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Messages - soulkobk

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91
Questions & Suggestions / Re: Adding uniforms to backpack ..
« on: Jul 08, 2016, 11:06 AM »
Yes it will only add the backpack and put the 2 of uniforms inside that backpack of the _hostage (unit).

'addBackpackCargoGlobal' is for multi player environment. If you only need it for single player, then use 'addBackpackCargo' instead.

92
Questions & Suggestions / Re: Adding uniforms to backpack ..
« on: Jul 08, 2016, 11:01 AM »
Code: [Select]
    _hostage = createVehicle ["C_journalist_F", _missionPos, [], 0, "CAN COLLIDE"];
    _hostage setPosATL [_missionPos select 0, _missionPos select 1, _missionPos select 2];
    _hostage switchmove "Acts_AidlPsitMstpSsurWnonDnon_loop";
    _hostage disableAI "anim";
    _hostage addBackpack "B_Kitbag_mcamo";

    _hostage addBackpackCargoGlobal ["U_I_C_Soldier_Para_2_F",1];
    _hostage addBackpackCargoGlobal ["U_I_C_Soldier_Para_3_F",1];

Test that code, in theory it should work and the two uniforms will be in the backpack contents.

-soul.

93
Nicely done man!

Thanks.

Good for game servers with fixed restarts no so good for Fire deamon users, maybe the hard reset times could be some kind of count down from 4 hours lets say ?

Fixed restarts, yes, as for Fire Daemon, I'm not sure how it times... but I assume by your comment, it times based of an uptime counter? aka at 3h 30min uptime start warning players, then at 4 hours uptime, restart the server?

I'm not sure if real_date by Killzone Kid has a feature to get the 'uptime' of a server? Or if ArmA has one built in?... I'd have to research and see what would be possible.

EDIT... it could be possible to use waitUntil {!isNil "bis_fnc_init"} or a waitUntil {time > 1} or such to start the internal seconds tick counter to count up-to 4 hours (14400 seconds) server side... as for how accurate that would be in relation to Fire Daemon... I'm not sure atm. Seems like 'serverTime' command could also be used.

-soul


94
but I need to now figure out how to send out warnings.

Use the serverRestartMessages.sqf script that I have written for this sole purpose... you can grab it here, and read/see all about it here.

The information on how to set it up is in the header of the file.

-soul.

95
Editing & Coding / Re: i would like to build on my mission
« on: Jul 06, 2016, 01:30 PM »
I wanted a tower under water enclosed so divers need to go in the door at the top and swim right down the tower and then try and get back out the top with the loot

does this sound like a hard thing to code?

In short... no it wouldn't be hard to code.

You could create the scenario in EDEN editor, then export the relative positions to a .sqf script (the same syntax as how the outposts function). You'd set the mission to spawn at a marker position on the ocean floor and spawn in a diver squad (the same as the other water/diver mission(s) have.

If I get time over the next couple of weeks, I'll may put together a scenario/mission (and scripts) for 'deep underwater caves/wrecks/objects'. No promises though.

It's not overly hard to customize the A3WL mission, you just need to know where to look and what to modify... although for a novice, it can be difficult.

-soul.

96
Questions & Suggestions / Re: BIS_fnc_selectRandom @ Mission
« on: Jul 06, 2016, 01:14 PM »
yes, that is correct...

Code: [Select]

// set up the array of objects
_bargateArray = [
"object1",
"object2",
"object3"
];

// select random object from array via BIS function
_bargateChosen = _bargateArray call BIS_fnc_selectRandom;

// or you can do...

// select random object from array via own function
_bargateChosen = _bargateArray select (floor random (count _bargateArray));

// then finish with creating the object
_bargate = createVehicle [_bargateChosen, _missionPos, [], 0, "NONE"];

-soul.

97
Editing & Coding / Re: i would like to build on my mission
« on: Jul 06, 2016, 09:56 AM »
I would like to create my own side/main missions. Is this something that can be done on the A3 editor and moved onto my server or is there a lot more to it?

In short... yes.

You can create your layout in EDEN editor (base the center point on [0,0,0]), then 'export' it to any script you really want to (eg 'outposts').

If you want to create different custom main/side missions, then that WILL require a lot of learning on how to script it (or get someone to script it all for you).

What ideas do you have for mission(s)?

Do you have any examples/screenshots of your EDEN creations?

Depending on the answer to those above questions, I 'may' be willing to help out.

For example... here's a 'road block' layout I recently worked on for introducing it as a side mission. As well as some custom outpost missions I created.

Unfortunately you will have to code custom missions. There's no way to export them from the editor that wasteland will work with.

Correct, unless you are familiar with the ArmA code structure and the A3Wasteland code structure... it can (will) be difficult to build 'extensions' to the vanilla A3Wasteland mission... but don't let that discourage you. You can either learn how to code/script what you want, or team up with someone who does.

Some people can create, some people can code/script, some people can do both, some people can't... if people work together, I'm sure great things could be made. :)

-soul.

98
General Discussion / Re: Cleanup script
« on: Jul 04, 2016, 02:19 PM »
anyone know a good cleanup for wasteland?

Is it possible to script that weapons and so on disapear after a few minutes if they are laying on the botton for example next to the gunstore where the people switch there weapons ? It would massive improve the performance

Here you go...

https://github.com/soulkobk/ArmA_Scripts/blob/master/cleanStores/cleanStores.sqf

I wrote (and tested) this script for the sole purpose of cleaning up store floor and surrounds, check the header of the script for details on how to run/use it.

P.S... did a small update to the cleanStores.sqf script

99
Announcements & News / Re: High Value Target script
« on: Jul 04, 2016, 05:57 AM »
no. just, no. you never delete the player save on disconnect unless the player is dead/injured. you do not penalize a player because of a game crash / connection loss / power outage, ever. This is why I don't do that with combat logging. Breaking Point did this and it was absolutely terrible and unreliable.

With combat logging, especially as a HVT, 9 out of 10 times it's a user decision to log out rather than 'connection loss/game crash/power outage' (at least in my experiences over the last ~year playing A3Wasteland).

If you note within my script, you can #define whether to punish or not... and I've also added in a define to disable the abort and respawn button in the pause menu if you are marked as a HVT to prevent logging out.

If the abort/respawn buttons are disabled in the pause menu, there 'can be' a slight delay in disabling them, which may allow a user to still log out. If they still decide to log out and 'punish' is enabled, it will remove their player data, hence they become a 'fresh spawn' when logging back in (losing all gear/carried money/items/etc, banked money is unaffected). If punish is disabled, then there is no punishment. Also, if server logging is enabled, the .rpt log file will show if a user has logged out as a HVT whether punished or not.

It's entirely up to the server owner(s)/admin(s) to decide whether to enable or disable the punishment (or disabling abort/respawn buttons), dependent on if logging out as a HVT is an issue on their server. I just enabled choice.

-soul.

100
Announcements & News / Re: High Value Target script
« on: Jul 03, 2016, 03:35 PM »
or here's a version I did the other day (confirmed working in version 1.60.x) ... <link removed>

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