Bounty Hunter

Bounty Hunter

« posted: Apr 21, 2015, 07:39 AM »
Hello, first, sorry about my english its not my native language.

I have saw in some servers a "bounty" event that happens when a player kill a certain amout of players and then this player recives a bounty on him, if someone kill him this guy recives a X money, if the hunted survive he recives X money, someone know about this ? i wanted to put this on my server but i got no luck looking for it
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Re: Bounty Hunter

« Reply #1 posted: Apr 21, 2015, 09:34 AM »
Hello, first, sorry about my english its not my native language.

I have saw in some servers a "bounty" event that happens when a player kill a certain amout of players and then this player recives a bounty on him, if someone kill him this guy recives a X money, if the hunted survive he recives X money, someone know about this ? i wanted to put this on my server but i got no luck looking for it
Some servers use self created bounty missions. There are a lot of different ones around.
As far as i know AgentRev is still working on a bounty system for A3Wasteland. But he is in university so he won't have time to continue on it untill he has vacation :)
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Re: Bounty Hunter

« Reply #2 posted: Apr 21, 2015, 11:18 AM »
You sent me a PM regarding the bounty thing as well ..


The "old" bounty mission stopped working due to some changes and the introduction of the FAR_Revive system.
The "new" bounty system is more of a player bounty that increases each time you kill someone - check JoSchaap.

The one I have done essentially marks a player on the map if they carry more than $75k on them with a marker and updates every 60 seconds.

The player gets an alert that he has been spotted and marked as an HVT ( High Value Target ).

and yes , AgentRev was working on something , but no ETA as he is busy with studies.
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Re: Bounty Hunter

« Reply #3 posted: Apr 21, 2015, 11:47 AM »
Ultimate Wasteland is using a bounty system based on points stored in the extDB database. You can get their mission by playing on their server. But you would however also need their a3wasteland.ini.
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Re: Bounty Hunter

« Reply #4 posted: Apr 21, 2015, 12:58 PM »
Ultimate Wasteland is using a bounty system based on points stored in the extDB database. You can get their mission by playing on their server. But you would however also need their a3wasteland.ini.

They run an old version of A3W - doesn't have far_revive
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Re: Bounty Hunter

« Reply #5 posted: Apr 21, 2015, 04:03 PM »
I tried tweaking that system to work with the newest A3W to mixed results.  For some players it just claims they disconnect when they are actually are killed, among some other glitches.  You can see the changes in my Github, though I have that mission type commented out in the mission arrays to prevent it from running.

Re: Bounty Hunter

« Reply #6 posted: Apr 22, 2015, 10:01 AM »
I stole the one JoSchaap made for his GoT variant and added some stuff to it, it seem that it works pretty well. What i do is payout the bountyvalue and also adds that bounty value to the killers previous value, i guess it should be a %tage instead but for quicker results i added the full value. Creampie helped so the marker will be removed if the player disconnects. But as you know, i just frankenstein stuff som expect more flaws.

Unfortunatley most of this is done in onKilled.sqf which Rev said was a bad thing and there are bits an pieces scattered around in several scripts.

Ill push my edits to git today if someone wanna have a look for ideas on how to separate the whole thing to more or less its own script. I try to mark all my edits with Cael817 and what the edit is for but i forget sometimes.

Re: Bounty Hunter

« Reply #7 posted: Apr 22, 2015, 11:16 AM »
Ok changes are up
https://github.com/Cael817/ArmA3_Wasteland.Altis/tree/SNAFU

I haven't tested the last changes on a dedi yet so expect breakage mostly in the "auxops" which is WIP and where i try to mimic some of the "vactions" and changing the baselocker to use functions instead and hooking into the managed actions Rev made.

