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Messages - CREAMPIE

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16
I'm no noob.  My community currently hosts a custom Life mod, Wasteland Stratis, and Exile Altis.  We are trying to get Wasteland working on Chernarus, using CUP Terrains' version of Chernarus.  Does anyone perhaps have a base mission file that works with Chernarus?

I can go into mission editor, with the Stratis mission renamed, and all of the traders, spawns, etc are there, but I have to manually move each and every one to make it hopefully work.

I just didn't know if someone had a Chernarus mission using up to date CUP addons that they would be willing to share, or if someone would like to be a part of a growing community, using the best dedicated servers we can get for the application.

Current boxes:  Each has an i7-4790K, 32GB RAM, 2x240GB SSD out of OVH.

We don't play around; we strive to have the best equipment and original content to play, alas Wasteland and Chernarus are proving to be a bit of a headache!

It's not hard to get it working - there is however some work that needs to happen to "port" A3W over to Chernarus. Dig around the forums here - I am sure someones made a post about it .

Shouldn't take you more than a few hours tbh.

17
Editing & Coding / Re: Armed Caesar BTT?
« on: Dec 30, 2016, 11:29 AM »
This has been in high demand by players on my server for awhile now (They want dogfighting). Initially dismissed the idea assuming client side mod would be required to work well, it would cause lag, or depending on implementation may get blocked by antihack.

Recently one of my admins pointed me to a mission which allows customization of all vehicles with player weapons(http://getwrecked.info/). I unpacked the pbo and discovered it was actually simulating the effect of the weapons. The weapons attached to vehicles are just props, and everything from muzzle flash, to gunfire sounds, spawning projectile, assigning velocity to projectile is all scripted. It even simulates ammo magazines and reload times since technically it is not a real weapon being fired. Within the draw loop it checks to see if a mousedown event is active, if so it checks for a player vehicle, loops all attached objects, if they are weapons it begins firing.

I extracted the code I wanted and got a Caesar BTT to fire from attached weapons on my Wasteland Dev server. I'm probably going to go with MK200 rounds if I release it. So technically I already have this working.This dev server is not running battleye though, and I suspect the createVehicle on the bullets may get blocked since it is done client side.

A note on lag... What I noticed in testing so far is that setVelocity creates lag/choppy animations when issued server side, but when done client side it is smooth. Even for other clients (Not tested with large number of players). More testing is required, but my initial assumption is that the client responsible for applying force to the object ends up doing more physics processing and the other clients/server simply validate the state of an object on some kind of interval. Maybe AgentRev or another dev here knows more regarding this behaviour.

Anyway, I am more or less just doing this for fun. If anyone has any feedback or suggestions let me know.

attachTo the correct stuff on spawn when purchasing is done server side i believe ( spawnStoreObject.sqf i think it was ) - no issues with BE.

I used to add DAGR missles to my Pawnee's in a similar fashion.


18
Technical Support / Re: A error that i cant figure out
« on: Dec 30, 2016, 11:26 AM »
Hi People could someone clever please look at the section of my rpt as it is spamming some error error out .. the mission runs and works but im trying to see why this is happening. im wondering if i am missing a mod as when you first connect i get the error  No entry bin\config.bin/CfgWeapons

any help would be appreciated thanks in advance



http://pastebin.com/fGQdLSgz

In some array somewhere you made a typo or left out a ; or a "".

If you adjusted store configs , spawn gear or lootlists - start there.

19
Technical Support / Re: Update 1.66 issues?
« on: Dec 02, 2016, 08:46 AM »
well played Bohemia !

You guys should consider jumping on the dev branch to test mission files before they go to release xD

Iron out any nasties that may lurk beneath the code that is BiS.

Code: [Select]
if (patchLevel == _release) then {break stuff};



20
I'm using the same "custom uniform" and have problems with from time to time. For an example, you need to put the uniform on and off now and then to see the template we made. Is there a better way doing this, please tell

Back when I had my Stratis mission running I coded in saving of custom textures on uniforms and force loading them on load. Some code somewhere that does a conversion of the uniform based on the player side which i removed and just force loaded the saved uniform.

you can also apply the custom texture when a player spawns in fresh from a loadout script e.g  ( either first spawn or load from DB )

I used to have custom uniforms for certain clans in the vehicle stores and for their players.


