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Messages - AgentRev

Pages: 1 [2] 3 4 5 6 ... 175
16
Announcements & News / Re: Obfuscation
« on: Feb 07, 2022, 08:59 PM »
So you saying all custom script even paid for that are in the .pbo ? ... i need to make them public to everyone if they ask me ?

Any script that interacts with the A3Wasteland core must be made available to everyone in unobfuscated form. This requirement is part of our license agreement. https://tldrlegal.com/l/agpl3

17
Editing & Coding / Re: Boxes on fire
« on: Jan 06, 2022, 08:32 PM »
Yes.

18
Editing & Coding / Re: Boxes on fire
« on: Jan 06, 2022, 08:17 PM »
I already told you exactly what you need to do: the allowDamage commands must be removed. There are 2 lines in the file, remove both of them.

19
Editing & Coding / Re: Boxes on fire
« on: Jan 06, 2022, 08:00 PM »
I looked at your PBO, the problem comes from R3F Logistics v3 file "systeme_protection_blessures.sqf", the allowDamage commands must be removed.

R3F Logistics v3 is a third-party addon that I have no responsibility over, I repeatedly told everyone that v3 is buggy and should not be used with A3Wasteland.

20
Editing & Coding / Re: Boxes on fire
« on: Jan 06, 2022, 07:49 PM »
I guess so, search for allowDamage true

There are a few scripts calling this command but those I wrote are not supposed to target boxes

21
Editing & Coding / Re: Boxes on fire
« on: Jan 06, 2022, 07:34 PM »
No, your file looks fine. I have not seen boxes on fire since 2013, which is when I added allowDamage false to all boxes, including those purchased from GS.

You probably have a third-party script which is forcefully re-enabling damage on objects or something. I don't have a clue otherwise.

22
Editing & Coding / Re: Boxes on fire
« on: Jan 06, 2022, 01:18 AM »
Have you checked RPT logs for script errors in fn_refillbox?

23
Editing & Coding / Re: Boxes on fire
« on: Jan 06, 2022, 01:06 AM »
Boxes need allowDamage false otherwise they explode easily. Any box that was refilled with fn_refillbox.sqf does not have this problem.

24
Editing & Coding / Re: Boxes on fire
« on: Jan 05, 2022, 08:39 PM »
Yellow boxes? What are you talking about?

25
Editing & Coding / Re: Map marker
« on: Jan 05, 2022, 08:34 PM »
I tried it on my dedicated server and it works perfectly, I don't understand what you're doing wrong

Code: [Select]
// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2016 A3Wasteland.com *
// ******************************************************************************************
// @file Name: fn_markerLogPvar.sqf
// @file Author: AgentRev, based on code by Killzone Kid: http://killzonekid.com/arma-scripting-tutorials-whos-placingdeleting-markers/

if (isNil "A3W_markerLog_logArray" || {!(A3W_markerLog_logArray isEqualType [])}) then
{
A3W_markerLog_logArray = [];
};

params ["", ["_value",[],[[]]]];

_logEntry = [serverTime];
_logEntry append _value;

A3W_markerLog_logArray pushBack _logEntry;
A3W_markerLog_logArray deleteRange [0, count A3W_markerLog_logArray - 100]; // 100 entries max.

if (isServer) then
{
_value params
[
["_markerName","",[""]],
["_markerAction","",[""]], // "ADDED" or "DELETED"
["_actionPlayerName","",[""]],
["_actionPlayerUID","",[""]],
["_markerType","",[""]],
["_markerColor","",[""]],
["_markerPos",[0,0,0],[[]],3],
["_markerText","",[""]],
["_markerChannel",-1,[0]] // 0=Global, 1=Side, 2=Command, 3=Group, 4=Vehicle
];

if (_markerAction == "ADDED" && _markerChannel in [0,1]) then
{
deleteMarker _markerName;
};
};

26
The default BankMoney value is quite the chicken or egg situation. I think the initial value would be defined at this line but I'm not sure: https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/blob/dc41623f154d6c5be683374784aba201a0628e60/persistence/server/players/setupPlayerDB.sqf#L47

27
Editing & Coding / Re: Map marker
« on: Jan 05, 2022, 07:14 PM »
Try

Code: [Select]
if (_markerAction == "ADDED" && _markerChannel in [0,1]) then

28
Addons & Mods / Re: hide the password
« on: Nov 17, 2021, 05:05 AM »
The code I gave you is only for numeric keys. You still have to use the UI buttons for Enter and Clear.

29
Technical Support / Re: Vehicle parking error
« on: Nov 16, 2021, 08:15 AM »
The server is still super laggy, and you have an error in the storeConfig, but vehicle saving works fine and I do not get any fn_savevehicle error.

Code: [Select]
2021/11/16,  2:17:05 "A3W - 1 vehicles have been saved with extDB"
2021/11/16,  2:17:10 "TERRITORY SYSTEM: _realLoopTime was 10.048"
2021/11/16,  2:17:10 "A3W - 0 mines have been saved with extDB"
2021/11/16,  2:17:15 "Parking vehicle I_C_Offroad_02_AT_F(2:1197) for player AgentRev(76561198005227288)"
2021/11/16,  2:17:17 "A3W - 0 baseparts and objects have been saved with extDB"
2021/11/16,  2:17:20 "TERRITORY SYSTEM: _realLoopTime was 10.005"

30
Addons & Mods / Re: doubt in the code
« on: Nov 16, 2021, 07:48 AM »
Yeah it's all good, you can see what each parameter means here: https://community.bistudio.com/wiki/playSound3D

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