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Messages - hobart

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Technical Support / Sticky Charges not sticking
« on: Jul 23, 2017, 02:33 AM »
Anyone else having this problem? I remember reading somewhere AgentRev saying it's a standalone addon with no core dependencies and this is something I haven't fooled with editing-wise (or the ExecVM in the main .init) but just noticed they aren't sticking anymore. Can still place and see the green triangle and line, just no stickySticky  :(

EDIT: Ahh I realize this is actually caused by a client side only mod lol oops!

So now my question is, is the targetAllowed.sqf file the file that prohibits placement of charges to something via this line?
Code: [Select]
!isNull _this && {{_this isKindOf _x} count ["CAManBase","WeaponHolder","Bag_Base"] == 0}

Technical Support / Re: extDB2
« on: Jul 19, 2017, 10:24 PM »
You can always integrate R3f_LOG 3.xx to 1.3c but its not recommended for a few logical reasons I was told by AgentRev one of which is possible client drop. I have this added to the missions I'm using and they're 1.3c using extDB3. But as stated it's not recommended, I don't see issues with client drop but I do see big server FPS drops with only 320 base parts saved across the map. a headless helps a bit but not enough to suggest anyone follow the road I take lol.

Server Discussion / Re: CCG CustomCombatGaming A3 Wasteland
« on: Jun 23, 2017, 10:38 AM »

Server Discussion / Re: CCG CustomCombatGaming A3 Wasteland
« on: Jun 22, 2017, 08:39 PM »
Hi Matt & Griffin, So I'm using your (Matt's) vaforall and well, we're also using the old supporters for my admin and myself, so we have our saves greyed out but if clicked then click load after still works. Also for people not on the supporters part can load theirs as well. :D not sure why for I do not understand the matrix as well as you Matt. But it may be something worth looking into. Oh and Griffin, Please tell Woodchurch, Oaky & Warhammer jimbob said hi!!

Thanks, I believe that reads whatever value is in the table for the player's bmoney. but not 100% certain.

Editing & Coding / Re: Door Lock issues
« on: Jun 13, 2017, 10:10 PM »
make sure you have this in persistence\server\world\fn_getObjectProperties.sqf
Code: [Select]
switch (true) do
case ( _obj isKindOf "Land_Device_assembled_F"):
_lockDown = _obj getVariable "lockDown";

if (!isNil "_lockDown") then
   _variables pushBack ["lockDown", _lockDown];

_password = _obj getVariable "password";

if (!isNil "_password") then
   _variables pushBack ["password", _password];
case ( _obj isKindOf "Box_NATO_AmmoVeh_F"):
_password = _obj getVariable "password";

if (!isNil "_password") then
   _variables pushBack ["password", _password];

_lockedSafe = _obj getVariable "lockedSafe";

if (!isNil "_lockedSafe") then
   _variables pushBack ["lockedSafe", _lockedSafe];

_inventoryLock = _obj getVariable "A3W_inventoryLockR3F";

if (!isNil "_inventoryLock") then
   _variables pushBack ["A3W_inventoryLockR3F", _inventoryLock];

_R3FLog = _obj getVariable "R3F_LOG_disabled";

if (!isNil "_R3FLog") then
   _variables pushBack ["R3F_LOG_disabled", _R3FLog];

at line 65/66

Well, this didn't work nor did changing the default amount in the table itself. If anyone could point me in the right direction I would greatly appreciate it. ;D

This is indeed helpful, I am having issues with a territory in the water where I want the players to only be able to capture it if on the deck not underwater.

Editing & Coding / Re: A3 Wasteland Chernarus a How to REQUEST
« on: Jun 07, 2017, 10:33 PM » This is my old Chern wasteland, it will have to be updated to the latest vanilla Wasteland commits.. Have fun!

As the title states I'm wanting to make the new player start money be a certain number only once when the player is created in the db, I've tried editing the default string in the table to reflect the amount I want but it only works hit or miss. looking at the mission I am wondering should I edit this line
Code: [Select]
["BankMoney", _player getVariable ["bmoney", 0]], in setupPlayerDB.sqf? Seems legit.

Any insight is appreciated.