21
Addons & Mods / Re: Respect system for A3wasteland
« on: Nov 15, 2016, 06:26 PM »
I was wondering if there is a script like this
http://www.exilemod.com/topic/7989-respect-based-spawn-gear/?page=1

(dead links tho)

I do want to have a ranking system (not the BIS type) but like the one In KOTH on my server and i bet many people want it on theirs

i did find this script

Code: [Select]
/**
 * ExileServer_object_player_createBambi
 *
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_sessionID","_requestingPlayer","_spawnLocationMarkerName","_bambiPlayer","_accountData","_direction","_position","_spawnAreaPosition","_spawnAreaRadius","_clanID","_clanData","_clanGroup","_player","_devFriendlyMode","_devs","_parachuteNetID","_spawnType","_parachuteObject"];
_sessionID = _this select 0;
_requestingPlayer = _this select 1;
_spawnLocationMarkerName = _this select 2;
_bambiPlayer = _this select 3;
_accountData = _this select 4;
_direction = random 360;
if ((count ExileSpawnZoneMarkerPositions) isEqualTo 0) then
{
    _position = call ExileClient_util_world_findCoastPosition;
    if ((toLower worldName) isEqualTo "namalsk") then
    {
        while {(_position distance2D [76.4239, 107.141, 0]) < 100} do
        {
            _position = call ExileClient_util_world_findCoastPosition;
        };
    };
}
else
{
    _spawnAreaPosition = getMarkerPos _spawnLocationMarkerName;
    _spawnAreaRadius = getNumber(configFile >> "CfgSettings" >> "BambiSettings" >> "spawnZoneRadius");
    _position = [_spawnAreaPosition, _spawnAreaRadius] call ExileClient_util_math_getRandomPositionInCircle;
    while {surfaceIsWater _position} do
    {
        _position = [_spawnAreaPosition, _spawnAreaRadius] call ExileClient_util_math_getRandomPositionInCircle;
    };
};
_name = name _requestingPlayer;
_clanID = (_accountData select 3);
if !((typeName _clanID) isEqualTo "SCALAR") then
{
    _clanID = -1;
    _clanData = [];
}
else
{
    _clanData = missionNamespace getVariable [format ["ExileServer_clan_%1",_clanID],[]];
    if(isNull (_clanData select 5))then
    {
        _clanGroup = createGroup independent;
        _clanData set [5,_clanGroup];
        _clanGroup setGroupIdGlobal [_clanData select 0];
        missionNameSpace setVariable [format ["ExileServer_clan_%1",_clanID],_clanData];
    }
    else
    {
        _clanGroup = (_clanData select 5);
    };
    [_player] joinSilent _clanGroup;
};
_bambiPlayer setPosATL [_position select 0,_position select 1,0];
_bambiPlayer disableAI "FSM";
_bambiPlayer disableAI "MOVE";
_bambiPlayer disableAI "AUTOTARGET";
_bambiPlayer disableAI "TARGET";
_bambiPlayer disableAI "CHECKVISIBLE";
_bambiPlayer setDir _direction;
_bambiPlayer setName _name;
_bambiPlayer setVariable ["ExileMoney", 0, true];
_bambiPlayer setVariable ["ExileScore", (_accountData select 0)];
_bambiPlayer setVariable ["ExileKills", (_accountData select 1)];
_bambiPlayer setVariable ["ExileDeaths", (_accountData select 2)];
_bambiPlayer setVariable ["ExileClanID", _clanID];
_bambiPlayer setVariable ["ExileClanData", _clanData];
_bambiPlayer setVariable ["ExileHunger", 100];
_bambiPlayer setVariable ["ExileThirst", 100];
_bambiPlayer setVariable ["ExileTemperature", 37];
_bambiPlayer setVariable ["ExileWetness", 0];
_bambiPlayer setVariable ["ExileAlcohol", 0];
_bambiPlayer setVariable ["ExileName", _name];
_bambiPlayer setVariable ["ExileOwnerUID", getPlayerUID _requestingPlayer];
_bambiPlayer setVariable ["ExileIsBambi", true];
_bambiPlayer setVariable ["ExileXM8IsOnline", false, true];
_bambiPlayer setVariable ["ExileLocker", (_accountData select 4), true];
_devFriendlyMode = getNumber (configFile >> "CfgSettings" >> "ServerSettings" >> "devFriendyMode");
if (_devFriendlyMode isEqualTo 1) then
{
    _devs = getArray (configFile >> "CfgSettings" >> "ServerSettings" >> "devs");
    {
        if ((getPlayerUID _requestingPlayer) isEqualTo (_x select 0))exitWith
        {
            if((name _requestingPlayer) isEqualTo (_x select 1))then
            {
                _bambiPlayer setVariable ["ExileMoney", 500000, true];
                _bambiPlayer setVariable ["ExileScore", 100000];
            };
        };
    }
    forEach _devs;
};
_parachuteNetID = "";
if ((getNumber(configFile >> "CfgSettings" >> "BambiSettings" >> "parachuteSpawning")) isEqualTo 1) then
{
    _position set [2, getNumber(configFile >> "CfgSettings" >> "BambiSettings" >> "parachuteDropHeight")];
    if ((getNumber(configFile >> "CfgSettings" >> "BambiSettings" >> "haloJump")) isEqualTo 1) then
    {
        _bambiPlayer addBackpackGlobal "B_Parachute";
        _bambiPlayer setPosATL _position;
        _spawnType = 2;
    }
    else
    {
        _parachuteObject = createVehicle ["Steerable_Parachute_F", _position, [], 0, "CAN_COLLIDE"];
        _parachuteObject setDir _direction;
        _parachuteObject setPosATL _position;
        _parachuteObject enableSimulationGlobal true;
        _parachuteNetID = netId _parachuteObject;
        _spawnType = 1;
    };
}
else
{
 _spawnType = 1;
};
 
