ROS_Snakebite

ROS_Snakebite

« posted: Feb 05, 2022, 09:49 PM »
I'm losing the little hair I have, with this addon, but without sound where a lot of immersion is lost, the snake really bites and the player if not taken care of dies in a short time, but I've already checked each installation position since the inclusion of the CfgSounds class in the description.ext as line insert [] execvm "ROS_Snakebite\scripts\ROS_snakebite.sqf"; in init.sqf but for some reason that I don't know the sound is not triggered when the copper approaches, when it hits. In the mission authorized by GriffinZS in the Sahara it is working so it is not a wasteland limitation, however it may have some conflict but the rpt does not mention anything about ROS_Snakebite. I really don't know how to solve it. Can anyone help me or have you been through this? Thanks


I really appreciate GriffinZS and RickOShay's attempt to help me

Re: ROS_Snakebite

« Reply #1 posted: Feb 05, 2022, 10:04 PM »
Show your description.ext

Re: ROS_Snakebite

« Reply #2 posted: Feb 06, 2022, 07:08 AM »
Show your description.ext


Code: [Select]
respawn="BASE";
respawnDelay=15;
disabledAI=1;
disableChannels[] = {{0,false,true}, {2,true,true}}; // 0 = global, 1 = side, 2 = command // new syntax: {{channel<number>, disableText<bool>, disableVoice<bool>}, ...};
// side voice is disabled for indies in client\preInit.sqf
joinUnassigned = 0;
enableItemsDropping = 0;
forceRotorLibSimulation = 0; // if you set this to 1, you deny freedom of choice to the players, which is the very principle this mission is built upon
weaponPool = 0;
unsafeCVL = 1; // required for store selling bins and private storage
corpseManagerMode = 1; //Type of removed bodies: 0 - none, 1 - all, 2 - only respawnable, 3 - only non-respawnable
corpseRemovalMinTime = 30*60; //Minimal time in seconds a body stays in the scene (can't be removed sooner).
corpseRemovalMaxTime = 30*60; //Maximal time in seconds after which a dead body is removed (can't stay longer)
wreckManagerMode = 1;   //Type of removed wrecks: 0 - none, 1 - all, 2 - only respawnable, 3 - only non-respawnable
wreckRemovalMinTime = 5*60;  //Minimal time in seconds a wreck stays in the scene (can't be removed sooner).
wreckRemovalMaxTime = 30*60; //Maximal time in seconds after which a wreck is removed (can't stay longer)
enableDebugConsole = 1;
respawnDialog = 0; // do not enable this, otherwise the default scoreboard will overlap with the new one
onPauseScript = "client\clientEvents\onPause.sqf";
class Header
{
gameType=Sandbox;
minPlayers=1;
maxPlayers=146; // 144 players, 2 headless client
};

author="Clan1RI - Core por A3Wasteland.com";
onLoadName = "Clan1RI A3Wasteland Altis"; // it would be great if you could keep "A3" in the name, like "ABC A3Wasteland" instead of "ABC Wasteland" :)
onLoadMission = "Redes: linktr.ee/leogoss CORE MISSION: a3wasteland.com";
overviewText = "Redes: linktr.ee/leogoss";
overviewTextLocked = "Redes: linktr.ee/leogoss";
overviewPicture = "mapConfig\loading.jpg";
loadScreen = "mapConfig\loading.jpg";
briefing = 0; // if 0, skip Continue button

#include "debugFlag.hpp"
#include "infiSTAR_AdminMenu.hpp"

// A3W UI color (default = sky blue)

#define A3W_UICOLOR_R  0.13 // default = 0.25
#define A3W_UICOLOR_G  0.11 // default = 0.51
#define A3W_UICOLOR_B  0.11 // default = 0.96

