Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - KRDucky

Pages: [1] 2 3 4 5 ... 28
Editing & Coding / Re: Little concern with ACE3 HITPOINT
« on: Sep 17, 2019, 04:18 AM »
I want to save the damage of each hitpoint modified by ACE3 in the DB.
In the default form of A3Wasteland is:

Code: [Select]
_hitPoints = [];
_hpDamage = getAllHitPointsDamage _player;

if (_x != "") then
_hitPoints pushBack [_x, (_hpDamage select 2) select _forEachIndex];
} forEach (_hpDamage select 0);

{ _data pushBack _x } forEach
["Damage", damage _player],
["HitPoints", _hitPoints],
["Money", _player getVariable ["cmoney", 0]] // Money is always saved, but only restored if A3W_moneySaving = 1

Now, the way to get the hitpoint translated by ACE3 and its damage I think is kinda:
Code: [Select]

//Get the hitpoint and the index
params [["_selection", "", [""]]];
_selection = toLower _selection;
if (_selection != "" && {!(_selection in GVAR(SELECTIONS))}) exitWith {0};
private _hitpoint = [_player, _selection, true] call ace_medical_fnc_translateSelections;
(getAllHitPointsDamage _player) params [["_allHitPoints", []]];
private _hitpointIndex = -1;
{   //case insensitive find
    if (_x == _hitpoint) exitWith {_hitpointIndex = _forEachIndex;};
} forEach _allHitPoints;
if (_hitpointIndex < 0) exitWith {0};

private _currentDamage = _player getHitIndex _hitpointIndex;

the GVAR macro variable (SELECTIONS) refers to

ace_medical_selections (without quotes)

and refers to the new translated and simplified ACE3 hitpoints.

Now; How do I save it in the DB with this new way?

Make sure you check the ACE3 development progress. They are fixing to if not already have release/d an update with a medical system overhaul

In case someone wants to help me. This is the list of things that I need to fix.

Basically integrate ACE with FAR REVIVE.

Given the lack of integration of ACE Medical and FAR_Revive, the killfeed does not work properly. Everyone dies bled or suicide. It may be that using the acex_killtracker works, but I'm not sure, because it looks like something different.

Friendly Fire:
No Punish or Forgive options.

Death from dehydration and / or hunger:
I can't restore damage (Health) from 0% level. Provisionally I added ace_setCardiacArrest when the hunger or thirst reaches zero; but it does not let me revive them because when I revive them they fall unconscious again. maybe later I'll add a sleep.

Health Percent (HUD) vs. ACE actual health:
The number doesn't match. ACE doesn't had any measure, I think. (I remove Health percent from HUD, for now)

And statistics:
Does not count the P.Kill and AI.Kill, because the players and AI die bled after the revive state of ACE; and it does not allow to solve who is the killer. Again, acex_killtracker could be the answer.

@AgentRev, the version of A3Wasteland that you spoke to me, does not integrate completely with the ACE, nor its medical system.

Saludos, Feliz Año Nuevo!

Your best bet is to ask the ACE3 developers themselves on their Slack server

Editing & Coding / Re: Gun Store only shows a couple weapons
« on: Aug 21, 2017, 04:08 AM »
Here is the mission file if anyone wants to take a gander.

Questions & Suggestions / Re: EAR PLUGS
« on: Aug 09, 2017, 02:30 AM »
Thank you. I thought of that too was just hoping for a better way of fixing it cause it just looks weird lol. I'll look into that for sure.
Have you tried disabling the numpad? Often this will turn the Numpad into the function keys listed.

Editing & Coding / Re: Gun Store only shows a couple weapons
« on: Aug 05, 2017, 06:15 PM »
Gunstore works after switching to AgentRevs version but Vehicles dont spawn. ......out of the frying pan and into the fire. nothing in either RPT to indicate why its not spawning anything other than helicopters

Editing & Coding / Re: Gun Store only shows a couple weapons
« on: Aug 05, 2017, 03:32 PM »
I dunno what the heck you're running but looks like there's plenty of broken third-party garbage.

Code: [Select]
23:15:41 Error in expression <eaponClass];
if (_weaponClass in call missionOnlyItems) then {
_gunlist lbSetC>
23:15:41   Error position: <missionOnlyItems) then {
_gunlist lbSetC>
23:15:41   Error Undefined variable in expression: missiononlyitems
23:15:41 File mpmissions\__CUR_MP.Malden\client\systems\gunStore\populateGunStore.sqf, line 127

That variable is not mine.

