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Halvhjearne

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  1. Like
    Halvhjearne got a reaction from Toby77 in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    Please bear with me if this spawn dialog is not perfect, as it is my first time creating one ...
     
    The Short intro:
     
    This is an easy 2 line install, "complete" Spawn system with everything described in the headline and more ...
     
     
    The Long Intro:
     
    This is an easy 2 line install, "complete" spawn system (3lines if you want dead body check, 4 if you do not have my killfeed installed already)
     
    you can:
     
    Select gear screen (can be switched off) Add random gear (if above is switched off or not all items are selected) 2 levels of Custom gear for donors setup custom spawns setup 2 levels of donor spawns set a custom name to any custom location (if none is added it will just use nearest city name if one is avalible) add pictures to your spawn room (one for each wall, no pictures included) replace default teleporters with custom ones (to disable the default teleport option) or just add an extra scroll option to the default teleporters spawn near group leader (can be switched off) spawn near jammer (can be switched off completly now so nobody gets any errors) disable spawns near players dead body, with configurable distance (requires my killfeed installed) run credits or other script on spawn (simple credits file is included) User can select to spawn with halo jump or ground spawn (or can be set to forced in any way you want) will work on any map that spawns a "Debug_static_F" (even unsupported maps, alltho you might need to add spawn locations)  
    i have already added spawn locations for altis, stratis, bornholm and chernarus any other map will ned custom locations added.
     
    NOTE: a player that has already spawned or did not spawn in near the clone room, will NOT have the option to spawn, if you teleport there to test it, pls relog before clicking the scroll action on the console, or it will NOT show anything.
     
    to install this you will need to download the attached files and add them to your mission, then add this line in your init.sqf (outside any if statements):
    [] execVM "addons\halv_spawn\init.sqf"; now in description.ext add the very top:
     
    if you already have a Halv_defines.hpp, then you can skip the step below, as you do not need another, infact your server will fail to load if you have more than one in description.ext!.
    (but perhaps check when it was last edited and see if you perhaps need to update it).
     
    if you do not have a Halv_defines.hpp, then you need to add this line:
    #include "addons\halv_spawn\Halv_defines.hpp" once you have the above line, add directly below it:
    #include "addons\halv_spawn\spawndialog.hpp" VERY IMPORTANT:
     
    most text is translated to multiple languges, so put this file in the root folder of your mission.pbo along side with your init.sqf, mission.sqm and description.ext or NO text will be shown in ANY dialog EVEN ENGLISH!!!
     
    http://pastebin.com/t3gYneqE <<== Stringtable.xml  
    you are now done, the rest is extra ...
     
     
     
    if you want dead body check to work, you will need to install (or update) this:
     

     
    if/when you have installed that, open up halv_fnc_playerdied.sqf and right after this:
     
    if you want donor spawns to work, you will have to add your or whoever you want on the lists uid in spawn_settings.sqf like this:
    //UID's for lvl 1 spawn's _level1UIDs = ["12312453","12312453","12312453"]; //UID's for lvl 2 spawn's _level2UIDs = ["12312453","12312453","12312453"]; //this is to allow any lvl 2 to spawn on lvl 1, comment out to seperate the two _level1UIDs = _level1UIDs + _level2UIDs; same goes for spawn_gear_settings.sqf, you will need to add your uid in both or only the one where you added yours will work.
     
    besides that, please check ALL the settings files or for more info you can ask me here ... (but please refrain from stupid questins already answered in the settings files)
     
     
    if you have infistar antihack, you will need to in run.sqf add this number here, like this:
    _allowedDialogs = [-1,602]; to this:
    _allowedDialogs = [-1,602,7777];   i do not currently have a good picture of the dialog, so if someone could share could pls one i can use?   I will not support changing this so players cannot get all items (including donor items) or locations on random spawns.
    If you have problems with players killing themself to get better weapons/spawns, it means you have too good options for donors or only shit options for non donors, level it out instead of giving donors OP spawns!
      have fun
     
    regards
    Halv
     
    Link:
    https://github.com/Halvhjearne/halv_spawn
  2. Like
    Halvhjearne got a reaction from looter809 in Delete vehicles parked in safezones on restart   
    A guy on opendayz.net gave me this brilliant idea for a script, big thanks to titan!
     
