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computermancer

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  1. Like
    computermancer got a reaction from DirtySanchez in Fulcrum Mission System v2.1a   
    _horbinSaysYes = _awesome; if (_awesome) then { [] call _HellYeahDude; } else { [] call _sadPanda; };
  2. Like
    computermancer got a reaction from King. in Fulcrum Mission System v2.1a   
    _horbinSaysYes = _awesome; if (_awesome) then { [] call _HellYeahDude; } else { [] call _sadPanda; };
  3. Like
    computermancer got a reaction from Darth_Rogue in Fulcrum Mission System v2.1a   
    _horbinSaysYes = _awesome; if (_awesome) then { [] call _HellYeahDude; } else { [] call _sadPanda; };
  4. Like
    computermancer reacted to second_coming in Fulcrum Mission System v2.1a   
    Would be good to have the guard use a radio to contact you if anyone gets within range of the jammer :)
  5. Like
    computermancer got a reaction from MillerTime in Fulcrum Mission System v2.1a   
    Horbin, since you have such a good grasp on AI I would like to make a request/suggestion.
     
    Something I wanted to start working on but have many limitations in knowledge n is this...
     
    A script where player goes to his jammer, and has an option to 
     
    "HIRE AN AI GUARD"
     
    Then an AI guard spawns and patrols the Jammers area. (would cost Krypto and only last X amount of time, or until restart.
     
    I was thinking about setting a variable on the player so the AI wont shoot him but will shoot everyone else,
    including sappers and AI that might spawn nearby and spill into your area (as well as other players)
     
    The problem is keeping variable after logging our or server restart....
     
    Sound like something you might be able to write into FUMS?
  6. Like
    computermancer reacted to horbin in Fulcrum Mission System v2.1a   
    Will make for even more fun once the player 'bounty' missions get added in....ever been hunted by a 5 pack of AI? :)
  7. Like
    computermancer reacted to cen in Titan launcher won't lock on target   
    You call it ignorance, I call it history and evolution of DayZ, Epoch A2 and now Epoch A3.
     
    If you can't see that, then you are the ignorant one, or perhaps you don't run servers that have players?
     
    I'd love to see some "hardcore survival" servers with actual players/stats to prove this "survival experience."
  8. Like
    computermancer reacted to hambeast in Titan launcher won't lock on target   
    QA gets it done!  High five fellow QA brother!
     
     
     
    well put...   Something I've noticed since the beginning of my DayZ hosting career (experience?)  has the balance between how hardcore you want to play vs what players actually want.
     
    Here's an example and it translates to a3 I think.  24/7 Daylight servers.  It is a fact that servers with no nighttime have a higher average pop than a server with real day/night cycles (tied to your server time).  I love night time, I think its great.  But watch the pop drop once the server goes dark.  It's been happening before epoch was a dream in vbawol's mind.   On the flip side, when you go 24/7 daylight, the more hardcore players will complain "Is there nighttime?" "why doesn't it get dark"  So you being a good hearted admin, see this and go hey, yeah, lets make it dark again, then BAM your pop drops off like a cliff.
     
    Yeah, you can balance it but you have to figure out what that is and what it means to you and if you still want to play like that.
     
    Personally I'm a fan of 3 hours light, 1 hour dark per restart cycle.  But that is preference.
  9. Like
    computermancer got a reaction from hambeast in Titan launcher won't lock on target   
    Wow, you guys are ridiculous.
     
    Epoch is not only about survival, and not having weapons... it's also about building.
     
    The reason I play Epoch is for the building system as well some of their other mechanics.
     
    And yes, I do want rocket launchers, so what? That's the post-apocalyptic world I want to play in.
     
    That's why I am an admin and scripter and not just a player ...or crybaby... or sh*t talker.... though I would really love to return the hate and ignorant comments.
     
    I just don't understand why you would come to this thread to simply talk sh*t....
     
    What if I went to your SEM thread and said the following...
     
    "EDIT: I REMOVED IT BECAUSE I THINK IT WAS TOO MEAN... BUT SERIOUSLY, WHATS THE POINT OF COMING IN HERE IF NOT TO HELP?"
     
    How's that make you feel Good? because based on the way you are treating others, it seems this is the way you want to be treated.
    Do you want me to go on?
    That was not even a quarter of how much dumb stuff I can say.
     
    Next time I see you post something demeaning and negative, I will begin trolling all your threads to see how you like pointless, unnecessary, and unwanted comments.
     
