: [Select]
// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com *
// ******************************************************************************************
// @file Version: 1.0
// @file Name: salvage.sqf
// @file Author: Wiking, AgentRev
// @file Created: 27/07/2014 13:04

// Salvaging of vehicle wrecks

#define GET_ONE_TENTH_PRICE(PRICE) ((ceil (((PRICE) / 10) / 5)) * 5)

// Check if mutex lock is active.
if (mutexScriptInProgress) exitWith
{
["You are already performing another action.", 5] call mf_notify_client;
};

private ["_vehicle", "_vehClass", "_checks", "_firstCheck", "_time", "_money", "_success"];

_vehicle = cursorTarget;
_vehClass = typeOf _vehicle;

if (isNull _vehicle) exitWith {};

_checks =
{
private ["_progress", "_object", "_failed", "_text"];
_progress = _this select 0;
_object = _this select 1;
_failed = true;

switch (true) do
{
case (!alive player): { _text = "" };
case (vehicle player != player): { _text = "Action failed! You can't do this in a vehicle" };
case (player distance _object > (sizeOf typeOf _object / 3) max 2): { _text = "Action failed! You are too far away from the object" };

case (isNull _object): { _text = "The object no longer exists" };
case (alive _object || {alive _x} count crew _object > 0): { _text = "Action failed! You are not allowed to salvage this object" };
case (!isNull (_object getVariable ["R3F_LOG_est_deplace_par", objNull])): { _text = "Action failed! Somebody moved the object" };
case (!isNull (_object getVariable ["R3F_LOG_est_transporte_par", objNull])): { _text = "Action failed! Somebody loaded or towed the object" };
case (doCancelAction): { doCancelAction = false; _text = "Hiding cancelled" };
default
{
_failed = false;
_text = format ["Hiding Body %1%2 complete", floor (_progress * 100), "%"];
};
};

[_failed, _text];
};

_firstCheck = [0, _vehicle] call _checks;

if (_firstCheck select 0) exitWith
{
[_firstCheck select 1, 5] call mf_notify_client;
};

mutexScriptInProgress = true;

// Salvage time and default money reward according to vehicle type
switch (true) do
{
case ({_vehClass isKindOf _x} count ["Quadbike_01_base_F", "Kart_01_Base_F", "Rubber_duck_base_F", "UAV_01_base_F"] > 0): // Quadbikes, karts, rubber boats, UAV_01
{
_time = 3;
_money = 50;
};
default // Everything else
{
_time = 5;
_money = 250;
};
};

// Final money reward is decided from vehicle store price
{
if (_x select 1 == _vehClass) exitWith
{
_money = GET_ONE_TENTH_PRICE(_x select 2);
};
} forEach call allVehStoreVehicles;

mutexScriptInProgress = true;

_success = [_time, format ["AinvPknlMstpSlayW%1Dnon_medic", [player, true] call getMoveWeapon], _checks, [_vehicle]] call a3w_actions_start;

mutexScriptInProgress = false;

if (_success) then
{
deleteVehicle _vehicle;
player setVariable ["cmoney", (player getVariable ["cmoney", 0]) + _money, true];
[format ["You have received a $%1 bounty for hiding the body", [_money] call fn_numbersText], 5] call mf_notify_client;
};

I found this script for hide body but it don't work someone told me i have to put in client/actions in the PBO
But i don't know how to start it cause in init.sqf it don't work