    IMPORTANT:
    This can delete vehicles completely from the database!
    beware that if not set correctly you can end up deleteing vehicles un-intended, wich is mainly the reason why i made a log of vehicle type,pos,cargo and so on when it is triggered
     
    HOWEVER i can not stress this enough, backup, backup, backup ... before you use this!!!
     
    after that warning, heres what i did ...
     
    in server_monitor.sqf find this:
    // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; add the line like this:
    serverVehicleCounter set [count serverVehicleCounter,_type]; }; [_object] execVM "\z\addons\dayz_server\compile\Server_DeleteObjInsafezone.sqf"; now make a text file and call it server_deleteObjInsafezone.sqf and add this code:
    /* VEHICLE CLEANUP ZONE Script by HALV */ _obj = _this select 0; if (!isServer) exitWith {diag_log "Server_DeleteObjInsafezone.sqf - ERROR: NOT SERVER?"}; //\\\\\\\\\\\\\\\\\\\\ Setup Area ////////////////////\\ //vehicle types to Check for _delVeh = ["Air","Landvehicle","Ship","Tank"]; //Action to take when vehicle is detected in a [VEHICLE CLEANUP ZONE] //0 Delete vehicles ingame but keep in database. NOTE: This will stack vehicles in database if not cleaned propper //1 Tp vehicles outside [VEHICLE CLEANUP ZONE] ("radius" + 50 meter to 4x "radius" from VEHICLE CLEANUP ZONE pos eg: if radius is 100 vehicles are moved 150-400 meter away) //2 Tp vehicles to a position within 125m of _safespot (remember to set a position below) //3 will delete vehicles completly from database _Action = 1; //if _Action = 2 then enter the position you desire here (default is by grozovoy pass around 022010) _safespot = [2283.19,14255,0]; //how large radius to spread them in this area in meters (default 125m) _radius = 125; //damaged above this amoun, vehicle is deleted (set to 1 to only delete completely destroyed vehicles) _dam = 0.90; //if true will delete vehicles matching array below by default _delbikmot = true; //if above is true will delete these by default _defdelar = ["Bicycle","Motorcycle","CSJ_GyroC","CSJ_GyroCover","CSJ_GyroP"];//,"ATV_Base_EP1" //set to true, to unlock vehicles by default when TP'ed _unlock = true; //log text, this is what you want to look for in the logs, if you need to know something about a moved vehicle _txt = "[VEHICLE CLEANUP ZONE]"; //Update vehicles to the hive, and make sure they are not moved each restart? _updateHIVE = true; //VEHICLE CLEANUP ZONE's/areas switch choosing the map name for cleanup location purposes if(isNil "HALV_VEHICLE_CLEANUPZONES")then{ diag_log format["%1: selecting world to cleanup ...",_txt]; _WorldName = toLower format ["%1", worldName]; switch (_WorldName)do { //NAPF case "napf":{ // diag_log format["%2: Cleanup zones for napf selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[8246.3184,15485.867,0], 125, "Trader City Lenzburg"], [[15506.952,13229.368,0], 125, "Trader city Emmen"], [[12399.751,5074.5273,0], 125, "Trader City Schratten"], [[10398.626,8279.4619,0], 125, "Bandit Vendor"], [[5149.9814,4864.1191,0], 125, "Hero Vendor"], [[2122.7954,7807.9878,0], 100, "West Wholesaler"], [[5379.0342,16103.187,0], 100, "North Wholesaler"], [[6772.8877,16983.27,0], 100, "Nordic Boats"], [[16839.973,5264.0566,0], 100, "Pauls Boats"], [[15128.379,16421.879,0], 100, "AWOLs Airfield"] ]; }; //chernarus case "chernarus":{ // diag_log format["%2: Cleanup zones for chernarus selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position radius cityname/text [[6325.6772,7807.7412,0], 125, "Trader City Stary"], [[4063.4226,11664.19,0], 125, "Trader City Bash"], [[11447.472,11364.504,0], 125, "Trader City Klen"], [[1606.6443,7803.5156,0], 125, "Bandit Camp"], [[12944.227,12766.889,0], 125, "Hero Camp"], [[13441.16,5429.3013,0], 100, "Wholesaler East"], [[4510.7773,10774.518,0], 100, "Aircraft Dealer"], [[7989.3354,2900.9946,0], 100, "Boat Dealer South"], [[13532.614,6355.9497,0], 100, "Boat Dealer East"], [[4361.4937,2259.9526,0], 100, "Wholesaler South"] ]; }; //tavi case "tavi":{ // diag_log format["%2: Cleanup zones for tavi selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[11698.81,15210.121,0], 75, "Trader