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Ghostrider-GRG

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  1. Like
    Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Open custom_server\compiles\blck_variables.sqf.
    Check that blck_debugON = false;
    That usually solves these sorts of issues.
  2. Like
    Ghostrider-GRG reacted to Grahame in Making Can Openers and Knives useful in Epoch   
    With all the vanilla ARMA3 objects that have been added to A3E in 1.0 and beyond, there is a lot of new fun stuff you can do to make the experience more immersive and drive your players mad  Here is just one such example, the addition of a requirement for can openers and knives for opening cans of food and gutting animals.
    Gutting Animals with a Knife or Hatchet
    So, you've just killed an animal in the wild and you want to gut it. At the moment you use your teeth and hands to field dress the animal. The code below adds a little more realism in that it forces you to have a knife or hatchet in order to get the meat and/or pelt from the carcass. 
    Note: @Helion4 have you thought how great a hunting knife model would be (hoverboards are a lot more important though!!!)?  
    Change lines 61 to 73 in epoch_code/compile/EPOCH_lootTrash.sqf from:
    if (!isNull _lootAnimalObj) then { _cfgItemInteractions = (_cfgObjectInteractions >> (typeOf _lootAnimalObj)); _interactAttributes = getArray(_cfgItemInteractions >> "interactAttributes"); _bloodPos = getPosATL _lootAnimalObj; _blood = "BloodSplat" createVehicleLocal _bloodPos; _blood setPosATL _bloodPos; // send [_lootAnimalObj, player, Epoch_personalToken] remoteExec ["EPOCH_server_lootAnimal",2]; _return = true; }; to:
    if (!isNull _lootAnimalObj) then { if (("ItemKnife" in magazines player) || ("Hatchet" in weapons player) || ("CrudeHatchet" in weapons player)) then { _cfgItemInteractions = (_cfgObjectInteractions >> (typeOf _lootAnimalObj)); _interactAttributes = getArray(_cfgItemInteractions >> "interactAttributes"); _bloodPos = getPosATL _lootAnimalObj; _blood = "BloodSplat" createVehicleLocal _bloodPos; _blood setPosATL _bloodPos; // send [_lootAnimalObj, player, Epoch_personalToken] remoteExec ["EPOCH_server_lootAnimal",2]; } else { ["You need a knife or hatchet to gut an animal", 5] call Epoch_message; }; _return = true; }; A nice easy change that makes the gutting of animals a little more immersive and provides a reason for players to find and carry those items on them.
    To eat from a can you first have to open it
    The following code will add the requirement for a can opener, knife or hatchet (crude or otherwise) in order to open certain canned food items. Depending on which tool you have on you, you will get a different amount of hunger from consuming the can. For example, use a can opener then you get the full benefit, use a knife and you get 80% and if you use a hatchet to open it you just get 50% of the hunger back
    Note: This is also a nice example of how you can add new interactions for objects you add to your server.
    Add the following at line 415 in epoch_code/compile/EPOCH_consumeItem.sqf:
    case 17: { // Eat Canned Food - check for item to open the can with // Reduce attributes based on the type of item, can opener, knife or hatchet _attributesModifier = 1; _itemFound = false; if ('ItemCanOpener' in magazines player) then { _attributesModifier = 1; _itemFound = true; } else { if ('ItemKnife' in magazines player) then { _attributesModifier = 0.8; _itemFound = true; } else { if (('Hatchet' in weapons player) || ('CrudeHatchet' in weapons player)) then { _attributesModifier = 0.5; _itemFound = true; }; }; }; if (_itemFound) then { private _removedCan = _item call _removeItem; if (_removedCan) then { if (_interactReturnOnUse != "") then { _interactReturnOnUse call EPOCH_fnc_addItemOverflow; }; { _x set [1, ((_x select 1) * _attributesModifier)]; _output = _x call EPOCH_giveAttributes; if (_output != "") then { [_output, 5] call Epoch_message_stack; }; } foreach _interactAttributes; }; } else { ["You need a can opener, knife or hatchet to open the can", 5] call Epoch_message; }; Now you have a new interaction that will give you a certain amount of hunger back depending on what tool you use to open the can with. Now you need to make the cans themselves use it. This is done in epoch_config/Configs/CfgItemInteractions.hpp.
    First add a new class for cans that requite something to open them. Add this code at line 59:
    class Food_TinCan_Tool_base : Food_base { interactAction = 17; interactReturnOnUse = "ItemEmptyTin"; }; This gives you a class that cans which will require a can opener, etc. can inherit. So, let's say that a can of meatballs requires a tool to open. To make this so, you would change line 106 from
    class meatballs_epoch : Food_TinCan_base to
    class meatballs_epoch : Food_TinCan_Tool_base It's as simple as that. On my server I leave some cans, like sardines, openable without a tool and others requiring one. For those that do not need a tool you do not need to change anything.
    Just a little fun and all done mission side.
  3. Like
    Ghostrider-GRG reacted to Grahame in A3E Take Clothes   
    New version of the script provided by @He-Man (cheers buddy!):
    private ["_target_uniform","_player_uniform"]; params ["_target","_player"]; _nearentities = (((_player nearEntities 7) select {isplayer _x && alive _x && !(_x iskindof "HeadlessClient_F")}) - [_player]); if !(_nearentities isequalto []) exitwith { ["Cannot take clothes when other players are nearby",5] call epoch_message; }; if (uniform _target isequalto "") exitwith { ["Target has no uniform to take",5] call epoch_message; }; _playerloadout = getunitloadout _player; _targetloadout = getunitloadout _target; _player_uniform = _playerloadout param [3,""]; _target_uniform = _targetloadout param [3,""]; _playerloadout set [3,_target_uniform]; _targetloadout set [3,_player_uniform]; _player setunitloadout _playerloadout; _target setunitloadout _targetloadout; Tested on my server this afternoon. If others can check it out and confirm no issues then I will update the thread's first post.
  4. Like
    Ghostrider-GRG reacted to Tarabas in Door remote script   
    @Grahame that Epoch_Doorcheck was just a edited EPOCH_isBuildAllowed and only for a test. So it's deleted again.
    it seems to be working with @He-Mans addition:


