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Messages - AgentRev

Pages: [1] 2 3 4 5 ... 164
1
All you have to do is add the variable name in the private array right above _setupVars, like "_nbUnits". It's the very purpose of that line.

2
Technical Support / Re: Reduce damage
« on: May 04, 2018, 02:09 PM »
In unitHandleDamage.sqf, add

Code: [Select]
_oldDamage = [_unit getHit _selection, damage _unit] select (_selection isEqualTo "");
if (!isNil "_oldDamage") then { _damage = ((_damage - _oldDamage) * 0.25) + _oldDamage };

right above

Code: [Select]
// Revive stuff
call FAR_HandleDamage_EH;

0.25 is the damage multiplier, change it to your liking

3
Technical Support / Re: Can't disable 'show kills in chat'
« on: Apr 27, 2018, 10:58 PM »
There are 2 types of death messages, engine messages and mission messages. The "Show kills in chat'" checkbox only controls mission messages. If your game language is set to English, both look identical in the chat. They never appear at the same time, it's always either engine or mission messages but not both.

If you haven't explicitly set deathMessages=0 in the server Arma3Profile, engine messages are permanently shown and thus mission messages are not shown. In this case, the checkbox has no effect. I guess I should clarify it by making the checkbox grayed out.

4
Editing & Coding / Re: Get money for killing AI
« on: Apr 25, 2018, 12:32 AM »
https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/blob/dev/server/functions/fn_entityKilled.sqf#L23

Code: [Select]
[_entity, effectiveCommander _killer, effectiveCommander _presumedKiller] call A3W_fnc_serverPlayerDied;
[effectiveCommander _killer, 1000] call A3W_fnc_setCMoney;
};

Add the second line above and tweak the amount as you wish.

5
Technical Support / Re: Weapons disappear when player dies
« on: Apr 24, 2018, 06:16 PM »
There have been some physics bugs with the couple past Arma updates, for instance money and dropped weapons disappearing underground immediately after death.

6
Announcements & News / Re: v1.4c
« on: Apr 16, 2018, 02:12 PM »
I accidentally added a bug yesterday that allowed to purchase and carry hundreds of magazines, should be fixed now.

7
Technical Support / Re: EXTDB3 Errors ?
« on: Apr 15, 2018, 12:00 PM »
Crashes are very unlikely to be related to Wasteland, and happen most often following an update.

8
General Discussion / Re: Tanks DLC
« on: Apr 11, 2018, 09:01 PM »
18:46:43 File mpmissions\__cur_mp.Malden\server\spawning\vehicleCreation.sqf, line 61
18:46:43 Error in expression <ms ["_mag", "_path", "_ammo"];

I already deployed the fix yesterday. https://github.com/A3Wasteland/ArmA3_Wasteland.Malden/commit/d49eccd3a11c09f69ec8cf14b2bd1f6426f3e452

9
Announcements & News / v1.4c
« on: Apr 10, 2018, 06:23 AM »
v1.4c is now available.

PLEASE UPDATE to A3W DB v2.07 and createVehicle.txt

[Added] Tanks DLC
[Added] 3rd column in vehicle store for parts
[Added] AA jet variants
[Added] HE cannons to gun-only jets
[Added] Smoke launchers to armored driver/gunner seats
[Changed] All hidden vehicle paintjobs now available
[Changed] Improved crate and supply truck loot
[Changed] Some store prices
[Fixed] Mortar resupply bugs
[Fixed] Selling of laser designators
[Fixed] More money exploits
[Fixed] Other minor changes and fixes

Some important money-related changes:

 - Converted most client-side setVariable cmoney calls to new A3W_fnc_setCMoney
 - BattlEye setVariable.txt can now have 5="cmoney"
 - Money drop code moved server-side
 - Added locality checks to sellVehicle.sqf
 - Warchest now deprecated, hidden from general store

These changes were made in an attempt to reduce rampant lagswitch money exploits. If you have custom addons that involve client-side cmoney edits, you are not required to migrate them to setCMoney, but it is recommended. If you don't have such addons, feel free to add 5="cmoney" in setVariable.txt

10
Technical Support / Re: Mortars not rearming.
« on: Apr 09, 2018, 09:08 PM »
Yeah it's fixed, will be included in the v1.4c release tomorrow.