City Lyepestok"], [[15309.663,9278.4912,0], 75, "Trader City Sabina"], [[5538.7354,8762.2695,0], 75, "Trader City Bilgrad"], [[7376.6084,4296.5879,0], 75, "Trader City Branibor"], [[10948.426,654.90265,0], 75, "Bandit Vendor"], [[15587.822,16394.049,0], 75, "Hero Vendor"], [[16555.732,10159.68,0], 75, "Aircraft Dealer"], [[6815.0776,8534.1504,0], 75, "Aircraft Dealer 2"], [[4066.3528,7265.0024,0], 75, "Misc. Vendor"], [[17497.631,7159.0879,0], 75, "Misc. Vendor 2"], [[17332.115,12930.239,0], 75, "Boat Dealer"], [[10570.494,16772.477,0], 75, "Boat Dealer 2"], [[10698.463,5983.665,0], 75, "Boat Dealer 3"], [[5419.2437,9503.5479,0], 75, "Boat Dealer 4"], [[13342.758,8611.9932,0], 75, "Wholesaler"], [[9859.4209,7471.5684,0], 75, "Wholesaler"] // <-- no comma for last entry ]; }; /* //myworldname case "myworldnameinlowercase":{ // diag_log format["%2: Cleanup zones for myworldnameinlowercase selected! (check: %1)",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[7839.60,8414.73,381.33], 150, "my custom zone marker"], [[7839.60,8414.73,381.33], 75, "my custom location"] // <-- no comma for last entry ]; }; */ //default default{ diag_log format["%2: Cleanup zones for %1 not availible ...",_WorldName,_txt]; //logging if right worldname was selected, if uncommented HALV_VEHICLE_CLEANUPZONES = [ //position //radius //cityname/text [[0,0,0], 1, "DEBUG"] ]; }; }; }; //\\\\\\\\\\\\\\\\\\\\ End Setup Area ////////////////////\\ /////////////// dont touch anything below this line unless you know what you are doing \\\\\\\\\\\\\\\ _possiblematch = false; {if(_obj isKindOf _x)then{_possiblematch=true;};}forEach _delVeh; if(_possiblematch)then{ { _Spos = _x select 0; _Rad = _x select 1; _name = _x select 2; _radats = _Rad+50; _radx4 = _Rad+_Rad+_Rad+_Rad; if(_obj distance _Spos < _Rad)then{ _defdel = false; _typeOf = typeOf _obj; _pos = getpos _obj; _mags = getmagazinecargo _obj; _weaps = getweaponcargo _obj; _packs = getbackpackcargo _obj; _objID = _obj getVariable["ObjectID","0"]; _objUID = _obj getVariable["ObjectUID","0"]; _objname = (gettext (configFile >> 'CfgVehicles' >> _typeOf >> 'displayName')); diag_log format["%1: %2 (%3) by %4 @%5 %6 [ID:%7,UID:%8] Cargo: [%9,%10,%11]",_txt,_typeOf,_objname,_name,mapgridposition _pos,_pos,_objID,_objUID,_weaps,_mags,_packs]; if(_delbikmot)then{{if(_obj isKindOf _x)then{_defdel = true};}forEach _defdelar;}; if(_defdel)then{_Action=3;diag_log format["%2: %1 is Model to delete by default!",_typeOf,_txt];}; if(getDammage _obj > _dam)then{_Action=3;diag_log format["%2: %1 too damaged",_typeOf,_txt];}; if(_unlock and !_defdel and (locked _obj))then{_obj setVehicleLock "UNLOCKED";_obj setVariable ["R3F_LOG_disabled",false,true];diag_log format["%2: %1 Un-Locked",_typeOf,_txt];}; switch(_Action)do{ case 0:{deleteVehicle _obj;diag_log format["%2: %1 Deleted, but remains in DB (Dont forget to clean this up)",_typeOf,_txt];}; case 1:{ _newPos = [_Spos, _radats, _radx4, 10, 0, 2000, 0] call BIS_fnc_findSafePos; _obj setpos _newPos; //update to HIVE? if(_updateHIVE)then{ private["_position","_worldspace","_fuel","_key"]; _position = getPosATL _obj; _worldspace = [ round(direction _obj), _position ]; _fuel = fuel _obj; _key = format["CHILD:305:%1:%2:%3:",_objID,_worldspace,_fuel]; diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; diag_log format["%6: %5 TP from %1 %2 to %3 %4",_pos,mapgridposition _pos,_newPos,mapgridposition _newPos,_typeOf,_txt]; }; case 2:{ _newPos = [_safespot, 0, _radius, 10, 0, 2000, 0] call BIS_fnc_findSafePos; _obj setpos _newPos; //update to HIVE? if(_updateHIVE)then{ private["_position","_worldspace","_fuel","_key"]; _position = getPosATL _obj; _worldspace = [ round(direction _obj), _position ]; _fuel = fuel _obj; _key = format["CHILD:305:%1:%2:%3:",_objID,_worldspace,_fuel]; diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; }; diag_log format["%6: %5 TP from %1 %2 to %3 %4",_pos,mapgridposition _pos,_newPos,mapgridposition _newPos,_typeOf,_txt]; }; default{_msg = format["%2: %1",_typeOf,_txt];deleteVehicle _obj;[_objID,_objUID,_msg] call server_deleteObj;}; }; }; }forEach HALV_VEHICLE_CLEANUPZONES; }; script can do quite a few options now:
     