  5. Like
    Ghostrider-GRG reacted to Grahame in DayZ-Style Portable Generators for A3E   
    I got certain configs updated in the EpochCore client files allowing a few extra nice features to be deployed in A3/Epoch, and I'll start off by posting the information to set up portable generators to allow fuel pumps to be used for refueling vehicles if auto-refueling is turned off on your server. 
    Installation Instructions
    (1) Add the portable generator "kit" to your loot tables and trader price lists. The class name is KitGenerator
    (2) Add the files in this downloadable archive to a folder in your mission called, for example, sounds:
    https://www.dropbox.com/s/75gq2rezy1tcbe2/generator_sounds.zip?dl=0
    The license file is required! It is a Creative Commons Attribution Only license for the sound file.
    (3) Add the following lines to your mission file's custom description.ext (replacing the path for the generator1.ogg sound with the location in which you put it):
    // Portable Generator Sounds class CfgSFX { class Generator { sounds[] = {"Generator"}; name = "Generator"; Generator[] = {"sounds\generator1.ogg","db+10",1,200,1,0,0,0}; Empty[] = {"",0,0,0,0,0,0,0}; }; }; class CfgVehicles // NOTE: CfgVehicles definitions are only permitted in description.ext for sound sources. It cannot be used for CfgVehicles customizations { class PortableGenerator { sound = "Generator"; }; }; (4) Create a file in the folder of your mission file where you store your own scripts, e.g. custom called PortableGenerator.sqf and paste the following code into it:
    (5) Add the following lines to your mission's init.sqf (replacing the path with whatever you used in step (4)):
    if(hasInterface) then{ PortableGenerator = compileFinal preprocessFileLineNumbers "custom\PortableGenerator.sqf"; }; (6) Add the following to epoch_config/Configs/CfgItemInteractions.hpp:
    class KitGenerator : Item_Build_base { buildClass = "Generator_EPOCH"; }; (7) Add the following to epoch_config/Configs/CfgBaseBuilding.hpp:
    class Generator_EPOCH : Default { removeParts[] = {{"KitGenerator",1}}; GhostPreview = "Generator_Ghost_EPOCH"; staticClass = "Generator_EPOCH"; simulClass = "Generator_SIM_EPOCH"; limitNearby = 2; bypassJammer = 1; }; class Generator_SIM_EPOCH : Generator_EPOCH { removeParts[] = {}; }; class Generator_Ghost_EPOCH : Generator_SIM_EPOCH {}; (8) Add the following code to epoch_config/Configs/CfgActionMenu/cfgActionMenu_target.hpp:
    // Portable Generators class generator_refill { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && !(dyna_cursorTarget getVariable [""GeneratorFueled"",false]) && !(dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 2] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\vehicle_refuel.paa"; tooltip = "Refuel generator"; }; class generator_start { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && (dyna_cursorTarget getVariable [""GeneratorFueled"",false]) && !(dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 1] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\Replace_Engine.paa"; tooltip = "Start generator"; }; class generator_stop { condition = "((dyna_cursorTarget isKindOf 'Generator_EPOCH') && (dyna_cursorTarget getVariable [""GeneratorRunning"",false]))"; action = "[dyna_cursorTarget, 0] call PortableGenerator;"; icon = "x\addons\a3_epoch_code\Data\UI\buttons\Remove_Engine.paa"; tooltip = "Stop generator"; }; RePBO your mission file and upload it to the server. That should be it.
  6. Like
    Ghostrider-GRG reacted to Grahame in DayZ-Style Portable Generators for A3E   
    Just thought of one more thing that should be added - not a big thing but you should be not able to remove the generator and get the kit back if it is still running. Not a big thing cause the pumps do get zeroed at restart with autorefueling disabled but it would be important immersion wise
    Will test code and update when I can (soon)
  7. Like
    Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    To change the marker size just change the values where they are defined in each file describing missions. Alternatively, ifyou want all markers the same size you can set the size in GMS_fnc_spawnMarker.
    The version / build are logged in your server.rpt. The location of the file depends a bit on how your server is set up. On Epoch servers it is usually stored in the SC folder. A new file is generated after each restart (thank goodness for that - thank you Bohemia).
    You can also directly check the build in the custom_folder\init folder - just look for a file called build.sqf.
     
