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Messages - soulkobk

Pages: [1] 2 3 4 5 ... 7
1
From a quick look, see...

https://github.com/A3Wasteland/ArmA3_Wasteland.Stratis/blob/dev/client/systems/playerMenu/dialog/loadRespawnDialog.sqf#L424-L434

Replace with...
Code: [Select]
_towns = [];
{
_town = _x select 0;
_town call _setPlayersInfo;
_towns pushBack _town;
} forEach (call cityList);

and see...

https://github.com/A3Wasteland/ArmA3_Wasteland.Stratis/blob/dev/client/systems/playerMenu/dialog/loadRespawnDialog.sqf#L452-L459

Replace with...
Code: [Select]
_locations = if (showBeacons) then
{
[_beacons, [], {_x call _getPlayerThreshold}, "DESCEND", {alive _x}] call BIS_fnc_sortBy
}
else
{
[_towns, [], 0, "DESCEND"] call BIS_fnc_sortBy
};

That's a push in the right direction, the rest is up to you, but loadRespawnDialog.sqf is the file you should be looking at.

-soul.

2
Technical Support / Re: How to change AI Headgear?
« on: Apr 17, 2018, 08:58 AM »
edit -> \server\functions\setupStoreNPC.sqf <- after line 110 (removeAllWeapons _npc;)...

you can add in your own code here to either remove head gear, or add your own head gear.

3
Technical Support / Re: How to change AI Headgear?
« on: Apr 16, 2018, 11:56 AM »
see files...

\server\missions\factoryMethods\createUnits\createRandomSoldier.sqf

and

\server\missions\factoryMethods\createUnits\createRandomSoldierC.sqf

you will need to add in your own custom code to add head gear (see -> https://community.bistudio.com/wiki/addHeadgear) and null/remove the line "_soldier spawn addMilCap;".

-soul.


4
Yes it was to do with the PhsyX update that was done not that long ago, it messed with the physics of objects in relation to the terrain, so you will see dropped items 'glitch' like that (constant collision with the terrain), then more than likely drop under the terrain and disappear.

It also happens if a player is in unconscious state, bleeds out and dies... if the player has a launcher and primary weapon on their back (unconscious state animation, rolls to back), the launcher and primary weapon can (probably will) fall through the terrain and disappear also.

Their PhysX really needs another update to fix these issues, but I doubt that will happen any time soon.

5
General Discussion / Re: Error _VehicleCapture
« on: Mar 08, 2018, 06:55 AM »
there is no _vehicleClass defined in the script therefore 'createMissionVehicle' is erroring.

place the following code in your 'mission_VehicleCapture.sqf'...

Code: [Select]
   _vehicleClass = selectRandom
   [
   
"B_APC_Tracked_01_AA_F", // displayName = "IFV-6a Cheetah";
"B_APC_Tracked_01_CRV_F", // displayName = "CRV-6e Bobcat";
"B_APC_Tracked_01_rcws_F", // displayName = "IFV-6c Panther";
"B_APC_Wheeled_01_cannon_F" // displayName = "AMV-7 Marshall";
// add your own vehicle classes here!
   ];

before the line...

Code: [Select]
_vehicle = [_vehicleClass, _missionPos] call createMissionVehicle;
the error that your rpt is showing is that _vehicleClass does not exist, therefore 'createMissionVehicle' is erroring and not returning the actual created object (vehicle). the above code is _vehiceClass which is properly declared as an array, with selectRandom will choose a random class of vehicle to spawn.

in saying the above, if you pull scripts from any third party source (from within random pbo files, github, pastebin, where ever) and it doesn't work... you should probably learn how to debug and fix it yourself.

the debug process approach i took...

Code: [Select]
Error Undefined variable in expression: _class
File mpmissions\__cur_mp.Altis\server\missions\factoryMethods\createMissionVehicle.sqf, line 20

then back track from there in to the original mission script... (_class in createMissionVehicle, versus _vehicleClass in mission_VehicleCapture.sqf)... so we know somewhere the class of the vehicle is not defined, and hence the error is in the createMissionVehicle script, we know it's not being parsed correctly from the original mission script...

Code: [Select]
_vehicle = [_vehicleClass, _missionPos] call createMissionVehicle;
vehicle class is undefined here, there is no declaration before this line so _vehicleClass is null,hence the error and hence the declaration of _vehicleClass is needed before hand, therefore...

Code: [Select]
  _vehicleClass = selectRandom
   [
   
"B_APC_Tracked_01_AA_F", // displayName = "IFV-6a Cheetah";
"B_APC_Tracked_01_CRV_F", // displayName = "CRV-6e Bobcat";
"B_APC_Tracked_01_rcws_F", // displayName = "IFV-6c Panther";
"B_APC_Wheeled_01_cannon_F" // displayName = "AMV-7 Marshall";
// add your own vehicle classes here!
   ];

   _vehicle = [_vehicleClass, _missionPos] call createMissionVehicle;

...should correct any errors you may have.