//Dialog includes

#include "client\gui_base.hpp"
#include "addons\R3F_LOG\desc_include.h"
#include "client\systems\ui_toolkit.hpp"
#include "client\systems\common.hpp"
#include "client\items\warchest\dialog.hpp"
#include "client\items\atm\atm_gui.hpp"
#include "client\items\artillery\artillery_gui.hpp"
#include "client\actions\gui.hpp"
#include "addons\far_revive\reviveBlank_gui.hpp"
#include "client\systems\playerMenu\dialog\player_settings.hpp"
#include "client\systems\groups\dialog\groupManagement.hpp"
#include "client\systems\gunStore\dialog\gunshop_settings.hpp"
#include "client\systems\generalStore\dialog\genstore_settings.hpp"
#include "client\systems\vehicleStore\dialog\vehiclestore_settings.hpp"
#include "client\systems\vehicleStore\dialog\vehpaint_gui.hpp"
#include "client\systems\adminPanel\dialog\adminMenu.hpp"
#include "client\systems\adminPanel\dialog\modMenu.hpp"
#include "client\systems\adminPanel\dialog\serverAdminMenu.hpp"
#include "client\systems\adminPanel\dialog\debugMenu.hpp"
#include "client\systems\adminPanel\dialog\playerMenu.hpp"
#include "client\systems\adminPanel\dialog\vehicleManagement.hpp"
#include "client\systems\adminPanel\dialog\markerLog.hpp"
#include "client\systems\adminPanel\dialog\objectSearch.hpp"
#include "client\systems\playerMenu\dialog\respawn_dialog.hpp"
#include "client\systems\playerMenu\dialog\teamkill_dialog.hpp"
#include "addons\TOParmaInfo\dialog\TOParmaInfo_dialog.hpp"
#include "client\systems\killFeed\killFeedMenu_gui.hpp"
//#include "addons\proving_ground\PG_config.hpp"
#include "addons\outlw_magrepack\config.hpp"
#include "addons\gui\gui.hpp"
#include "addons\parking\list_simple_menu.hpp"
#include "addons\CHVD\dialog.hpp"
#include "client\systems\hud\dialog\downloadData.hpp"
#include "addons\BoS\dialog\BoS_mainMenu.hpp"
#include "addons\Safe\dialog\Safe_mainMenu.hpp"
#include "addons\Door\dialog\Door_mainMenu.hpp"
#include "addons\vPin\dialog\vPin_mainMenu.hpp"
#include "addons\AF_Keypad\AF_KP_defines.hpp"
#include "addons\AF_Keypad\AF_KP_dialogs.hpp"

class RscTitles
{
// #include "addons\proving_ground\PG_rsctitles.hpp"
#include "addons\lsd_nvg\RscTitles.hpp"
#include "client\systems\hud\dialog\hud.hpp"
#include "client\systems\playerMenu\dialog\welcome.hpp"
#include "client\systems\scoreboard\score_gui.hpp"
#include "client\systems\killFeed\killFeed_gui.hpp"
#include "addons\far_revive\revive_gui.hpp"
#include "addons\loadingscreen\loadingscreen.hpp"
#include "addons\statusBar\statusBar.hpp"
};

class CfgDebriefing
{
class ErrorSteamID
{
title = "Error";
subtitle = "";
description = "The server is unable to find your Steam ID due to an Arma engine network bug. Please rejoin the server.<br/>If the problem persists after rejoining, please restart the game.";
};
};

class CfgFunctions
{
class A3W
{
#include "client\CfgFunctions.hpp"
#include "server\CfgFunctions.hpp"
};

#include "addons\CHVD\CfgFunctions.hpp"
//AJ Begin
class armajunkies
{
#include "addons\aj\aj_FunctionsDefinition.hpp"
};
//AJ End
};

class CfgUnitInsignia
{
class aj_rank_BrigGen
{
displayName = "Brigardegeneral"; // Name displayed in Arsenal
author = "wiking.at"; // Author displayed in Arsenal
texture = "client\images\ranks\BrigGen_ca.paa"; // Image path
textureVehicle = ""; // Does nothing currently, reserved for future use
};
class aj_rank_OTL
{
displayName = "Oberstleutnant"; // Name displayed in Arsenal
author = "wiking.at"; // Author displayed in Arsenal
texture = "client\images\ranks\OTL_ca.paa"; // Image path
textureVehicle = ""; // Does nothing currently, reserved for future use
};
class aj_rank_Hptm
{
displayName = "Hauptmann"; // Name displayed in Arsenal
author = "wiking.at"; // Author displayed in Arsenal
texture = "client\images\ranks\Hptm_ca.paa"; // Image path
textureVehicle = ""; // Does nothing currently, reserved for future use
};
class aj_rank_HG
{
displayName = "Hauptgefreiter"; // Name displayed in Arsenal
author = "wiking.at"; // Author displayed in Arsenal
texture = "client\images\ranks\HG_ca.paa"; // Image path
textureVehicle = ""; // Does nothing currently, reserved for future use
};