Editing & Coding / Re: Bridge opening!
« on: May 19, 2017, 06:17 AM »
AgentRev, do you know the scoop on the simple object thing? After the last update I"ve only found one item I can make a simple object and that was a skeleton. Things like H-barriers, canal walls etc. no longer have the opting in attributes in the editor, do you have any idea?

Editing & Coding / Re: Base building
« on: May 19, 2017, 06:08 AM »
all we have to do is add the doors

You can add those in Eden as well, I used to, then just the KP & locker is needed.

Doc Don't forget to mention sniperGroup.sqf in create units
Code: [Select]
createsniperGroup = [_path, "createUnits\sniperGroup.sqf"] call mf_compile; in serverCompile.sqf

Also here is this:

General Discussion / Re: Armed Civilians
« on: Apr 23, 2017, 06:03 AM »
use COS not EOS But COS was causing issues after the last update not sure if it still is. or have EOS call a createarmedciv.sqf like this
Code: [Select]
// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 *
// ******************************************************************************************
// @file Name: createArmedCiv.sqf

if (!isServer) exitWith {};

private ["_weaponTypes", "_group", "_position", "_civillian"];

_weaponTypes =

_group = _this select 0;
_position = _this select 1;

_civillian = _group createUnit ["C_man_1", _position, [], 0, "NONE"];

_civillian additem "NVGoggles";
_civillian assignitem "NVGoggles"; // unassign and remove NVG if they have them

//removeAllWeapons _civillian;
//removeAllItems _civillian;
//removeAllAssignedItems _civillian;
//removeUniform _civillian;
//removeVest _civillian;
//removeBackpack _civillian;
sleep 0.1;
//removeHeadgear _civillian;
//removeGoggles _civillian;

_civillian forceAddUniform "U_IG_Guerilla2_1";
_civillian addWeapon "hgun_Pistol_heavy_02_F";
_civillian addBackpack "B_Carryall_oli";
_civillian addItemtoBackpack "FirstAidKit";
_civillian addItemtoBackpack "Titan_AT";
_civillian addItemtoBackpack "Titan_AA";
_civillian addVest "V_PlateCarrierGL_mtp";
_civillian addItemToVest "6Rnd_45ACP_Cylinder";
_civillian addItemToVest "6Rnd_45ACP_Cylinder";
_civillian addItemToVest "HandGrenade";
_civillian addItemToVest "HandGrenade";
_civillian addItemtoBackpack "SatchelCharge_Remote_Mag";

[_civillian, _weaponTypes call BIS_fnc_selectRandom, 3] call BIS_fnc_addWeapon;
_civillian addPrimaryWeaponItem "acc_flashlight";
_civillian enablegunlights "forceOff"; //set to "forceOn" to force use of lights (during day too default = AUTO)

_civillian spawn refillPrimaryAmmo;

//_civillian call setMissionSkill; // not for mission :P

//_civillian setSkill 1;
_civillian setBehaviour "COMBAT";
_civillian allowFleeing 0;

_civillian addEventHandler ["Killed", server_playerDied];


Stick it in create units edit to your liking then joy.
Also I'm sure there is an eosCore file in the EOS somewhere in it find a line similare to this one
Code: [Select]
if (COSmaxGrps < (_glbGrps+_localGrps+1))
then {
_grp=createGroup DefaultSide;
_unit = [_grp, _tempPos] call createArmedCiv;
// _unit = _grp createUnit [_tempUnit, _tempPos, [], 0, "NONE"];
And edit it appropriately. It's probably EOSmaxGrps though.

And stick this in serverCompile.sqf in factory compiles
Code: [Select]
createArmedCiv = [_path, "createUnits\createArmedCiv.sqf"] call mf_compile;
Just saw the part where you said you're working on COS so ya this all works with COS very well.

Technical Support / Re: Server crashes after 1.68 update
« on: Mar 22, 2017, 03:22 AM »
I was using COS Civilian Occupation System on my server and it was causing the crashes. was also using LV but it is causing more a memory leak than anything not quite crashing the instance but greatly disabling it. I agree with Matt use Rev's newest mission, update the db if needed and go from there you'll be much happier with the server's performance.

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