    Delete (not from database, will still require cleanup or it will clonk up db at some point)
    Delete (als from database)
    TP outside safezone TP to "safe" location   you can edit what to delete, areas, distance to areas
    can be set to always delete certain vehicles (like bikes/motorcycle/ATV) by default
    can be set to delete damaged vehicles by default
    can be set to unlock vehicles when moved
     
    will work out of the box on chernarus, napf and taviana
     
    i tried to comment for easy edit
     
    after your edits, put this file in the complie folder of your server pbo and restart server.
     
    all vehicles in safezones when server restarts are now only a small notice in the rpt file with info on city name, where it came from, type, current position and cargo [weapons,mags,bags].
     
     
    enjoy ;)
  3. Like
    Halvhjearne got a reaction from Toby77 in Easy Kill feed/messages w/study & bury body function (Beta)   
    Im not sure i found the best way to do it, but it works and currently i do not see a better way (maybe epoch devs can shed some light on how this would be done better or perhaps integrate this?), i havent seen anything about killmessages anywhere and i guess some servers might have been waiting for something like this for a bit now, so here it is:
     
    with this installed, you can easily setup the following types of killmessages:
     
     
    sideChat //note that sideChat only shows if more than one player is on the server (not that it matters much) globalChat systemChat titleText cutText hint hintSilent dynamictext     obviusly you can switch any of these on or off (in settings.sqf) and besides this, it can add a custom channel to your server with the name and/or colour you specify at the top of the settings file ...     you can also swith on/off if you want it to show killfeed from players killed by ai or simmular (alltho sappers will currently show as error: no vehicle, as there is no killer left to check).   to install this, all you need to do is put all files in a folder called "addons\messages" in your mission, edit settings as you like and add this line: [] execVM "addons\messages\init.sqf"; to the very bottom of your init.sqf if that does not work, try at the top.
     
    if you have A3EAI it might be a good idea to move this line:
    #include "A3EAI_Client\A3EAI_initclient.sqf"; to the very bottom of your init.
     