class aj_rank_Gef
{
displayName = "Gefreiter"; // Name displayed in Arsenal
author = "wiking.at"; // Author displayed in Arsenal
texture = "client\images\ranks\Gef_ca.paa"; // Image path
textureVehicle = ""; // Does nothing currently, reserved for future use
};


};

class CfgNotifications
{
#include "client\CfgNotifications.hpp"
};

class CfgSounds
{
sounds[] ={};

#include "client\CfgSounds.hpp"
#include "addons\beacondetector\sound\cfgsounds_beaconDetector.hpp"

class snake_hiss1
{
name="snake_hiss1";
sound[] = {"ROS_Snakebite\sound\snake_hiss1.ogg", 15, 1,200};
titles[] = {};
};
class snake_hiss2
{
name="snake_hiss2";
sound[] = {"ROS_Snakebite\sound\snake_hiss2.ogg", 15, 1,200};
titles[] = {};
};
class snake_hiss3
{
name="snake_hiss3";
sound[] = {"ROS_Snakebite\sound\snake_hiss3.ogg", 15, 1,200};
titles[] = {};
};
class snake_hiss4
{
name="snake_hiss4";
sound[] = {"ROS_Snakebite\sound\snake_hiss4.ogg", 15, 1,200};
titles[] = {};
};
class snake_hiss5
{
name="snake_hiss5";
sound[] = {"ROS_Snakebite\sound\snake_hiss5.ogg", 15, 1,200};
titles[] = {};
};
class snake_bite_scream1
{
name="snake_bite_scream1";
sound[] = {"ROS_Snakebite\sound\snake_bite_scream1.ogg", 10, 1,200};
titles[] = {};
};
class snake_bite_scream2
{
name="snake_bite_scream2";
sound[] = {"ROS_Snakebite\sound\snake_bite_scream2.ogg", 10, 1,200};
titles[] = {};
};
class snake_bite_rabbit
{
name="snake_bite_rabbit";
sound[] = {"ROS_Snakebite\sound\snake_bite_rabbit.ogg", 15, 1,200};
titles[] = {};
};
};

class CfgRemoteExec // applies only to clients
{
class Functions
{
#ifndef A3W_DEBUG
mode = 1; // 0 = block all, 1 = whitelist, 2 = allow all
#else
mode = 2; // debug mode, don't touch
#endif

#include "client\CfgRemoteExec_fnc.hpp"
};
class Commands
{
#ifndef A3W_DEBUG
mode = 1; // 0 = block all, 1 = whitelist, 2 = allow all
#else
mode = 2; // debug mode, don't touch
#endif
};
};



and CfgRemoteExec_fnc.hpp

Code: [Select]
// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com *
// ******************************************************************************************
// @file Name: CfgRemoteExec_fnc.hpp
// @file Author: AgentRev

// remoteExec & BIS_fnc_MP functions whitelist (client only, server calls are not filtered)

// BIS
class BIS_fnc_debugConsoleExec {}; // secure function made by Killzone Kid for BIS, only works for logged-in admins
class BIS_fnc_effectKilledAirDestruction {};
class BIS_fnc_effectKilledSecondaries {};
class BIS_fnc_initVehicle {}; // required for vehicle parts like tank cages
class BIS_fnc_setCustomSoundController {}; // police siren
class BIS_fnc_objectVar {};
// do NOT whitelist BIS_fnc_execVM or BIS_fnc_spawn, hackers will exploit them!