  8. Thanks
    Ghostrider-GRG reacted to mgm in The Epoch Mod Hoverboard is here.   
    Amazing. Thank you @Helion4
  9. Like
    Ghostrider-GRG reacted to Helion4 in The Epoch Mod Hoverboard is here.   
    Better late than never.




  10. Like
    Ghostrider-GRG reacted to He-Man in Traders Overhaul Discussion   
    The Trader system has been updated a lot in the last months!
    Sure, we are not finished with it and I have also some more ideas, but I think the current state is much better configureable then a half year before.
    AI-Vehicles can already be sold after this Update in the experimental files: https://github.com/EpochModTeam/Epoch/commit/561012b09cd89b0588a7d91a90faabaa10fc297a
    What I take from your statements, we should add / change the following:
    - Move the config into a separate file (where it doesn't matter if Server side in epoch_server_settings.pbo or Client side in the mission file)
    - Define Trader types for:
       - Static Traders
       - City Traders
       - Random Traders
    - Add separate Start-Items for these 3 Trader Types
    - Change the Start-Items arrays to: 
    {
       {"Item1","count1"},
       {"Item2","count2"}
    };
    Defining, specific Trader for specifed Items is a bit more difficult. There are some things to clearify first:
    - If you have for example a "Weapon-Trader", can you also sell other items there?
    - If so, what would we then do with these sold items? Delete?
    - Or can you really only deal with Weapons there and you have to drive / walk to several Traders to sell your looted Stuff?
     
  11. Like
    Ghostrider-GRG reacted to DirtySanchez in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    A little update here, a little tweak here and before I knew it I was reworking the entire script.
    Here is a breakdown of whats changed and available on a branch and pull merge request.
     