Also, you're not running your game with -showScriptErrors. I've been parroting this over and over again to literally everyone for the past 4 years.
This is the A3Armory port  to Malden. This donation crap is A3Armory's Ive been trying to strip all that extra BS out.

Im currently swapping over anything I added to your port AgentRev. Hopefully it will act right. I only added the ACE gear and CUP and NIArms.

Editing & Coding / Re: Gun Store only shows a couple weapons
« on: Aug 05, 2017, 06:05 AM »
This may be a trivial question, but have you added the keys to your server for CUP?

Yes. Otherwise I wouldnt be able to join the server

The server RPT is useless for what is an exclusively client-sided feature.

I did notice something about the admin file or donors or something but I dont follow it. Can I just comment it out on the populategunstore.sqf?I dont have a donor system.

Editing & Coding / Re: Gun Store only shows a couple weapons
« on: Aug 05, 2017, 02:15 AM »
I just tested the same exact thing on my server:

The first part of your array has a section that is "", ex. seen below:

["", "CUP_hgun_PB6P9", 25],

You need to add a name for them to show up in the trader, otherwise they are invisible due to the way CUP does not have weapon avatars.

Try something like this: they do not need to have any specific name - just a name to find them in the store for.

["PB6P9 Handgun", "CUP_hgun_PB6P9", 25],

If you do not believe me, you say that you have flawless General and Vehicle stores:

 ["K40 Ababil-3 Missile UAV", "I_UAV_02_dynamicLoadout_F", 90000, "vehicle", "variant_greyhawkMissile"],

Take note that the above  has the name K40 Ababil-3 Missile UAV, and therefore shows up in the trader. Not all mods are like CUP in the fact that they require a name, but like I said, CUP has no avatars and therefore you cannot see them.

Thanks for the tip. Ill give it a shot. I was going by what the mighty Leader AgentRev was saying.

No change. I filled in something for each entry.

Here is the RPT:

Editing & Coding / Disable repair menu option?
« on: Aug 02, 2017, 11:43 PM »
Where is the code I need to disable to turn off the ability to repair the vehicle from the scroll menu? ACE3 has dayz style repair functionality that I want to use instead.

I've looked in hud and player actions and vehicle actions but haven't found it.

Editing & Coding / Re: Gun Store only shows a couple weapons
« on: Aug 02, 2017, 11:40 PM »
Any suggestions? General store and vehicle store work flawless

Editing & Coding / Gun Store only shows a couple weapons
« on: Jul 29, 2017, 05:38 PM »
My gun store only shows 1 pistol, 1 rifle and a couple other weapons of each category. I have checked my storeconfig but it seems fine. Did I miss something? nothing shows in the RPT concerning storeconfig.

The General store works fine.

Here is my storeconfig:

Questions & Suggestions / Re: Rank system
« on: Jul 25, 2017, 01:49 AM »
any update on this?

Editing & Coding / Script to limit stores based on RANK?
« on: Jul 25, 2017, 01:33 AM »
I kinda wish there was a way to limit the weapons you gained access to unless you had a certain rank on the server.
kinda like KOTH except in Wasteland.  If the stores could be limited in the weapons you have access to unless you gain a certain rank.......
and rank could come from kills and selling gear?

Is there a script for that somewhere?

« on: Jul 25, 2017, 01:07 AM »
After we have played with CUP for a couple of months now, well, our group of players, well, are not impressed with CUP assets, mainly the vehicles. I don't know why, but for example, the aiming reticle in the tanks do not even work. Or, you cannot use one scope from a weapon on another weapons like in Vanilla Wasteland. I understand there are some limitations with the scopes but for tanks not to have aiming reticle well that is odd.

So I am currently on adding A3W Taunus to our server. Hopefully will have it up by the end of next week and I am going to add RHS to it instead of CUP as I've been reading that RHS is more updated than CUP.

Also has anybody put up an A3W Esseker map? If not then give me a few weeks and I will have that up also. We are tired of the vanilla maps of Arma 3 so we are now going with custom maps which these days people are creating some good ones.

I will post the storeConfig and randomAILoadout for RHS once I am completed with it. This will most likely be cause me to go over my deadline of next week. But I want to make sure its done properly the first time...

I have found that the RHS vehicles are incomplete and not that up to date. CUP is looking much better. I combine CUP with NIArms. Another good alternative is Massi.

General Discussion / Re: ACE3 and Wasteland
« on: Jul 04, 2017, 06:39 AM »
Hi devs,

Is it possible to set ACE3 medical in Wasteland and how ?

thanks for your replies.

You are late to the party. Check my Github:

Pages: [1] 2 3 4 5 ... 28