11
Questions & Suggestions / Re: Missing Forest mission markers
« on: Apr 09, 2018, 05:19 AM »
Forest markers are optional, I only added them to Tanoa and Malden. They were introduced with Tanoa to have infantry-only missions in the jungle, where vehicles cannot spawn because of trees.

I didn't add them on Altis and Stratis simply because it didn't seem worth the extra effort. If you are willing to make some, I can add them to our mission files.

12
I rewrote the script:
Code: [Select]
/*
IR_TO_INCENDIARY script by SAKY(rkfnql322) rewritten by AgentRev
This script is MP Compatible. This script changes useless IR grenades into incendiary grenade.
3 factional IR Strobes and IR Grenade can be used.
Flame can damage most of helicopters. So can be used to destroy severely damaged helicopters without teamkill penalties.
Also, this has a great damage to un guarded infantry so can be used at CQB.
To use the script, just add the line below in the init.sqf

execVM "addons\scripts\IR_TO_INCENDIARY.sqf";

and add

class saky_fnc_irToIncendiary { jip = 1; };

in CfgRemoteExec Functions.
Have fun!
*/

#define FIRE_AMMO_TYPES ["F_40mm_Cir","IRStrobeBase"] // case-sensitive

#define SLEEP_REALTIME(SECS) _time = diag_tickTime; waitUntil {diag_tickTime - _time >= SECS}

saky_fnc_irToIncendiary =
{
params [["_grenade",objNull,[objNull]], ["_state",0,[0]]];

if ({_grenade isKindOf _x} count FIRE_AMMO_TYPES == 0) exitWith {};

switch (_state) do
{
case 0:
{
SLEEP_REALTIME(2);
[_grenade, 1] remoteExecCall ["saky_fnc_irToIncendiary", 0];
};
case 1:
{
_PS_spark1 = "#particlesource" createVehicleLocal getPosATL _grenade;
_PS_spark1 setParticleClass "FireSparks";
_PS_spark1 setParticleFire [1, 1, 0.5];
_PS_spark1 setDropInterval 0.001;
_PS_spark1 attachTo [_grenade, [0,0,0]];

_SE_ignite = objNull;
if (isServer) then
{
_SE_ignite = createSoundSource ["SoundFlareLoop_F", _grenade, [], 35];
_SE_ignite attachTo [_grenade, [0,0,0]];
};

[_grenade, _PS_spark1, _SE_ignite] spawn
{
params ["_grenade", "_PS_spark1", "_SE_ignite"];

SLEEP_REALTIME(2);
_PS_spark1 setDropInterval 0.01;

if (isServer) then
{
[_grenade, 2] remoteExecCall ["saky_fnc_irToIncendiary", 0, _grenade];
SLEEP_REALTIME(30);

if (_grenade isKindOf "IRStrobeBase") then { deleteVehicle nearestObject [_grenade, "NVG_TargetBase"] };

_PS_spark1 setDropInterval 999;
//deleteVehicle _PS_spark1;
deleteVehicle _grenade;
deleteVehicle _SE_ignite;
}
else
{
waitUntil {isNull _grenade};
deleteVehicle _PS_spark1;
};
};
};
case 2:
{
_SE_burn = objNull;
if (isServer) then
{
_SE_burn = createSoundSource ["Sound_Fire", _grenade, [], 20];
_SE_burn attachTo [_grenade, [0,0,0]];
};

_PS_smoke = "#particlesource" createVehicleLocal getPosATL _grenade;
_PS_smoke setParticleClass "MediumSmoke";
//_PS_smoke setParticleFire [0.2, 3, 1];
_PS_smoke setDropInterval 0.05;
_PS_smoke attachTo [_grenade, [0,0,0]];