    Server Side
    [REMOVED] PublicVariable Event Handler
    [REMOVED] Spawn loop for generating keys for each 
    [ADDED] 3 new functions to handle the removed PVEH(ReadFrom/WriteTo/TrashFrom)
    [ADDED] 2 new functions to spit out client vgs key and client garage on join
    [ADDED] Debug config option to log every use/request
    Client Side
    [FIXED] Global.hpp missing and caused hosts issues getting the script setup and running
    [ADDED] Ships are now searched for and listed for storage in the garage
    [FIXED] System searched for "Air", but listed only "Helicopters" (now planes and VTOL will show up).
    [ADDED] Scroll Wheel config option to disable/enable
    [ADDED] Dyna Menu self interaction
    [ADDED] Jammer requirement config option along with max distance from jammer entry
    [ADDED] Scroll Wheel will follow Jammer Requirements and Max Distance if enabled
    [ADDED] Dyna Menu will follow Jammer Requirements and Max Distance if enabled
    [ADDED] Debug config option to log each client vgs event
    [ADDED] New Function to handle the receipt of data from VGS server
    [FIXED] Refreshing of VGS GUI on Move IN and Move OUT was not refreshing both sides properly.
    New Configs
    // Settings here
    debug = 0; // 1 = ON // 0 = OFF
    range = 25; // Vehicles within this range of player can be moved into garage
    useScrollWheel = 1; // Scroll Wheel VGS Menu
    requireJammer = 0; // 1 = ON // 0 = OFF
    maxDistanceFromJammer = 300; // meters, only applies if requireJammer = 1
    With new readme
    Branch here: https://github.com/ravmustang/Game_code/tree/VGS-Overhaul/ArmA_3/A3_EPOCH_virtualGarage

    Merge Request here: https://github.com/IT07/Game_code/pull/4
  12. Like
    Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    To change the marker size just change the values where they are defined in each file describing missions. Alternatively, ifyou want all markers the same size you can set the size in GMS_fnc_spawnMarker.
    The version / build are logged in your server.rpt. The location of the file depends a bit on how your server is set up. On Epoch servers it is usually stored in the SC folder. A new file is generated after each restart (thank goodness for that - thank you Bohemia).
    You can also directly check the build in the custom_folder\init folder - just look for a file called build.sqf.
     
  13. Thanks
    Ghostrider-GRG got a reaction from webbie in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    To change the marker size just change the values where they are defined in each file describing missions. Alternatively, ifyou want all markers the same size you can set the size in GMS_fnc_spawnMarker.
    The version / build are logged in your server.rpt. The location of the file depends a bit on how your server is set up. On Epoch servers it is usually stored in the SC folder. A new file is generated after each restart (thank goodness for that - thank you Bohemia).
    You can also directly check the build in the custom_folder\init folder - just look for a file called build.sqf.
     