// A3W vanilla
class A3W_fnc_adminMenuLog { allowedTargets = 2; };
class A3W_fnc_artilleryStrike { allowedTargets = 2; };
class A3W_fnc_chatBroadcast {};
class A3W_fnc_checkHackedVehicles { allowedTargets = 2; };
class A3W_fnc_checkPlayerFlag { allowedTargets = 2; };
class A3W_fnc_copilotTakeControl {};
class A3W_fnc_deathMessage {};
class A3W_fnc_deleteEmptyGroup { allowedTargets = 2; };
class A3W_fnc_deletePlayerData { allowedTargets = 2; };
class A3W_fnc_flagHandler { allowedTargets = 2; };
class A3W_fnc_getInFast {};
class A3W_fnc_initPlayerServer { allowedTargets = 2; };
class A3W_fnc_killBroadcast { allowedTargets = 2; };
class A3W_fnc_logMemAnomaly { allowedTargets = 2; };
class A3W_fnc_playerRespawnServer { allowedTargets = 2; };
class A3W_fnc_processTransaction { allowedTargets = 2; };
class A3W_fnc_pushVehicle {};
//class A3W_fnc_registerKillScore { allowedTargets = 2; }; // only needed for injury kill points, not currently enabled due to point farming concerns
class A3W_fnc_requestPlayerData { allowedTargets = 2; };
class A3W_fnc_requestTickTime { allowedTargets = 2; };
class A3W_fnc_savePlayerData { allowedTargets = 2; };
class A3W_fnc_serverPlayerDied { allowedTargets = 2; };
class A3W_fnc_setCMoney { allowedTargets = 2; };
class A3W_fnc_setItemCleanup { allowedTargets = 2; };
class A3W_fnc_setLockState {};
class A3W_fnc_setName { jip = 1; };
class A3W_fnc_setVarServer { allowedTargets = 2; };
class A3W_fnc_takeArtilleryStrike { allowedTargets = 2; };
class A3W_fnc_takeOwnership { allowedTargets = 2; };
class A3W_fnc_titleTextMessage {};
class A3W_fnc_towingHelper {};
class A3W_fnc_updateSpawnTimestamp { allowedTargets = 2; };
class FAR_fnc_headshotHitPartEH {};
class FAR_fnc_public_EH {};
class mf_remote_refuel {};
class mf_remote_repair {};
class mf_remote_syphon {};

// Third-party
class A3W_fnc_addMagazineTurret {};
class A3W_fnc_addMagazineTurretBaheli {};
class A3W_fnc_addMagazineTurretBcas {};
class A3W_fnc_addMagazineTurretHorca {};
class A3W_fnc_addMagazineTurretIcas {};
class A3W_fnc_addMagazineTurretLheli {};
class A3W_fnc_addMagazineTurretMortar {};
class A3W_fnc_addMagazineTurretOaheli {};
class A3W_fnc_addMagazineTurretOcas {};
class A3W_fnc_addMagazineTurretUav2 {};
class A3W_fnc_hideObjectGlobal {allowedTargets = 2; };
class A3W_fnc_lock {};
class A3W_fnc_removeMagazinesTurret {};
class A3W_fnc_setVectorUpAndDir { jip = 1; };
class A3W_fnc_setVehicleAmmoDef {};
class A3W_fnc_unflip {};
class APOC_srv_startAirdrop { allowedTargets = 2; };
class JTS_FNC_SENT {};
class A3W_fnc_aj_s_refreshZeus { allowedTargets = 2; };     //Zeus Server



I use obfusqf in both the sahara mission of GriffinZS and mine, I use infistar in the 2 missions, everything seems normal, the most curious thing is that I put the script to give the sound of a fly flying on the bodies deadBodyFlies by soulkobk and it works, which I believe it to be a similar program running an .ogg file



RickOShay found a solution to my problem, here's what he did:

" I just had a thought - snakes (agents) are local to the client not to the server. I just turned off remoteexec on sounds - so other player wont hear sounds local to your machine and visa versa. So when you hear a hiss and get bitten and scream - no one other than you will hear these sounds. Not ideal but hopefully resolves the problem."

I took the test and now I can actually hear the snake approaching. I want to thank everyone who took the time to help me. Thank you very much

ps: If anyone wants the file he modified, tell me that I ask for permission to share.

Re: ROS_Snakebite

« Reply #3 posted: Feb 06, 2022, 10:03 AM »
Great  :D