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Messages - AgentRev

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Technical Support / Re: Added a friend to the admins.sqf
« on: Dec 04, 2013, 05:52 PM »
The "#" chat commands are unrelated to the U-key admin menu. Before writting in "server\admins.sqf", you should check if you have "A3Wasteland_settings\admins.sqf" in your main Arma 3 folder. If you have it, then place your UIDs there instead, as those in the PBO will be ignored.

The hour is defined via the variable "A3W_startHour", either in "server\init.sqf" from the PBO, or in the external "A3Wasteland_settings\main_config.sqf" from the main Arma 3 folder, if you grabbed it from our files repo on GitHub and placed it there before. The hour value in mission.sqm is always ignored.

Also, all config defined in "A3Wasteland_settings" is always read and takes precedence over the PBO, whether the mission is running as a dedi or self-hosted in game.

General Discussion / Re: Custom Wasteland Altis
« on: Nov 20, 2013, 11:37 PM »
This sounds great. You should fork our repo on GitHub and upload your changes. This would allow us to compare projects more easily and help you if you have problems, and allow you to contribute back bugfixes and changes directly into the main version.

Here are my comments on your features:

* Full players saves (players are persistently saved during gameplay. Prone 'save player' menu removed).
Very nice, would like to see that in the main version as well.

* Vehicle lock and save. Locked vehicles (and other lockable objects) can not be driven or have their inventory accessed. Only the player who locks a vehicle (or object) can unlock it.
I'm not too sure about this feature. You could have a troll running around towns, locking up all the vehicles, which would greatly disrupt gameplay. I think a locking feature should be restricted to purchased vehicles, with a possibility to lockpick/hack them.

* Custom Loot Spawn script. Loot will spawn in every building, not just buildings located within town markers. Loot has been organised into common, uncommon and rare.
Nice. We also planned on a lootspawner overhaul, Na-Palm on the BIS forums made a custom one for the mission as well, will see later on what would be the best combination.

* Food and Drink changed to Water Bottle and Can of Beans (for aesthetics).
Done that too in my local version, just didn't have time to commit and push on GitHub yet.

* Sides removed. All players are Blufor.
* All Players are actually Civilians who have been linked to their own Blufor leader. This allows players to use and wear any equipment they find, not just equipment/clothing for their faction (side).
Are you sure this doesn't cause any problems? Are players still able to use the regular medikits and repair kits? Are they able to disarm explosives? Are they able to remote-control UAVs? What about HUD player icons? Does every kill count as friendly fire? Is it some sort of squad deathmatch instead of team deathmatch?

* Spawn menu removed. Players spawning in will spawn randomly on the map (existing players will load in at their last save point, unless they died).
I think this reduces teamwork by preventing players from spawning near friendlies, and effectively renders spawn beacons useless.

* Ambient AI. AI will spawn around 1km from player units. These AI will engage enemy units and players.
Never thought about that, could be interesting to test.

Questions & Suggestions / Re: Saving player's progress
« on: Nov 20, 2013, 08:36 PM »
The mission only has scripts to save player inventory and base objects.

To enable player saving, you must edit the config.sqf file inside the mission, and set config_player_saving_enabled to compileFinal "1"

To enable basesaving, you must edit the main_config.sqf file in the A3Wasteland_settings directory on your server, or if you don't have it, the server\init.sqf file inside the mission, and set A3W_baseSaving to 1

Hope it helps.

Technical Support / Re: fn_Refillbox.sqf
« on: Nov 14, 2013, 03:11 AM »
I didn't ask for your logs, I suggested you to add the showScriptErrors option in the game launch parameters, so you can see when errors happen directly in-game.

General Discussion / Re: vehstore
« on: Nov 14, 2013, 03:09 AM »
Everything is supposed to work out of the box if you generated your PBO from the UIChanges_with_vehStores branch on GitHub. The publicly distributed PBO has vehicle store NPCs temporarily removed due to conflicts with BattlEye filters.

Technical Support / Re: fn_Refillbox.sqf
« on: Nov 10, 2013, 10:56 PM »
At first glance, I can say that your "new" fn_refillbox.sqf is missing this at the end:

Code: [Select]
} forEach _boxItems;
You might want to add -showScriptErrors to your game's launch options.

Technical Support / Re: fn_Refillbox.sqf
« on: Nov 08, 2013, 06:25 PM »
Could explain first how are you trying to spawn your crate? Perhaps show us your code?

Questions & Suggestions / Re: Which build for ARMA 3?
« on: Nov 01, 2013, 03:59 PM »
If a mission or mod requires CBA on the server to work, then its coder is either a beginner or lazy, and we are none of both.

Questions & Suggestions / Re: Wasteland Mission; Sectors
« on: Oct 26, 2013, 10:08 PM »
I think the Stratis version will solve that problem for good. Those who enjoy frequent encounters will play Stratis, and those who want a bigger map at the cost of slower pace will play Altis.

Carving Altis into "sectors" would take a huge amount of effort and time. In fact, think of it as each sector requiring nearly the same effort needed to port the mission to a complete different map.

Technical Support / Re: Vehicle Despawns
« on: Oct 14, 2013, 08:58 PM »
Actually, when a vehicle is towed or airlifted, its respawn timer is reset and freezed. The issue is more likely to be related to the towing system or FPS fix; most of their issues were fixed in v0.9c, although many servers including TPG currently run v0.9b

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