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Messages - Animatek

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1
General Discussion / Re: Cold War Germany DLC
« on: Apr 23, 2019, 04:43 AM »
I think doing a whole dedicated A3Wasteland is a lot of work for a DLC that is not "native" to the vanilla version of ArmA 3, which has been the essence of this mod (I mean A3Wasteland) from the beginning.
However, there will be those who do want or need it, and if you are happy to do so, many will be those who will appreciate this work.

2
Editing & Coding / Re: Gear Loadouts
« on: Apr 02, 2019, 08:11 PM »
This is a silly way to do it, but my users love it.
I added to this code a way to gain military ranks.

https://github.com/AnimatekdeCuba/A3Wasteland.Altis/blob/5bb6cbb0d1d574c5bd384650399fe1c0145bf278/client/functions/playerSetupGear.sqf

As my mission uses ACE3, the name of the players above their heads, comes with the military rank; which makes this addition very useful.

my next step will be to give players with more rank access to exclusive content, the equivalent of "is donor".

although I do not know if in this same code grant him the condition Donor, or make a separate condition based on the military rank. What do you think?

3
Editing & Coding / Re: Magic Parachute Code
« on: Apr 02, 2019, 07:56 PM »
Step 1. Have an original ArmA3 A3wasteland mission.
step 2. Decompile the PBO file.
Step 3. Do reverse engineering and copy it.
Step 4. Give all the credits to @AgentRev. Done.

the codes is based on functions within the mission (A3W_fnc_) I think it needs additional work to match with other missions.

Good luck

4
Editing & Coding / Re: Where define hunger and thirst levels?
« on: Apr 01, 2019, 10:23 PM »
All Ok

I just set both values

case "hunger" : { hungerLevel =_value };
                           { player setVariable [acex_field_rations_hunger, _value };

Its work fine. It read and write in DB.

5
Editing & Coding / Re: Where define hunger and thirst levels?
« on: Apr 01, 2019, 12:20 AM »
If I do not define hungerlevel or thirstlevel in applyPlayerData, doing this, for example

Code: [Select]
case "Hunger": {player setVariable ["acex_field_rations_hunger", _value]};
instead of original one

Code: [Select]
case "Hunger": {hungerLevel = _value};
the system does not correctly save in the DB the level of hunger, or thirst, depending on the case; and in the HUD puts an error "-I do not remember- NaN"

How can I define that hungerlevel is the value (_value) readed from the DB already applied to acex_field_rations_hunger?

6
Editing & Coding / Re: Where define hunger and thirst levels?
« on: Mar 31, 2019, 11:39 PM »
Code: [Select]
["Hunger", ["hungerlevel", [_player getVariable ["acex_field_rations_hunger", 0]]] call getPublicVar],
["Thirst", ["thirstlevel", [_player getVariable ["acex_field_rations_thirst", 0]]] call getPublicVar]

Well, this actually works. it even saves it correctly in the DB. Now what I'm trying to achieve is to read it from there and apply it to the player.
Obviously, I had to disable and modify the majority of initSurvival, I just left the alerts.

What I need now is to make this possible in applyplayerdata

Code: [Select]
case "Hunger" : { hungerlevel = _value }
Turned to something realistic based on this:

Code: [Select]
case "Hunger" : { hungerlevel = (player setVariable ["acex_field_rations_hunger", _value]) };

7
Editing & Coding / Re: Where define hunger and thirst levels?
« on: Mar 30, 2019, 10:08 AM »
What about this

Code: [Select]
["Hunger", ["hungerlevel", [_player getVariable ["acex_field_rations_hunger", 0]]] call getPublicVar],
["Thirst", ["thirstlevel", [_player getVariable ["acex_field_rations_thirst", 0]]] call getPublicVar]
It will works?

8
Editing & Coding / Where define hunger and thirst levels?
« on: Mar 30, 2019, 09:47 AM »
This is the way to get the hunger and thirst values ​​that ACEX Fields Rations uses:

Code: [Select]
player getvariable ["acex_field_rations_hunger", 0]
player getvariable ["acex_field_rations_thirst", 0]

 In my effort to make the original survival system converge with that of ACEX3, I need to know where I define in ArmA3_A3Wasteland that the values ​​of "hungerLevel" and "thirstLevel" are the value of the acex field rations system. in this way I do not have to modify so much the alert systems, causes of death, database, etc ... I think it's in getPlayerData.sqf, line 13 and 14; it is right?

Actual code:
Code: [Select]
["Hunger", ["hungerLevel", 0] call getPublicVar],
["Thirst", ["thirstLevel", 0] call getPublicVar],

What am I supposed to do?

 I know that I must still modify several things in initSurvival to adapt it, but to begin with I need to define that hunger or thirst levels refers to acex_field_rations_


By the way, today I managed to run the killfeed and the statistics with the ACE3. I'm so proud of myself. The only thing that AI kills does not count, but who cares, right?

9
Editing & Coding / How do I define a default pose?
« on: Mar 29, 2019, 12:28 AM »
How do I define a default pose?

 I want that as long as the player is not in combat mode, lower the aim, the weapon, automatically (the same as press twice left Ctrl) until the player clicks to shoot or enters automatically in combat mode (if he is shot).

Do you know what I mean?

10
Technical Support / Re: a couple of errors in my RPT
« on: Mar 18, 2019, 04:04 AM »
By the way, how difficult is it to make the Airdrop Menu through a clickable menu and not through the Command Menu?

11
Technical Support / Re: a couple of errors in my RPT
« on: Mar 18, 2019, 04:00 AM »

Since you're running stuff from my GMG main branch, you can drop all the old BIB stuff, unless you found something I abandoned but you still want.
I want to do exactly that; but once you release your first release version 1.4c or d. and so I get rid of all this mess. I just want to keep the Armory menus, period.
Above all because I must recreate all the mess of ACE3.
Thanks

12
Technical Support / Re: a couple of errors in my RPT
« on: Mar 17, 2019, 08:53 PM »
Are you using my mission file?
Until finally I learned to use GitHub .. I think.
https://github.com/AnimatekdeCuba/A3Wasteland.Altis

13
Technical Support / Re: a couple of errors in my RPT
« on: Mar 17, 2019, 08:48 PM »
Are you using my mission file?
I am using a mix between A3Wasteland original 1.4 and 1.4C, a 1.4 BIB version; and a 1.4 version of Armory (of which I only use its menus and a couple of features)
And finally, the updates that you do in the fork of GitHub that you shared with me.

14
Technical Support / Re: a couple of errors in my RPT
« on: Mar 17, 2019, 08:43 PM »
I think the source of this error is in a box in a store that someone decorated differently.
this box has this in the INIT,

Code: [Select]
init="call{[this] call A3W_fnc_setupMissionObject;" \n "[this] addAction [""<img image='client\icons\money.paa'/> Sell bin contents"", ""client\systems\selling\sellCrateItems.sqf"", [true], 1, false, false, """", STORE_ACTION_CONDITION + "" && "" + SELL_BIN_CONDITION];}";

15
Technical Support / Re: a couple of errors in my RPT
« on: Mar 17, 2019, 08:40 PM »
By now no longer.

But I already understood my error, in the editor, when adding in the init

this call A3W_fnc_setupMissionATM; this setVariable ['persistent', true];

the editor writes it like this in the mission.sqm:

init="call{this call A3W_fnc_setupMissionObject; this setVariable ['persistent', true];}";

what I do is rewrite it by hand

and it ends like this:

init="this call A3W_fnc_setupMissionObject; this setVariable ['persistent', true];";

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