    Make a thread called "Come here so I can talk sh*t to you"
     
    Then you can say all the ignorant things you want.
     
    That's my 2 cents, luckily for you, I don't have anymore time to waste on ignorant folks like ... *ahem*...well, we know who...
     
    ... and you know who you are.
  10. Like
    computermancer reacted to cen in Titan launcher won't lock on target   
    Let's be honest, Epoch has never been about survival.
  11. Like
    computermancer reacted to horbin in Fulcrum Mission System v2.1a   
    Line 123 of SpawnNotifications.sqf
    if ( count _missionNameOverride > 0) then { // diag_log format ["##SpawnNotifications : override mission %2 name to %1",_missionNameOverride, _markers select 0]; _mkr2 setMarkerText _missionNameOverride; } else { _mkr2 setMarkerText (_markers select 0);}; change too:
    if ( count _missionNameOverride > 0) then { // diag_log format ["##SpawnNotifications : override mission %2 name to %1",_missionNameOverride, _markers select 0]; _mkr2 setMarkerText format[" %1",_missionNameOverride]; } else { _mkr2 setMarkerText format[" %1",(_markers select 0)];}; That should do it.
  12. Like
    computermancer reacted to horbin in Fulcrum Mission System v2.1a   
    Darth,
      Got it. I'll have the code to you in the next couple days, and will make it part of the next release too.
  13. Like
    computermancer reacted to hambeast in Titan launcher won't lock on target   
    More ignorance...
     
    Just cause you want to play the game the way you want, doesn't mean you should berate others for playing in a different style.
     
    Once again, the beauty of this mod is the fact that it is moddable by the community!   If you want to run a server where nobody has guns, only hatchets, go for it!
     
    If you want to run a server where everyone spawns with a rocket launcher and a tank, do it.
     
    But don't think for a minute that cause you said so, I'm going to give a damn about your opinion on how to run my server.
  14. Like
    computermancer reacted to hambeast in Titan launcher won't lock on target   
    one more thing.  If you want such a realistic survival experience how about you get off your fat ass and go backpacking in the woods for a week.  Instead you are playing keyboard warrior infront of your computer preaching to others about the merits of a "pure" survival mod, while dudes in robes shoot fireballs at you, give me a break. 
  15. Like
    computermancer got a reaction from QrizZ in Show off that Batcave!   
    I was going to clean up before I took the picture, but thought you should see my mess in it's natural state. :P 
  16. Like
    computermancer reacted to BkWArGaSM in Arma 3 - Tiny Functions Set   
    That would come n handy for some mission systems for when the mission is complete.When the mission marker respawns it can be placed away from players so they have to travel.And so missions don't spawn next to players to.
     
    Is it possible to give it an array of mission markers so missions don't spawn too close to each other?
     
     
    Greettz  - WArGaSM
  17. Like
    computermancer got a reaction from teamcrisiz in AIRFIELD/JET MISSION   
    Streaming now my first full test of the mission... heck out my twitch stream if you'd like to see it in aciton
     
    http://www.twitch.tv/computermancer
  18. Like
    computermancer reacted to Ghostrider-GRG in Earplugs Script   
    Works wonderfully. Thanks for this helpful contribution. Players love it so far.
     
    One suggestion: Add this last step to the install instructions.
  19. Like
    computermancer got a reaction from Ghostrider-GRG in Earplugs Script   
    Did you copy over the cmEarplugs code from the init.sqf file to your init.sqf file?
    //cmEARPLUGS CODE START ////////////////////////////////////////////////////////////////////////// call compile preProcessFileLineNumbers "cmEarplugs\cm_veh_fun.sqf"; //cmEARPLUGS CODE END //////////////////////////////////////////////////////////////////////////
  20. Like
    computermancer got a reaction from Axle in Earplugs Script   
    cmEARPLUGS SCRIPT ver 2.0
     
    B) WHAT IT DOES:
    Earplugs script for Arma 3 Epoch (EPAH safe)   - This script allows you to put in "earplugs". - Config.sqf will let you configure almost every possible aspect of the script. - You can now insert and remove the earplugs by pressing a key of your choice.  - Current available keys are : F4, F5, INSERT, NUMPADMULTIPLY, NUMPADDIVIDE - You can toggle the hotkey in case you use EPAH and wont be ablt to use hotkeys. - Auto-insert and remove earplugs when getting in and out of vehicles. - Inserting earplugs reduces volume down to about 25 percent. - Removing earplugs restores volume to 100 percent.   -Thanks to mgm on epochmod.com for helping with keypress config technique.  
    Here is a link to the github files.
    https://github.com/computermancer/cmEarplugs
     