_score = (_accountData select 1);
if((getPlayerUID _requestingPlayer) in
  [
 "****user uid****" //name
 
 ]) then {
     clearWeaponCargo _bambiPlayer; // clears items
     clearMagazineCargo _bambiPlayer; // clears items
     _bambiPlayer forceAddUniform "U_B_FullGhillie_ard"; // adds uniforms
     _bambiPlayer addVest "V_PlateCarrier2_rgr";
     _bambiPlayer addWeapon "Exile_Item_XM8";
     _bambiPlayer addWeapon "ItemCompass";
     _bambiPlayer addWeapon "ItemMap";
     _bambiPlayer addWeapon "ItemRadio";
     _bambiPlayer addWeapon "ItemGPS";
     _bambiPlayer addWeapon "Rangefinder";
     _bambiPlayer addItem "NVGoggles_INDEP";
     _bambiPlayer assignItem "NVGoggles_INDEP";
    //_bambiPlayer addHeadgear "TRYK_R_CAP_OD_US";
     _bambiPlayer addBackpack "B_TacticalPack_blk";
      _bambiPlayer addMagazines ["rhs_mag_M441_HE", 3];
      _bambiPlayer addWeapon "rhs_weap_m4a1_blockII";
      _bambiPlayer addPrimaryWeaponItem "bipod_01_F_blk";
      _bambiPlayer addMagazines ["30Rnd_556x45_Stanag_Tracer_Red", 5];
      _bambiPlayer addWeapon "rhs_weap_M320";
    //_bambiPlayer addHandgunItem "muzzle_snds_acp";
     _bambiPlayer addPrimaryWeaponItem "rhsusf_acc_anpeq15";
     _bambiPlayer addItemToVest "Exile_Item_CanOpener";
     _bambiPlayer addPrimaryWeaponItem "rhsusf_acc_nt4_black";
     _bambiPlayer addItemToVest "Exile_Item_Vishpirin";
     _bambiPlayer addItemToVest "HandGrenade";
     _bambiPlayer addPrimaryWeaponItem "optic_Hamr";
     _bambiPlayer addItemToBackpack "Exile_Item_PlasticBottleFreshWater";
     _bambiPlayer addItemToBackpack "Exile_Item_PlasticBottleFreshWater";
     _bambiPlayer addItemToBackpack "Exile_Item_EMRE";
     _bambiPlayer addItemToBackpack "Exile_Item_EMRE";
 
} else {
    if ((getPlayerUID _requestingPlayer) in
    [
    "****user uid****", //name
    "****user uid****", //name
    "****user uid****"  //name
   