  14. Like
    Ghostrider-GRG reacted to Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    There might be a quicker way to do it but on each mission sqf the is this line
    _markerType = ["ELIPSE",[175,175],"GRID"]; 
    changing the 175 may change it.
    But I think altering a line in GMS_fnc_spawnMarker.sqf would be quicker I'm guessing this one
    _MainMarker setMarkerSize _size; //
    to
    _MainMarker setMarkerSize [150,150];
    I could be wrong as I'm still learning 
  15. Like
    Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Please re-download and check again. I accidentally copied a GRG-specific initialization script that calls some functions not present in the public release.
  16. Like
    Ghostrider-GRG got a reaction from Kenobi in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    V 6.81 build 124 now on Experimental branch.
    See the changelog there for details which include two new mission types and a bunch of bug fixes and other smaller enhancements.
  17. Like
    Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    V 6.81 build 124 now on Experimental branch.
    See the changelog there for details which include two new mission types and a bunch of bug fixes and other smaller enhancements.
  18. Like
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    V 6.81 build 124 now on Experimental branch.
    See the changelog there for details which include two new mission types and a bunch of bug fixes and other smaller enhancements.
  19. Like
    Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    It works fine on exile servers for me - did you add uniforms from a mod?
  20. Like
    Ghostrider-GRG reacted to TheVampire in A3E DZMS   
    BIS_fnc_findSafePos basically looks for safe positions on the map based on Area, Terrain Slope, Shoreline, Near Objects, and etc. It doesn't just select randomly on the map. The main issue with it is that it will select the same safe areas repeatedly since it wasn't designed to be used this way. DZMS is designed to use code to get around that.
    There could be other solutions instead of findSafePos, but it would require a lot more code than what we have already, or may require looping more times for a good position.
  21. Like
    Ghostrider-GRG reacted to webbie in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Nevermind Ive found what Im looking for it was calling the right file but I was editing sls not the actual loot amount in crates.
  22. Like
    Ghostrider-GRG reacted to vbawol in Epoch 1.1 Release Changelog   
    Arma 3 Epoch 1.1 has been released!
    Server Files:
    https://github.com/EpochModTeam/Epoch/archive/1.1.0.1195.zip
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/969/files
    Client Files
    https://github.com/EpochModTeam/EpochCore/releases/download/1.1.0.1194/Epoch_Client_1.1.0.0.zip
    Changelog:
    Added
    Plant Spawner: vehicle object for sunflower. @Helion4 MoneyDrop Event: Random Money lump with Mapmarker (like Plants) @he-man Examples for Vehicle upgrades for Server Admins into CfgVehicleUpgrades.hpp @he-man Make Lighter refillable at Fuel-Sources (Gasstations / Vehicles) @he-man Make Trader more configurable in epochconfig.hpp @he-man Added Examples for Batchfiles to control Server Restarts @DirtySanchez default pops for "center" marker @awol More map supports @awol Lighter is needed to imflame fires @DirtySanchez FireExtinguisher is needed to "put our fire" on Burn Barrel @DirtySanchez Rope is needed for SlingLoad (get back on release) @DirtySanchez R3F compatibility for SlingLoad @DirtySanchez Hints while using Vehicle Repair (MultiGun) @he-man Config to completely disable Simulation for BaseParts (if not needed) @he-man Made Radiation configureable by cfgepochclient.hpp @raymix Hints for lock / unlock Vehicles / Storages @he-man Nuisance multiplicator in cfgepochclient.hpp @he-man Reduce rads over time at cost of immunity @raymix Wearable Male & Female wearable full radiation suit @Helion4 December seasonal items (Santa hat / Snowman) @Helion4 Autorun function (suggested by Ghostrider) @he-man Default Key is "W" You can change the key in EPOCH ESC Menu If choosen key is same as "moveforward" (default), you have to 2x tap it, else you only have to 1x tap it If your legs are broken, you get a hint "can not autorun - legs are broken" If the terrain is too steep, you only walk in AutoRun Inside Water, you can not Autorun Helper 3D-Icon + Line on the part, where element is snapped on (while Base-Building) @he-man Config in cfgepochclient.hpp to block ATM's in Plotpole range @he-man Power Sword @helion Fixed
    False BE kicks since Arma 3 1.80 update. Nightlight now also follow players inside Vehicles @he-man Fixed fault disabled DynamicDebris @morgoth0 SERVER_VARS (BaseSpawn) was not saved on revive @morgoth0 Without Advanced Vehicle Repair, Vehicle upgrade was not available @he-man Base Storages could be deleted if near Loot containers were auto-deleted @he-man Some Tarp Loot was spawned under the Floor @he-man Reworked wall check by getting out of Vehicles @he-man Garden Plot had no physical ground @Helion4 Some Vehicles were missing in EPOCH Admin Spawn Menu @he-man Changed
    RCon Port is now set to 2307 by default since changes in A3 1.78 prevent use of 2306. @awol SnapPoints for Building objects (especially full / half / quarter Floors) @he-man Some performance tweaks Inventory will be opened automatically, if "you found something" @awol EPOCH Events reworked (Markers will change if players near / event looted) @DirtySanchez Traders will no longer refill sold magazines @he-man Magazines will automatic be repacked in Trader First the trader offers full magazines If no full magazine is available, the Trader offer the last not full magazine Not full magazines are colored: Yellow (nearly full) -> Red (nearly empty) You also get a Tooltip, how much bullets left in magazine The prices are calculated by the left bullets in the magazine Increased snap-distance for Foundations (much easier to find snap positions) @he-man Reworked and added EPOCH Vehicle Classes @he-man Each upgrade increase Speed, Torque, Fuel, Terrainbehaviour, Load and Armor Hatchback >= lvl2 will no longer stuck in forests Added M900 forced without Backseats -> "C_Heli_Light_01_civil_2seat_EPOCH" Added M900 forced with Backseats -> "C_Heli_Light_01_civil_4seat_EPOCH" The Random M900 will also stay available -> "C_Heli_Light_01_civil_EPOCH" Added very low EPOCH variants of VTOL and Xi'an (eventually we have to change them with the next update a bit) Added Door-Animations to some Vehicles by GetIn / GetOut
  23. Like
    Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    from build 118 on check in the mod-specific config for the definition for vehicles for each level of mission. These are listed right at the top of that config file.
  24. Like
    Ghostrider-GRG reacted to natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    @Ghostrider-GRG
    Fuck'n brilliant update mate, I only get 1 rpt error thou the underwater mission started and finished as it should
    thx again
    cheers
    natoed
  25. Like
    Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Glad that worked out. You are running build 118 which is now on the main branch on the github.
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