    B) INSTRUCTIONS:
    1. Copy the cmEarplugs folder to your mission folder (altis.Epoch)
    2. If you have init.sqf, copy the code in this init.sqf to yours.
    2a. If you do not have an init.sqf, copy this one over to your mission folder.
    3. Copy onPlayerKilled.sqf and onPlayerRespawn.sqf to your mission folder.
    4. Config your personal settings in the config.sqf file in the cmEarplgus folder.
    5. Edit your battleye filters.

    Edit the following in your battleye filters.
     
      ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// scripts.txt (at the end of the line add the following) /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                                         (BIS_fnc_)  First Line:  !"bis_fnc_initVehicle" !"BIS_fnc_setVehicleMass_fsm" !"BIS_fnc_arsenal_type"                         (displayAddEventHandler        )  Line 53 (54 on notepad++) :               !"EP_LOOP"  (displayAddEventHandler        )  Line 53 (54 on notepad++)                 !"cmKeyPress"  (              exec                             )  Line 22 (23 on notepad++) :               !"clock.sqf"  (    removeAllActions                 )   Line 31 (32 on notepad++) :              !"onplayerkilled.sqf"  (displayRemoveEventHandler)   Line 59 (60 on notepad++) :               !"cmKeyPress"  (removeAllEventHandlers)           Line 59 (60 on notepad++) :               !"cmKeyPress"   ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// PublicVariable.txt (at the end of the line add the following) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// First Line:                                            !"cmEarplugs_hotkeyDIKCodeNumber" First Line:                                            !"PLAYER_REJECT_NotReady1" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// B) WHAT TO KNOW:   If you use Epoch Anti Hack, the script will work except for the keypress option. EPAH seems to disable keydown eventhandlers. But auto insert and menu inside vehicle work fine. If you disable EPAH, you can use the keypress toggle as well.
  21. Like
    computermancer reacted to horbin in Fulcrum Mission System v2.1a   
    The mission you spawn will follow the 'respawn' characteristics of the theme it belongs too.
     
    The 2 example missions I put in the 'admin' theme will only spawn once per server reset.
     
    Basically you will want to have a theme, like the 'admin' theme, that has a LONG respawn timer.  Put the missions you wish to 'admin' spawn there.  Otherwise, launching a mission from a different theme, is just the same as 'toggling' that theme to on, but just with the 1 mission you are launching.
     
    Hope that helps.
  22. Like
    computermancer got a reaction from teamcrisiz in AIRFIELD/JET MISSION   
    I will be streaming on twitch while on I work on this script on and off today!
     
    http://www.twitch.tv/computermancer
  23. Like
    computermancer got a reaction from teamcrisiz in AIRFIELD/JET MISSION   
    I am currently working on an AI mission to give players a jet with only machine guns.
     
    Based on HOGS_AI script I found that was modified by D4N1CH
     
    There will be tons of AI guarding the jet, so you gotta earn it!
     
    The mission depends on the jet rather than clearing AI.
     
    If you take the jet or its blown up, then mission restarts.
     
    I have to add 3 more groups of AI, as well as custom gear and actions....
     
    I need help configuring the AI to use launchers in case players try to take over the AO in a chopper.
     
    Any help would be appreciated!
  24. Like
    computermancer reacted to Gen0cide in Salvage Script   
    Well I just loaded this in and put it on my test server and no kicks... had one of my testers hop on as a non admin and he received no kicks either.  This was only a quick test as its late here but we tried 7 different vehicles, salvaged at the same time, I damaged vehicles and had him repair etc.  No kicks so might have a good thing going already.
  25. Like
    computermancer reacted to horbin in Fulcrum Mission System v2.1a   
    v1.4 is out.
     
    Multi-HC support.
    Full Admin mission spawning support, to include spawn of encounters on other players and admin
    Syntax checking now added to FuMS.  Missions and Config files are actively parsed at server start to validate data.
      Direct errors and their location are now logged to .rpt to assist in custom mission configuration.
     
    95% of files moved to server side.  mission.pbo foot print now ~35kb!!!!
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