    (you can also edit the second line of settings.sqf to match your prefered folder structure)
     
    Link:
     
    https://github.com/Halvhjearne/killfeed
     
    as requested i have now added a study body function to this.
     
    here is a picture of how the killfeeds look:
     
    (note that the red custom chat is now unsupported by me)

  4. Like
    Halvhjearne got a reaction from PryMary in Repair & Rearming script   
    _servicePointClasses = ["Land_CarService_F","myaddedbuilding1","myaddedbuilding2","anotherbuilding2"]; // service point classes (can be house, vehicle and unit classes) ... do you see the problem now or do i have to point it out?
  5. Like
    Halvhjearne got a reaction from DrS8n in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    lol, yea i know nothing ... thats why it works for everyone else ...
  6. Like
    Halvhjearne got a reaction from RC_Robio in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    i doubt it ...
    btw, i suggest you reduce the size of your signature ... tbh it looks like a giant piece of spam, not to mention the servers you list are not found on gametracker.
  7. Like
    Halvhjearne got a reaction from Tophi in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    i doubt it ...
    btw, i suggest you reduce the size of your signature ... tbh it looks like a giant piece of spam, not to mention the servers you list are not found on gametracker.
  8. Like
    Halvhjearne got a reaction from Sp4rkY in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    i already told you the sollution, and you even posted your answer above ... remove the "srifle_DMR_03_spotter_F" from the pricelist or add it to the blacklist in the trader settings.
    it is also likely that you have more than one item with this problem.
  9. Like
    Halvhjearne got a reaction from TheVampire in Taru pods utilization mod / script   
    so i realized that some server owners has been checking out my github and noticed the Taru pods mod/script i made.
     
    however, unfortunatly not as many has had the courtesy of actually reporting back to me about functionality/bugs, so i decided to just release it here for everyone to enjoy and i can see what everyone has to say about it.
     
    What is this?
     
    this script was inspired by this mod:
    http://www.armaholic.com/page.php?id=27532
     
    one of my players asked me to add this mod, but i feelt that this could be done without having to add an extra mod to every client, so i created this:
     
    this is a script that will allow players to attach the taru pods to the base taru that does not have a pod attached by default, if the pod is dropped above 25m height, the pod will be dropped in a parachute, else the pod is just dropped.
     

    (more pics soon)
     
    i also made possibility to sell pods at the traders without getting in as driver (claim action) that i will be uploading to my github soon.
     
    to attach a pod:
    Land "on" the pod with a wheel on each side as close as possible make sure wheels are touching ground scroll and use the attach scroll action to attach a pod scroll to detach/para drop it again.
     
    to make sure the pod saves new position after being moved, then either enter the pod or change inventory in it.
    pods should now save when dropped.
     
    so here goes:
    https://github.com/Halvhjearne/taru-pods
     
    to install this, add to the bottom of your init.sqf:
    execVM "addons\taru_pods\taru_init.sqf"; (or wherever you decide to install it, folder is not important)
     
    if you have antihack, you will need to disable attach and scroll actions checks (more info on this will come soon).
     
    you will also need to add the pods to traders / epochconfog.hpp
    the pod classnames are:
    "Land_Pod_Heli_Transport_04_bench_F" "Land_Pod_Heli_Transport_04_covered_F" "Land_Pod_Heli_Transport_04_medevac_F" "Land_Pod_Heli_Transport_04_box_F" "Land_Pod_Heli_Transport_04_fuel_F" "Land_Pod_Heli_Transport_04_repair_F" "Land_Pod_Heli_Transport_04_ammo_F"
  10. Like
  11. Like
    Halvhjearne got a reaction from TheVampire in VEMF - Vampire's Epoch Mission Framework   
    to make the box spawn loot try this ...
     
    find this part in Vfunctions.sqf line 413:
    VEMFLootList = VEMFLootList + [((_tmp select _z) select 0)]; change it to this:
    VEMFLootList = VEMFLootList + [((_tmp select _z) select 0)select 0]; however, there is still a lot of stuff in this that could be improved and some errors that will occur now and then ...
  12. Like
    Halvhjearne got a reaction from Ty4ka in Repair & Rearming script   
    not sure wich it is, i have both of these on false:
    _OAP = false; _OAO = false; also i think you might need:
    _OAO = false; .. not sure if it actually does anything for now, but just in case.
  13. Like
    Halvhjearne got a reaction from Karmafied in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    _unit forceSpeed 0;this will ensure an ai will never move to waypoints or follow orders, iirc they will still fire or prone if engaged.
    _unit forceSpeed -1;this will reset it back to normal and allow them to move again.
  14. Like
    Halvhjearne got a reaction from Ghostrider-GRG in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    this was adressed when the current epoch version released ... its not illegal to flip back a page or 2 in order to search for an answer.