    ]) then {
    clearWeaponCargo _bambiPlayer; // clears items
    clearMagazineCargo _bambiPlayer; // clears items
    _bambiPlayer forceAddUniform "Exile_Uniform_Woodland"; // adds uniforms
    _bambiPlayer addVest "V_PlateCarrier2_rgr";
    _bambiPlayer addWeapon "Exile_Item_XM8";
    _bambiPlayer addWeapon "ItemCompass";
    _bambiPlayer addWeapon "ItemMap";
    _bambiPlayer addWeapon "ItemRadio";
    _bambiPlayer addWeapon "ItemGPS";
    _bambiPlayer addWeapon "Rangefinder";
    _bambiPlayer addItem "NVGoggles_INDEP";
    _bambiPlayer assignItem "NVGoggles_INDEP";
     _bambiplayer addHeadgear "rhsusf_ach_helmet_M81";
    _bambiPlayer addBackpack "B_AssaultPack_Kerry";
     _bambiPlayer addMagazines ["rhs_mag_M441_HE", 3];
     _bambiPlayer addWeapon "rhs_weap_m4a1_carryhandle_pmag";
     _bambiPlayer addPrimaryWeaponItem "rhsusf_acc_harris_bipod";
     _bambiPlayer addMagazines ["rhs_mag_30Rnd_556x45_Mk262_Stanag", 7];
     _bambiPlayer addWeapon "rhs_weap_M320";
     //_bambiPlayer addHandgunItem "muzzle_snds_acp";
     _bambiPlayer addMagazines ["rhs_mag_30Rnd_556x45_Mk262_Stanag", 3];
    _bambiPlayer addPrimaryWeaponItem "rhsusf_acc_eotech_552";
    _bambiPlayer addItemToVest "Exile_Item_CanOpener";
    _bambiPlayer addPrimaryWeaponItem "rhsusf_acc_nt4_black";
    _bambiPlayer addItemToVest  "Exile_Item_Vishpirin";
    _bambiPlayer addPrimaryWeaponItem "rhsusf_acc_ACOG3";
    _bambiPlayer addItemToBackpack "Exile_Item_PlasticBottleCoffee";
    _bambiPlayer addItemToBackpack "Exile_Item_EMRE";
 
} else {
    if ((getPlayerUID _requestingPlayer) in
    [
    "****user uid****",  //name
    "****user uid****", //name
    "****user uid****"  //name
    ]) then {
    clearWeaponCargo _bambiPlayer; // clears items
    clearMagazineCargo _bambiPlayer; // clears items
    _bambiPlayer forceAddUniform "rhs_uniform_cu_ocp_101st"; // adds uniforms
    _bambiPlayer addVest "CUP_V_B_RRV_DA2";
    _bambiPlayer addWeapon "Exile_Item_XM8";
    _bambiPlayer addWeapon "ItemCompass";
    _bambiPlayer addWeapon "ItemMap";
    _bambiPlayer addWeapon "ItemRadio";
    _bambiPlayer addWeapon "ItemGPS";
    _bambiPlayer addWeapon "Rangefinder";
    _bambiPlayer addItem "NVGoggles_INDEP";
    _bambiPlayer assignItem "NVGoggles_INDEP";
     _bambiplayer addHeadgear "rhsusf_opscore_mc_cover_pelt_cam";
     //_bambiPlayer addHeadgear "G_mas_wpn_wrap_t";
     _bambiPlayer addItem "G_mas_wpn_wrap_t";
     _bambiPlayer assignItem "G_mas_wpn_wrap_t";
    _bambiPlayer addBackpack "B_mas_Kitbag_des";
     _bambiPlayer addMagazines ["17Rnd_mas_9x21_Mag", 3];
     _bambiPlayer addWeapon "arifle_mas_l119_d";
     _bambiPlayer addPrimaryWeaponItem "bipod_01_F_snd";
     _bambiPlayer addPrimaryWeaponItem "optic_mas_acog_eo_c";
     _bambiPlayer addPrimaryWeaponItem "acc_mas_pointer_IR";
     _bambiPlayer addPrimaryWeaponItem "muzzle_mas_snds_Mc";
     _bambiPlayer addMagazines ["30Rnd_mas_556x45_Stanag", 7];
     _bambiPlayer addWeapon "hgun_mas_m9_F";
     _bambiPlayer addHandgunItem "muzzle_mas_snds_L";
     _bambiPlayer addHandgunItem "acc_mas_pointer_gun_IR";
    _bambiPlayer addItemToVest "Exile_Item_CanOpener";
    _bambiPlayer addItemToUniform "Exile_Item_GloriousKnakworst";
    _bambiPlayer addItemToUniform "Exile_Item_GloriousKnakworst";
    _bambiPlayer addItemToBackpack  "Exile_Item_Vishpirin";
    _bambiPlayer addItemToBackpack "Exile_Item_Bandage";
    _bambiPlayer addItemToBackpack "Exile_Item_PlasticBottleCoffee";
    _bambiPlayer addItemToBackpack "Exile_Item_PlasticBottleCoffee";
 