_PS_floorFire = "#particlesource" createVehicleLocal getPosATL _grenade;
_PS_floorFire setParticleClass "ExpSparksFire";
_PS_floorFire setParticleFire [0.4, 4, 0.2];
_PS_floorFire setDropInterval 0.001;
_PS_floorFire setParticleRandom [1, [1, 1, 0.1], [3, 3, 1.5], 0.2, 2.5, [0, 0, 0, 0], 0, 0];
_PS_floorFire attachTo [_grenade, [0,0,0]];

_PS_spark0 = "#particlesource" createVehicleLocal getPosATL _grenade;
_PS_spark0 setParticleClass "FireSparksSmall";
_PS_spark0 setParticleFire [0.01, 1, 0.5];
_PS_spark0 setDropInterval 0.0005;
_PS_spark0 attachTo [_grenade, [0,0,0]];

_PS_reflact = "#particlesource" createVehicleLocal getPosATL _grenade;
_PS_reflact setParticleClass "ObjectDestructionRefract";
_PS_reflact attachTo [_grenade, [0,0,0]];

_al_flare_light = objNull;
if (hasInterface) then
{
_al_color_flare = [1, 0.7, 0.7];
_al_flare_light = "#lightpoint" createVehicleLocal getPosATL _grenade;
_al_flare_light setLightAmbient _al_color_flare;
_al_flare_light setLightColor _al_color_flare;
_al_flare_light setLightIntensity 100;
_al_flare_light setLightUseFlare true;
_al_flare_light setLightFlareSize 1;
_al_flare_light setLightFlareMaxDistance 2500;
_al_flare_light setLightDayLight true;
_al_flare_light attachTo [_grenade, [0,0,0]];
};

[_grenade, _SE_burn, _PS_floorFire, _PS_spark0, _PS_smoke, _PS_reflact, _al_flare_light] spawn
{
params ["_grenade", "_SE_burn", "_PS_floorFire", "_PS_spark0", "_PS_smoke", "_PS_reflact", "_al_flare_light"];
waitUntil {isNull _grenade};

deleteVehicle _PS_floorFire;
deleteVehicle _PS_spark0;
deleteVehicle _al_flare_light;
deleteVehicle _SE_burn;
_PS_reflact setDropInterval 0.5;

SLEEP_REALTIME(10);

deleteVehicle _PS_reflact;
deleteVehicle _PS_smoke;
};
};
};
};

if (hasInterface) then
{
waitUntil {!isNull player};

if (!isNil "saky_irToIncendiary_eventFired") then
{
player removeEventHandler ["Fired", saky_irToIncendiary_eventFired];
};

saky_irToIncendiary_eventFired = player addEventHandler ["Fired",
{
if ({(_this select 4) isKindOf _x} count FIRE_AMMO_TYPES > 0) then
{
[_this select 6] spawn saky_fnc_irToIncendiary;
};
}];
};

add the following at the bottom of \init.sqf
Code: [Select]
[] execVM "addons\scripts\IR_TO_INCENDIARY.sqf";
and this at the bottom of \client\CfgRemoteExec_fnc.hpp
Code: [Select]
class saky_fnc_irToIncendiary { jip = 1; };
The only drawback I found is that it doesn't seem to hurt AI. I think it's because the server does not render particles and therefore does not compute damage from setParticleFire.

13
Here, I fixed the script:

Code: [Select]
/*
IR_TO_INCENDIARY script by SAKY(rkfnql322) fixed by AgentRev
This script is MP Compatible. This script changes useless IR grenades into incendiary grenade.
3 factional IR Strobes and IR Grenade can be used.
Flame can damage most of helicopters. So can be used to destroy severely damaged helicopters without teamkill penalties.
Also, this has a great damage to un guarded infantry so can be used at CQB.
To use the script, just add the line below in the init.sqf. And put this file in the server.(with folder)

player addEventHandler ["Fired", compile preprocessFileLineNumbers "addons\scripts\ir_to_incendiary.sqf"];