  15. Like
    Halvhjearne got a reaction from TheStainlessSteelRat in CBA 2.0 and CUP_Weapons ..how to allow players without still log in   
    you do not need to set "verifySignatures = 0;" to allow players to enter without the mod, thats very bad advice and you are just asking for trouble with hackers that way, not to mention the problems with mismatched mod versions.
    the problem is most likely mismatched mod versions, because a3laucher has stuck with version 1.1 for a while now while steam has autoupdated for the players to version 1.2.1.
    also make sure to add the key for asdg joint rails mods, to allow players to join using that instead of cba (unless cba is needed for something else).
    i suggest you use the steam version on the server and inform the players to do the same, in order to ensure all are using same version of the mod.
    some players are always retards and will not understand ... not much you can do about that.
  16. Like
    Halvhjearne got a reaction from Monk in CBA 2.0 and CUP_Weapons ..how to allow players without still log in   
    there is no "alternative way to do this",there is a wrong way to do it and the right way to do it.
    the right way is to make sure player and server use same mod version and ensure the keys are correct and have "verifySignatures = 2;".
    obviusly you are allowing more players to join if you disable the signature check, however you do not have any idea what version of the mod they are using or if they modified it in any way (not to mention what additional mods they could have activated aswell).
    by enabling the signature check you ensure everyone is using the same exact version of the mod as the server (or they will not be able to join), obviusly that will result in some retards not being able to join the server cause of mismatched versions which should not be allowed to join anyway (cause of what problems might arise from mismatched versions), however you are not allowing any tampering with the files either.
  17. Like
    Halvhjearne got a reaction from KiloSwiss in Hiring coder for server   
    first off you should considder what the price of hiring a programmer vs how long it will take you to learn how to do this yourself.
    second i dont think people like you realize what the cost of a skilled programmer is ... heres a heads up about programmers salary:
    Entry Level 
    15 - 25 $ / hr or 30,000 to 55,000 / yr 
    Medium experience 3 - 5 yrs - Java, J2EE, C++, php, Ruby experience 
    25 - 55 $ / hr 55,000 - 100,000 / yr 
    Lots of experience 10 + yrs - many languages 
    60+ $/ hr 75,000/yr 
    no stop being so lazy and just go learn how to install scripts yourself, its not that hard.
  18. Like
    Halvhjearne got a reaction from BoleParty in Hiring coder for server   
    first off you should considder what the price of hiring a programmer vs how long it will take you to learn how to do this yourself.
    second i dont think people like you realize what the cost of a skilled programmer is ... heres a heads up about programmers salary:
    Entry Level 
    15 - 25 $ / hr or 30,000 to 55,000 / yr 
    Medium experience 3 - 5 yrs - Java, J2EE, C++, php, Ruby experience 
    25 - 55 $ / hr 55,000 - 100,000 / yr 
    Lots of experience 10 + yrs - many languages 
    60+ $/ hr 75,000/yr 
    no stop being so lazy and just go learn how to install scripts yourself, its not that hard.
  19. Like
    Halvhjearne got a reaction from cyncrwler in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    https://github.com/GBR-Suppe/a3_epoch_HSBlackmarket/blob/master/MPMissions/epoch.Altis/trader/HS_playertraderequest.sqf#L44
    should be:
    ["Vehicle",_vehHiveKey,_VAL]call EPOCH_fnc_server_hiveSET;https://github.com/GBR-Suppe/a3_epoch_HSBlackmarket/blob/master/MPMissions/epoch.Altis/trader/HS_playertraderequest.sqf#L107
    should be:
    ["VehicleLock",_vehLockHiveKey,EPOCH_vehicleLockTime,[_lockOwner]]call EPOCH_fnc_server_hiveSETEX;i think thats the most important for now ...
  20. Like
    Halvhjearne got a reaction from cyncrwler in Hiring coder for server   
    first off you should considder what the price of hiring a programmer vs how long it will take you to learn how to do this yourself.
    second i dont think people like you realize what the cost of a skilled programmer is ... heres a heads up about programmers salary:
    Entry Level 
    15 - 25 $ / hr or 30,000 to 55,000 / yr 
    Medium experience 3 - 5 yrs - Java, J2EE, C++, php, Ruby experience 
    25 - 55 $ / hr 55,000 - 100,000 / yr 
    Lots of experience 10 + yrs - many languages 
    60+ $/ hr 75,000/yr 
    no stop being so lazy and just go learn how to install scripts yourself, its not that hard.
  21. Like
    Halvhjearne got a reaction from bigsl83 in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    just a headsup, the new epoch update did some changes, hence there are a few changes in this aswell.
    i will post as soon as i fixed it.
  22. Like
    Halvhjearne got a reaction from cyncrwler in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    just a headsup, the new epoch update did some changes, hence there are a few changes in this aswell.
    i will post as soon as i fixed it.
  23. Like
    Halvhjearne got a reaction from Chainsaw Squirrel in A3EAI Factions   
    if you just want the ai to fight among themself, you wont need to change any friends settings like that.
    the ai a3eai spawns are for resistance side and the code you show are making sure they are all set to unfriendly, so you just need to spawn some ai from east or west side and they will automatically start fighting (required that they have usable weapons and has discovered each other ofc).
    this is not an impossible task, however it is not as easy to implement as you seem to think, you will need to change a "little" more than what you sugges here.
    theres a few ways i can think of regarding how to achive this using a3eai, but they all require quite a bit of work(not to mention knowledge of arma coding), not something i can recommend for a beginner coder, unless you want a hard challenge.
     