} else {
        if(_score > 999999999 && _score < 99999999999) then {
            clearWeaponCargo _bambiPlayer;
            clearMagazineCargo _bambiPlayer;
            hint "5 - 8k respect loadout attached";
            _bambiPlayer addWeapon 'Exile_Item_XM8';
            _bambiPlayer addWeapon "ItemCompass";
            _bambiPlayer addItemToUniform "Exile_Item_BBQSandwich_Cooked";
            _bambiPlayer addItemToUniform "Exile_Item_PlasticBottleFreshWater";
        } else {
            if(_score > 999999999 && _score < 99999999999) then {
                clearWeaponCargo _bambiPlayer;
                clearMagazineCargo _bambiPlayer;
                hint "8 - 10k respect loadout attached";
                _bambiPlayer forceAddUniform "U_BG_leader";
                _bambiPlayer addVest "V_Rangemaster_belt";
                _bambiPlayer addWeapon 'Exile_Item_XM8';
                _bambiPlayer addWeapon "ItemCompass";
                _bambiPlayer addItemToVest "Exile_Item_BBQSandwich_Cooked";
                _bambiPlayer addItemToVest "Exile_Item_PlasticBottleFreshWater";
                _bambiPlayer addItemToVest "Exile_Item_PlasticBottleFreshWater";
            } else {
                if(_score > 999999999 && _score < 99999999999) then {
                    clearWeaponCargo _bambiPlayer;
                    clearMagazineCargo _bambiPlayer;
                    hint "10 - 15k respect loadout attached";
                    _bambiPlayer forceAddUniform "U_BG_leader";
                    _bambiPlayer addVest "V_BandollierB_oli";
                    _bambiPlayer addWeapon 'Exile_Item_XM8';
                    _bambiPlayer addWeapon "ItemCompass";
                    _bambiPlayer addItemToVest "Exile_Item_BBQSandwich_Cooked";
                    _bambiPlayer addItemToVest "Exile_Item_PlasticBottleFreshWater";
                } else {
                    if(_score > 999999999 && _score < 99999999999) then {
                        clearWeaponCargo _bambiPlayer;
                        clearMagazineCargo _bambiPlayer;
                        hint "15 - 20k respect loadout attached";
                        _bambiPlayer forceAddUniform "U_BG_leader";
                        _bambiPlayer addVest "V_PlateCarrier1_rgr";
                        _bambiPlayer addWeapon 'Exile_Item_XM8';
                        _bambiPlayer addWeapon "ItemCompass";
                        _bambiPlayer addItemToUniform "Exile_Item_BBQSandwich_Cooked";
                        _bambiPlayer addItemToUniform "Exile_Item_PlasticBottleFreshWater";
                    } else {
                        if(_score > 999999999 && _score < 99999999999) then {
                            clearWeaponCargo _bambiPlayer;
                            clearMagazineCargo _bambiPlayer;
                            hint "20 - 30k respect loadout attached";
                            _bambiPlayer forceAddUniform "U_BG_leader";
                            _bambiPlayer addVest "V_PlateCarrier1_rgr";
                            _bambiPlayer addWeapon "ItemGPS";
                            _bambiPlayer addWeapon 'Exile_Item_XM8';
                            _bambiPlayer addWeapon "ItemCompass";
                            _bambiPlayer addItemToUniform "Exile_Item_BBQSandwich_Cooked";
                            _bambiPlayer addItemToUniform "Exile_Item_PlasticBottleFreshWater";
                        } else {
                            if(_score > 99999999999) then {
                                clearWeaponCargo _bambiPlayer;
                                clearMagazineCargo _bambiPlayer;
                                hint "30k+ respect loadout attached";
                                _bambiPlayer forceAddUniform "U_I_CombatUniform";
                                _bambiPlayer addVest "V_PlateCarrier1_rgr";
                                _bambiPlayer addWeapon "ItemGPS";
                                _bambiPlayer addWeapon 'Exile_Item_XM8';
                                _bambiPlayer addWeapon "ItemCompass";
                                _bambiPlayer addItemToUniform "Exile_Item_BBQSandwich_Cooked";
                                _bambiPlayer addItemToUniform "Exile_Item_PlasticBottleFreshWater";
                                _bambiPlayer addItemToUniform "Exile_Item_InstaDoc";
                            };
                        };
                    };
                };
            };
        };
    };
  };
};
_bambiPlayer addMPEventHandler ["MPKilled", {_this call ExileServer_object_player_event_onMpKilled}];
_bambiPlayer call ExileServer_object_player_database_insert;
_bambiPlayer call ExileServer_object_player_database_update;
[
    _sessionID,
    "createPlayerResponse",
    [
        _bambiPlayer,
        _parachuteNetID,
        str (_accountData select 0),
        (_accountData select 1),
        (_accountData select 2),
        100,
        100,
        0,
        (getNumber (configFile >> "CfgSettings" >> "BambiSettings" >> "protectionDuration")) * 60,
        _clanData,
        _spawnType
    ]
]
call ExileServer_system_network_send_to;
[_sessionID, _bambiPlayer] call ExileServer_system_session_update;
true