Have fun!
*/

if ((_this select 4) in ["F_40mm_Cir","B_IRStrobe","O_IRStrobe","I_IRStrobe"]) then
{
_this spawn
{
_gr = _this select 6;

sleep 2.5;
_SE_ignite = createSoundSource ["SoundFlareLoop_F", _gr, [], 35];
_SE_ignite attachTo [_gr, [0,0,0]];

_PS_spark1 = "#particlesource" createVehicle getPosATL _gr;
_PS_spark1 setParticleClass "FireSparks";
_PS_spark1 setParticleFire [1, 1, 0.5];
_PS_spark1 setDropInterval 0.001;
_PS_spark1 attachTo [_gr, [0,0,0]];

sleep 1;

_SE_burn = createSoundSource ["Sound_Fire", _gr, [], 20];
_SE_burn attachTo [_gr, [0,0,0]];
_PS_spark1 setDropInterval 0.01;

_PS_floorFire = "#particlesource" createVehicle getPosATL _gr;
_PS_floorFire setParticleClass "ExpSparksFire";
_PS_floorFire setParticleFire [0.4, 4, 0.2];
_PS_floorFire setDropInterval 0.001;
_PS_floorFire setParticleRandom [1.2, [0.3, 0.3, 0.1], [3.5, 3.5, 0], 1, 2, [0, 0, 0, 0], 0, 0];
_PS_floorFire attachTo [_gr, [0,0,0]];

_PS_spark0 = "#particlesource" createVehicle getPosATL _gr;
_PS_spark0 setParticleClass "FireSparksSmall";
_PS_spark0 setParticleFire [0.01, 1, 0.5];
_PS_spark0 setDropInterval 0.0005;
_PS_spark0 attachTo [_gr, [0,0,0]];

_PS_smoke = "#particlesource" createVehicle getPosATL _gr;
_PS_smoke setParticleClass "MediumSmoke";
_PS_smoke setParticleFire [0.2, 3, 1];
_PS_smoke setDropInterval 0.05;
_PS_smoke attachTo [_gr, [0,0,0]];

_PS_reflact = "#particlesource" createVehicle getPosATL _gr;
_PS_reflact setParticleClass "ObjectDestructionRefract";
_PS_reflact attachTo [_gr, [0,0,0]];

_al_color_flare = [1, 0.7, 0.7];
_al_flare_light = "#lightpoint" createVehicle getPosATL _gr;
_al_flare_light setLightAmbient _al_color_flare;
_al_flare_light setLightColor _al_color_flare;
_al_flare_light setLightIntensity 100;
_al_flare_light setLightUseFlare true;
_al_flare_light setLightFlareSize 1;
_al_flare_light setLightFlareMaxDistance 2500;
_al_flare_light setLightDayLight true;
_al_flare_light attachTo [_gr, [0,0,0]];

sleep 20;
_PS_reflact setDropInterval 0.5;

deleteVehicle _al_flare_light;
deleteVehicle _PS_floorFire;
deleteVehicle _PS_spark0;
deleteVehicle _PS_spark1;
deleteVehicle _SE_ignite;
deleteVehicle _SE_burn;
deleteVehicle _gr;

deleteVehicle nearestObject [_gr, "nvg_targetC"];
deleteVehicle nearestObject [_gr, "nvg_targetW"];
deleteVehicle nearestObject [_gr, "nvg_targetE"];

sleep 3;
deleteVehicle _PS_reflact;
deleteVehicle _PS_smoke;
};
};

14
Technical Support / Re: Mortairs rearm price is 500
« on: Apr 07, 2018, 02:45 AM »
Even if I told you how to fix this particular problem, serviceVehicle is very outdated and may cause unexpected behavior for vehicles defined in vehicleLoadouts.sqf

15
Technical Support / Re: Mortairs rearm price is 500
« on: Apr 07, 2018, 02:35 AM »
serviceVehicle.sqf is not made nor supported by the A3W team. This functionality is already provided by fn_resupplyTruck.sqf. Case closed.

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