^ all the above code is untested, i purely debugged based upon the scripts provided and the error output provided.

good luck with it.

-soul.

6
tested before no modifications, and money does disappear below ground level. you can run your own tests with...

Code: [Select]
allMissionObjects "Land_Money_F" select {(getPosATL _x select 2) < 1};
as for a fix, edit... \server\functions\dropPlayerItems.sqf and replace line 26...

Code: [Select]
_targetPos set [2, getPosATL _corpse select 2];
...to...

Code: [Select]
_targetPos set [2, abs ((getPosATL _corpse) select 2) + 0.1]; // without abs, height can be negative so readjust it, and also add 0.1m of height (just to be sure!) -soulkobk
-soul.

7
Editing & Coding / Re: Prevent Money Duplication
« on: Apr 17, 2017, 10:21 AM »
The code you will need to change is within file...

Code: [Select]
\server\functions\dropPlayerItems.sqf
specifically the code...

Code: [Select]
if (_money > 0) then
{
_m = createVehicle ["Land_Money_F", _targetPos, [], 2, "CAN_COLLIDE"];
_m setDir random 360;
_m setVariable ["cmoney", _money, true];
_m setVariable ["owner", "world", true];
};

^ nullify that above code (comment it out), and no player will ever drop money when they are killed... it will just be deleted/lost.

In saying that... there would still be ways around that situation... eg, player one drops all their money to ground via ~ user menu + drop money, then player one respawns on a 'friendly' within a spawn zone (town) and gets another amount of money for respawning (starting money)... repeat as many times as they want to, whilst taking it in turns to drop money and respawn (player spawn timer will be activated though).

If they have a team of 2 or more, and all within a spawn zone... the spawn timers would not really matter (I think default is 2 minutes?)... and money duping would be easily achieved.

Exploits, cheating, whatever... it's lame.

I assume your server has clearly stated server rules? If not, now is the time to get some. I would just temp ban them for exploiting to gain in game money to begin with. If they continue after said warning(s) and temporary ban, then make their ban permanent.

/my3cents

-soul.


8
It can be difficult to achieve without going in to an in depth step-by-step explanation, especially if you have absolutely no idea about arma code structure or the a3wasteland code structure.

My suggestion is look for add on scripts, and read the header or installation instructions, if they lack them, then check out other gaming crews mission file and see how its done.

Another way would be to check out my roadBlocks mission, which is based off of how outPosts function. Grab the files, read and follow the instructions and you should be on your way to learning how to implement the other missions (sniper nest, geocache, etc) in the same or similar way.

Everyone learns in different ways and at different levels, but give it a shot, you may surprise yourself... and learn in the process. :)

-soul.

9
Editing & Coding / Re: Stop objects from being moved
« on: Apr 11, 2017, 02:31 PM »
Yes, in the init line of the object within EDEN, place...

Code: [Select]
[this, true] call A3W_fnc_setupMissionObject;
and the object will not be able to be moved.

-soul.

10
Editing & Coding / Re: Setting Player Loadouts
« on: Apr 10, 2017, 05:36 AM »
I am still a bit confused on what you mean by this. In the editor I have added a class known as "Rifelman" I can spawn in and play as him when the server runs, how to I specify that I want him to have custom gear? I have Now customized my sniper and medic but nothing else seems to be carrying through

With vanilla wasteland, the player load outs are based off of 'Type' (see your mission.sqm file), therefore as within the file 'client/functions/playerSetupGear.sqf' you will see that, for example a MEDIC has the Type name/string of "B_medic_F" (BLUFOR Medic), and playerSetupGear.sqf searches for the string "_medic_" to identify that your character IS actually a medic and proceeds with the medic load out.

^ I hope that makes sense.

So in order to add in new/different classes of players, you will need to base your code structure on the 'Type' field (within mission.sqm), then append code to the playerSetupGear.sqf file case structure.

Example... this code below will search 'Type' (which is the actual class name) for '_RifleMan_', if it is found for the players character, it will then load out the player with the items contained for a rifleman.

Code: [Select]
case (["_RifleMan_", typeOf _player] call fn_findString != -1):
{
_player addWeapon "Binocular";
_player addMagazine ["30Rnd_556x45_Stanag_Tracer_Yellow", 20];
_player addMagazine "UGL_FlareWhite_F";
_player addWeapon "arifle_Mk20_GL_plain_F";
_player addPrimaryWeaponItem "acc_flashlight";
_player addMagazine "9Rnd_45ACP_Mag";
_player addWeapon "hgun_ACPC2_F";
_player addMagazine "9Rnd_45ACP_Mag";
_player addItem "MineDetector";
_player addItem "Toolkit";
};

There are other ways to do load outs, but based off of vanilla A3Wasteland, this is the most simple process.