and that is the closet I can find on the internet.
I do want to see the A3Wasteland community to grow and become just as big as exile.
If someone can work around this script or find a way to do it would be amazing.

There's a few topics on here covering starting loadouts based on various other factors . It's really not hard to do based on UID's that you either flag in the database or a more primitive version where you add UID's to an array.

I originally did the first repsect loadouts for Exile back when it started.You can find that code here to give you an idea

https://github.com/CRE4MPIE/Exile.Namalsk/blob/master/addons/custom/ExileServer_object_player_network_createPlayerRequest.sqf#L33-L224

That said - have a look , you can fairly easily call a script on playerSpawn that checks the players UID and adds gear based on some value you give it.

Later on I just gave up adding peoples gear and allowed them access to a limited VAS system which i flagged them for in the database. Simpler , Less headaches , no restart required.

Goodluck ;) Have a look for "custom loadouts"

CP out

22
If I had $5 for every time AgentRev said my code sucked, I could build a Trump wall between the US and Canada !! haha.

That said, I can see how some of these enhancements will be useful. Most of the busier servers already have them implemented in some way or another.

Nicely done !







23
Mokey you are far too kind lol ! Just another player here that wants to see stuff work and other people enjoying the game too xD

Everyone has to start somewhere - my coding skills are dismal !, the community is awesome and helps alot ;)

CP out !

24
Addons & Mods / Re: Improved Status Bar HUD
« on: Oct 30, 2016, 02:43 PM »
Why?

http://www2.pic-upload.de/img/32012053/helpo.jpg


Why is it transparent bye me?

You MUST use default image sizes then convert them to .paa using Text2View. e.g. 32x32, 64x64 , 128x128 , 256x 256.

Using a non standard image size will result in some undesired anomalies such as transparency issues. Make sure after you've converted the .paa file using Text2View that the image compression type is DXT5.

CP out

25
Addons & Mods / Re: randomSoldierLoadOut
« on: Oct 21, 2016, 05:22 PM »
Cool ^^

26
Technical Support / Re: fn_deathMessage.sqf
« on: Oct 07, 2016, 10:35 AM »
I had this running on my test server - works perfectly.

You have to disable the default death messages by setting a custom difficulty option in the server profile and Enable the switch in the main_config.sqf

Cp out

28
Editing & Coding / Re: New HUD
« on: Sep 29, 2016, 10:30 AM »
Very nice work, CREAPIE!

However, the new status bar doesn't show hunger and thirst level on my server. How can I enable them?

I removed the hunger and thirst elements from the HUD as very servers were actually still using it ( at least the ones i played on :P ) It's a great idea , but players cba to eat and drink all the time anymore :(  leave the survival in the survival games :P

You would have to edit the hpp and add the entries back in.

29
As observed on my servers, when a battle breaks out in a large town/territory where each side has spawn beacons deployed, it won't last long before the town is full of corpses, taking down the frame rate of all clients and the server.

The default corpse removal time is 30 minutes, giving players enough time to retrieve their weapons/equipment. However, this setting is not suitable for corpses in a town on fire. A 10-minute interval is more suitable here.

Is it possible to dynamically set the interval based on the corpse quantity in towns/territories?

If i recall correctly there are 3 options at work here ...

Have a look here - https://community.bistudio.com/wiki/Description.ext#corpseLimit

The corpseRemovalMinTime will kick in when the corpseLimit has been reached.
The corpseRemovalMaxTime works when the corpseLimit has not been reached.

In theory this should all work "dynamically" as the amount of incursions increase or decrease , however as with BI not all things work as they should.

Give it a try maybe and do some testing.

30
Editing & Coding / Re: New HUD
« on: Sep 27, 2016, 03:08 PM »
offtopic: @creampie .. what the hell are u using for these screenshot?  :o


lol whatcha mean ? - I use the splendid camera tool ingame - I also have some reShade FX running with most of my games.

There you go https://github.com/CRE4MPIE/A3W_Statusbar


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