    asking someone to write it for you for money, might not be your best option either, as it will attract a lot of unwated elements ... had it not been for the fact that i currently feel kinda "burned out" on arma, i would have prob helped you.
    personally i dont need or car about money either, but that boob pic does sound interesting tho ... :D
  24. Like
    Halvhjearne got a reaction from SWAT_BigBear in A3EAI Factions   
    if you just want the ai to fight among themself, you wont need to change any friends settings like that.
    the ai a3eai spawns are for resistance side and the code you show are making sure they are all set to unfriendly, so you just need to spawn some ai from east or west side and they will automatically start fighting (required that they have usable weapons and has discovered each other ofc).
    this is not an impossible task, however it is not as easy to implement as you seem to think, you will need to change a "little" more than what you sugges here.
    theres a few ways i can think of regarding how to achive this using a3eai, but they all require quite a bit of work(not to mention knowledge of arma coding), not something i can recommend for a beginner coder, unless you want a hard challenge.
     
    asking someone to write it for you for money, might not be your best option either, as it will attract a lot of unwated elements ... had it not been for the fact that i currently feel kinda "burned out" on arma, i would have prob helped you.
    personally i dont need or car about money either, but that boob pic does sound interesting tho ... :D
  25. Like
    Halvhjearne reacted to KiloSwiss in typeOF player !=   
    Which one is faster, highly depends on the syntax that is used and the return!
     < 
     > 
    I recommend to use == in this case, because comparing two strings with == is not case sensitive and when using classNames, you don't really need to check case sensitive and you also don't need to write the ClassName with the exact Upper/Lowercase letters, which allows you to code much faster than when you have to look up each exact className that is returned, just for a simple comparison in a simple line of a script.
    https://community.bistudio.com/wiki/Code_Optimisation
    You guys can optimise your scripts as much as you want, but in this case it is already a waste of time to even consider a "optimization", not even talking about starting an argument over it.
    Focus on working code first, then make it readable and if (a big "IF") it performs worse, look up how you could possibly optimize it.
    Don't waste more than 2x the time you needed to write a script into optimizing it.
    If you need more time, then you should probably rewrite it completely or just move on to another script, and come back to rewrite it later on with a "clear" head.
     
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