If you do a search for  "bounty" i all files you should catch most of it (i think i found all). Almost all of it is based on JoSchaaps bounty from GoT (which i believe he removed again)

ArmA3_Wasteland.Altis\addons\bounty\bounty.sqf <-- this handles the marker
ArmA3_Wasteland.Altis\client\clientEvents\onKilled.sqf <-- this should be not be in here according to Rev
ArmA3_Wasteland.Altis\client\functions\spawnAction.sqf
ArmA3_Wasteland.Altis\client\init.sqf
ArmA3_Wasteland.Altis\client\systems\hud\playerHud.sqf <-- in this i also moved some of the icons so they wont overlap if driving
ArmA3_Wasteland.Altis\client\systems\scoreboard\score_gui.hpp <-- this i have nothing to do with, think its Revs preparation
ArmA3_Wasteland.Altis\init.sqf
ArmA3_Wasteland.Altis\server\default_config.sqf <-- also in the main_config.sqf if you want to set start bounty externally
ArmA3_Wasteland.Altis\server\init.sqf
ArmA3_Wasteland.Altis\\client\icons\bounty.paa


How it works is if any player get a bountyvalue over 1000$ and if the move around the spawntowns (cityList) which is the areas in mapConfig\towns.sqf , idea was to make another list for all the towns/areas i wanted to trigger on but i didn't have time but for testing "cityList" works fine.

Marker (last known location) is static and resets/disappears after 120 seconds depending on, if the player moved out of the area or are perfectly still inside it. I didn't want a marker that always perfectly marked the player, this way the target can use it for ambushes also. I also didn't want it to trigger anywhere as that could show where hidden bases/stashes are and even if there are no NPC around i felt that villages etc where palaces were you would get "noticed". Now adding so there would be a chance of the marker not appearing would be good i guess.

Anyway, if possible having all of this stuff in its own script (and maybe a setting or two in the vanilla ones) would be preferable but way over my head at this time.
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Re: Bounty Hunter

« Reply #8 posted: Apr 29, 2015, 10:08 PM »
Creampie, your HvT script. It doesn't work when the player is in a vehicle. I tried changing
Code: [Select]
waitUntil {!isNull  player}; to
Code: [Select]
waitUntil {!isNull vehicle player}; but that didn't work.
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Re: Bounty Hunter

« Reply #9 posted: Apr 30, 2015, 02:52 AM »
May have to add a case for each vehicle base type.
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Re: Bounty Hunter

« Reply #10 posted: Apr 30, 2015, 07:18 AM »
Creampie, your HvT script. It doesn't work when the player is in a vehicle. I tried changing
Code: [Select]
waitUntil {!isNull  player}; to
Code: [Select]
waitUntil {!isNull vehicle player}; but that didn't work.

the eventhandler triggers the script - on animation change. Will need to do something there. if hte player animation is static , standing still or in a vehicle , the hvt won't update .

I have been changing the thermal stuff and be rolling that out later today, will relook the scripts i pilfered from Cael817 ;>
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Re: Bounty Hunter

« Reply #11 posted: Apr 30, 2015, 08:45 AM »
Maybe we can trigger on something else, is it possible to do a custom evanthandler for say a coordinate change? maybe there even is something in the mission we can piggyback on.

Re: Bounty Hunter

« Reply #12 posted: May 24, 2015, 01:51 AM »
the eventhandler triggers the script - on animation change. Will need to do something there. if hte player animation is static , standing still or in a vehicle , the hvt won't update .

I have been changing the thermal stuff and be rolling that out later today, will relook the scripts i pilfered from Cael817 ;>

Is there anyway to stop the message from popping up every 60 seconds for the player with the high value target? I just want it to show once to the player but update there location on the map every 60 seconds.
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Re: Bounty Hunter

« Reply #13 posted: May 24, 2015, 02:39 AM »
You could just increase the time to like 600 so it's every 10 minutes or higher.
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Re: Bounty Hunter

« Reply #14 posted: May 24, 2015, 02:50 AM »
You could just increase the time to like 600 so it's every 10 minutes or higher.

I want it to stay at 60. I just want the popup message to only popup once