Place in your rifleman character (playable unit) within EDEN, save the mission file, take note of the class name, example "B_RifleMan_F", then append playerSetupGear.sqf with the above code within the 'case' structure to reflect the string which in this case would be "_RifleMan_".

An example of code breakdown in more simple terms via local variables and if statement...

Code: [Select]
_playerTrait = typeOf _player; // returns class (B_medic_F)
_isMedic = ["_medic_",_playerTrait] call fn_findString; // searches _playerTrait for containing '_medic_', returns bool (true/false)
if (_isMedic) then // if _isMedic returned TRUE then do load out for medic
{
_player addWeapon "Binocular";
_player addMagazine ["30Rnd_9x21_Mag", 25];
_player addWeapon "SMG_02_F";
_player addPrimaryWeaponItem "acc_flashlight";
_player addMagazine "9Rnd_45ACP_Mag";
_player addWeapon "hgun_ACPC2_F";
_player addMagazine "9Rnd_45ACP_Mag";
_player addItem "Medikit";
_player addItem "FirstAidKit";
};

Anyway... I hope that helps (you learn) in what you want to achieve by adding in a new playable class (rifleman).

-soul

11
Editing & Coding / Re: Enemy Uniforms
« on: Mar 30, 2017, 05:40 AM »
If such a script allows 2 players who synchronize to take a uniform at the same time to get 2 identical copies of the uniform and its items, then it is not acceptable.

I 100% agree.

Someone with limited scripting/coding knowledge trying to 'hack together' something to allow a (clunky) way to wear enemy uniforms is just a bad idea and can/will lead to more problems than it's worth. Whether duping occurs, losing contained uniform items or uniforms disappearing... it's all bad.

My video was merely pointing out that there IS a 'proper' way (engine work-around) to accomplish removing the uniform restrictions to allow ALL factions wear ALL uniforms, but there is a fair amount of code structure to change/add within A3Wasteland to get it functioning correctly (which may be beyond some/most knowledge levels, hence why I have not publicly released it, and probably never will).

I've noticed that a lot of people 'hack together' scripts/functions that are clunky/buggy then decide to post on these forums... and the snow-ball-effect and/or fall-out from that is a lot of unneeded hassle, so I agree with your (AgentRev) comment to the OP to 'just stop'.

In saying that (and this is in regards to any learning scripter/coder), I don't mean 'just stop' scripting/coding altogether... as I encourage anyone/everyone to learn (as I have done), but please think about what scripts/code you would like to post here and whether it's been thoroughly tested and works as intended... and easy for the end-user to install/merge in to their own version of A3WL.

Sure some scripts have errors/bugs (some of mine have had them at times)... but that's what GitHub (or such) is for... so if you intend on releasing scripts/code snippets... please use it, as it makes version control/updates/merges extremely easy to implement.

-soul.

13
Technical Support / Re: Restart Script.
« on: Mar 01, 2017, 10:46 AM »
I want a warning message that pops up and says server restarting in 1 hr, 30 mins, 15 mins, and 5 mins. I will pay for the script.

I wrote a script that does this already, you can find it here in which you can download, install and use free of charge.

-soul.

14
Hosting & Management / Re: automatic side chat messages
« on: Feb 08, 2017, 11:54 AM »
I have written a script for this purpose... https://github.com/soulkobk/ArmA_Scripts/blob/master/globalChatMessages/globalChatMessages.sqf

Please read the header information within the script for installation instructions, as I don't intend on giving any further technical support.

-soul.

15
Addons & Mods / Re: Linux globalChatMessages
« on: Jan 20, 2017, 07:09 AM »
Yo need to follow the instructions in the header of the script.

Code: [Select]
Description:
For use with A3Wasteland 1.Xx mission (A3Wasteland.com).

This script will show global chat messages to clients, as per the _globalChatMessages array.
Be sure to set _globalChatMessagesSleep at minimum of 10 minutes sleep duration, else the
script will default back to 10 minutes sleep duration to avoid spamming globalChat and
annoying the hell out of players.

Place this script in directory...
\client\functions\globalChatMessages.sqf

Edit...
\client\init.sqf

And at the bottom of the script, paste in...
[] execVM "client\functions\globalChatMessages.sqf";

*Please note that this is a static message, so if server administrators want to modify the
messages contained, they need to update this script within their mission.pbo each time.

*Please also note that this script is based upon having a 'game logic' named 'server' within
your mission.sqm file (it should be in the vanilla A3Wasteland mission already, if not then
you must add a game logic to your mission and name it 'server').

It should be fairly straight forward to set up due to the header information provided.

-soul.

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