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Messages - AgentRev

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You have to wait a few minutes after spawn before using the menu due to lag

Are the Auto-turrets now a purchasable item in later editions?

They are disabled in the store config, but you should be able to purchase them without any issues if enabled. The UAV AI setup was quite improved in 2017, so if your mission is older than that then you might see a difference with the latest version.

Yeah it's a little bit complicated, I would say you'd need to put the code in a separate file, assign it as a function in globalCompile.sqf, call the function in vehicleSetup.sqf, and remoteExec it in objectLockStateMachine.sqf, that way you wouldn't need the waitUntil.

I have trouble understanding what you want to do, but I know AI drones and turrets can be prevented from shooting on their own by calling
Code: [Select]
_vehicle setAutonomous false

Editing & Coding / Re: Gear Loadouts
« on: Jan 10, 2019, 07:03 PM »
Oh yeah also I think anything related to BackpackOnChest is not saved/restored. That would require quite a few code edits.

-They show up as a active team member (not a major issue).
Yes, as is intended, since they are treated as UAVs.

-They cannot be moved without causing an animation error that cannot be escaped.
I cannot replicate this problem. I did not need to edit any config, everything works fine on my end.

-They cannot be disassembled. "Cannot disassemble weapon. Use Move item option instead.
Yes, as is intended, because hackers and BattlEye.

Also note that autonomous turrets bought by indies will not attack other indie groups, like UGVs, due to engine limitations.

I guess it could be possible with some extra code, but more importantly, why? It would really suck to be stuck on a team forever...

Editing & Coding / Re: Using gunstore warning for territory
« on: Jan 10, 2019, 06:35 PM »
I purposefully did not want to add text notifications because it would lead to a lot of spam and to maintain a bit of element of surprise.

Editing & Coding / Re: Using gunstore warning for territory
« on: Jan 10, 2019, 06:26 PM »
Would displaying an orange exclamation territories where enemies are present be a better alternative?

territoryPayroll.sqf would need to be partially rewritten to store amounts in the _payouts array instead of just the counts.

Yes, it should be fine. Remote exec filtering is mainly done to prevent hackers from messing up the game on public servers. From what I understand, SNET users can't act like assholes otherwise their cord gets cut, and anyway they don't have access to cheat sites from the public Internet. Activating mode 2 will make it easier for you to use any mod that relies on remote exec.

Honestly, for your particular case I think it would be easier to disable the whitelist. In description.ext:
Code: [Select]
class CfgRemoteExec
class Functions
mode = 2; // 0 = block all, 1 = whitelist, 2 = allow all
class Commands
mode = 2;

WARNING: This is only for Animatek since he's on a private network. No one else should do this.

Here, I went thru his code and wrote a whitelist:
Code: [Select]
class AR_Client_Rappel_From_Heli {};
class AR_Enable_Rappelling_Animation { allowedTargets=2; };
class AR_Hide_Object_Global { allowedTargets=2; };
class AR_Hint {};
class AR_Play_Rappelling_Sounds_Global { allowedTargets=2; };
class AR_Rappel_All_Cargo {};
class AR_Rappel_From_Heli { allowedTargets=2; };

I guess you also need to add an exception to BattlEye's remoteExec.txt, because the mod creator did not use the standard _fnc_ identifier in his function name.

Something like
Code: [Select]
!="AR_\w+? \[[\S\s]*\]"

Additionally, you will need to add a lot of these functions in CfgRemoteExec:

It's quite stupid that the creator of AR was too lazy to provide a pre-made whitelist, it should've been his job to write it...

Editing & Coding / Re: Gear Loadouts
« on: Jan 02, 2019, 10:23 PM »
Your code won't work, but you can do something like

Code: [Select]
{ ([player] + _x) call zade_boc_fnc_addItemToChestpack } forEach

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