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Messages - AgentRev

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Announcements & News / Re: Stratis v0.9g
« on: Apr 28, 2014, 06:20 PM »
Did you add "-mod=@inidbi" in your server shortcut?

Announcements & News / Stratis v0.9g
« on: Apr 28, 2014, 06:02 AM »
Stratis v0.9g is ready, grab it here:

Technical Support / Re: Custom clothing textures...
« on: Apr 27, 2014, 08:11 PM »
I've just done some testing in the editor, and it appears you can replace a uniform's texture with the following:

Code: [Select]
player setObjectTextureGlobal [0, ".paa path"];

However, the texture resets whenever you take a new uniforn or drop your current one, so you would probably have to create something like:

Code: [Select]
player addEventHandler ["Take",
_item = _this select 2;

if (_item == "U_someUniform") then
player setObjectTextureGlobal [0, ".paa path"];

If you want to have that custom clothing in the general store, then the most viable solution would be to create a function named something like "setUniformTexture" to which you would pass the player object and uniform class, which would set the texture using the command above. You would need to call it inside the "Take" event and after every "addUniform" call in "buyItems.sqf" and "c_applyPlayerData.sqf".

Technical Support / Re: 'Receiving Data' forever.
« on: Apr 27, 2014, 07:56 PM »
Are you talking about A3Wasteland or Sa-Matra's Wasteland?

AFAIK, I don't think there's much to do with the Receiving Data problem, it's not something mission makers can deal with.

Infos & Tutorials / Re: Vehicle Shop (How-to?)
« on: Apr 27, 2014, 07:52 PM »
For the PlayerSave, is that something I need to setup a SQL database for?


Well, are your player saves already working (with iniDBI)? Or you haven't figured that out yet?

Infos & Tutorials / Re: Vehicle Shop (How-to?)
« on: Apr 27, 2014, 06:21 PM »

So I added the three files into the Persistence Folder, now where do I put that (that being the code for "isDonator")?
c_savePlayerData.sqf ?


What do you mean? The code is for you do whatever you want with it.

Infos & Tutorials / Re: Vehicle Shop (How-to?)
« on: Apr 27, 2014, 06:10 AM »
There you go:

All you have to do is set  Donator=1  under  [PlayerInfo]  in a player save, and in your code you can use the following to check if the player is a donator:

Code: [Select]
if (player getVariable ["isDonator", false]) then
// do stuff

Technical Support / Re: Custom clothing textures...
« on: Apr 27, 2014, 06:04 AM »
I don't think that's possible without an addon.

Infos & Tutorials / Re: Vehicle Shop (How-to?)
« on: Apr 27, 2014, 12:26 AM »
Yes, I was looking through previous versions, but I couldn't exactly "find" it.


If I put a Donator 0 or 1 property in the player save and a "isDonator" boolean in the player object, would that be sufficient for you?

Infos & Tutorials / Re: Vehicle Shop (How-to?)
« on: Apr 27, 2014, 12:19 AM »
Would their be a way to implement the old "Donation System" into v0.9f?



You mean to put back in what was removed?

Questions & Suggestions / Re: Civilians
« on: Apr 27, 2014, 12:02 AM »
There is none of that in the mission and there never will be, you'll have to do it from scratch or by using addons made by others.

Infos & Tutorials / Re: Vehicle Shop (How-to?)
« on: Apr 27, 2014, 12:00 AM »
So, that being said, is there any way to get a Donation System up for something like that, or was that completely removed?


There never was a complete donation system in the first place, all it was was a property containing 0 or 1 in the player save, indicating whether or not this person has donated, and a config option for how much money a donator would receive on spawn.

I have already made a donation system long ago for another game, and it's definitely not simple. You need a Business or Premier Paypal account, then you have to set up your Instant Payment Notification settings to contact a URL onto a web server of yours with custom-made code that will save which player has donated somewhere. That somewhere has to be readable from the game server, then you would be able to find if someone has donated.

Things like that don't fall from the sky in a ready-to-go package. If you have no experience in web development, you'll most likely have to find or hire someone who can make it happen.

Questions & Suggestions / Re: Revive.
« on: Apr 26, 2014, 08:44 PM »
We can test it out on our server if you want.

I mean alpha testing, as in with a checklist and a very high chance of game-breaking errors.

Questions & Suggestions / Re: Revive.
« on: Apr 26, 2014, 07:54 PM »
I am currently modifying Farooq's Revive to improve it and make it more Wasteland-friendly. It's almost complete, but it still needs testing.

Technical Support / Re: vehicle store not showing up
« on: Apr 26, 2014, 07:39 PM »
They change the configs a lot so you should replace the old with the new main_config.sqf file and change your values again.

I try to keep the mission backward compatible with previous configs, so normally updating the mission isn't supposed to break anything, but of course if you want the new goodies then you have to redo your config with the new file.

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