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computermancer

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  1. Like
    computermancer reacted to DirtySanchez in Salvage Script   
    Playing around with this and various armed vehicles....

    I will create a new array for the tracked vehicles and addin the proper code for the Plane and Boat Hulls.

    Also I removed all loot except the metal scrap, its very unbalanced with the rest of the loot in there, let em build what they want from it. and also added in about 10 phrases that fit with the Donkey Punch Mature image.

    However looking into the Orca and The Pawnee, we are not gunners as players and I have yet to overcome the reload action for it. I have the proper weapons and mag types from BIS but the reload examples in your scripts are dependant on first the player being in the vehicle first, then in the gunner seat second, I have bypassed the gunner requirement but still there is nothing attaching the player to the weapon to be reloaded...

    Maybe a pilots seat check for reload in this scenario?
  2. Like
    computermancer got a reaction from mgm in Salvage Script   
    cmSALVAGE and REARM SCRIPT
     
    I am currently working on a script to allow a player to salvage some metal or parts from vehicles.
     
    I am more than half-way done with the script, I would like to share it when it is complete.
     
    Currently, it allows you to salvage some metal or repair parts from a vehicle, and with each attempt (chance of failure) the vehicle itself becomes more dmaged.
     
    I will have a toggle to allow the option of allowing a chance for the vehicle to explode from too many salvages.
     
    At the moment, I am working on the arrays of items to give, as well as making sure there's no way to spam or exploit it from a players position.
     
    I will be adding files, videos, and other goodies in the near future.
     
    -computermancer
     
    EDIT: current alpha version, without any BE filter instructions... CLICK HERE , GOODLUCK!
     
     http://youtu.be/bScgV-8IddM
     
    http://youtu.be/N7PZvUcng5s
  3. Like
    computermancer reacted to Ghostrider-GRG in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    Github updated to correct a few minor bugs and enhance the loot added to crates to include backpacks and a few other items.
  4. Like
    computermancer reacted to 1Man in [WIP] UPDATING, Major Overhaul. Preview   
    If your going to have crafting vehicles you should really use non epoch vehicles. At least that way your don't have to worry about world limit reached and the players selling them to traders, mozzie is fine but an ebike is worth a lot. Just my 2 cents!
  5. Like
    computermancer reacted to Darth_Rogue in Salvage Script   
    Ahh ok. Thought that looked weird. Sorry for raising the alarm for nothing. Lol!
  6. Like
    computermancer reacted to SadBoy1981 in [WIP] UPDATING, Major Overhaul. Preview   
    I get idea to make other menu!
     
     

  7. Like
    computermancer got a reaction from stonXer in Salvage Script   
    cmSALVAGE and REARM SCRIPT
     
    I am currently working on a script to allow a player to salvage some metal or parts from vehicles.
     
    I am more than half-way done with the script, I would like to share it when it is complete.
     
    Currently, it allows you to salvage some metal or repair parts from a vehicle, and with each attempt (chance of failure) the vehicle itself becomes more dmaged.
     
    I will have a toggle to allow the option of allowing a chance for the vehicle to explode from too many salvages.
     
    At the moment, I am working on the arrays of items to give, as well as making sure there's no way to spam or exploit it from a players position.
     
    I will be adding files, videos, and other goodies in the near future.
     
    -computermancer
     
    EDIT: current alpha version, without any BE filter instructions... CLICK HERE , GOODLUCK!
     
     http://youtu.be/bScgV-8IddM
     
    http://youtu.be/N7PZvUcng5s
  8. Like
    computermancer reacted to GrumpyBadger in Earplugs Script   
    Added today, works great. Thank you!
  9. Like
    computermancer reacted to horbin in Fulcrum Mission System v2.1a   
    Preview Release 2.0
    +HC disconnect/reconnect greatly optimized! +Multiple Headless Client support. FuMS now properly cleans up AI when controlled from multiple HC's. +AdminTools: SetPlayer, SetMission are now functioning properly. Admins will be able to designate a player and then spawn in any FuMS mission on that player's location. + Mission Syntax pre-compiler Complete! Headless client now scans and pre-compiles all missions. If an error is found the mission will not be used as part of the theme, and a message will be inserted into the HC's .rpt log. + Syntax checker should also eliminate any .sqf errors or crashes due to misconfiguration. If you experience any of these, please forward your .RPT to me! + 80% reduction in Mission .pbo footprint for FuMS (now less than 30kb)! + All HC files moved to server side PBO. HC's now download all their scripts and data from the server upon connecting. + BaseServer MinFrameRate Option added to BaseServer.sqf to limit HC interaction with server if FPS drops below the specified amount. - Removed radiochatter sound file. Functionality still there, but unique static sound no longer packaged with FuMS. **(Admins may need to remove the CfgSounds definition in description.ext from the previous install) # 2 second delay added to mission creation after buildings are placed to provide opportunity for them to initialize and be positioned prior to creation of units. # modified 'halo/para drop' code to fix a bug that resulted in AI sometimes never realizing they reached the ground. + Smoke Box options - see BaseServer.sqf Trigger range - smoke now activates on player proximity (0=unlimited) Colors - smoke color can now be customized Duration - duration of smoke now independent of loot box cleanup timer # fixed reliability of admin menu, and enhanced it to support multiple HC's and server-side spawning (non-HC) configuration. + 5 Theme Options now availible via the ThemeData.sqf: 1: Create random mission from theme's list each control loop cycle. 2: Create missions 'in order' found in the ThemeData.sqf 3: Create random mission, until all in the theme's list have been spawned. 4: Spawn all missions in the theme's list immediately. Use the theme's respawn delay to 'regenerate the mission when it is complete. 5: Spawn all missions in the theme's list ONLY once! Additional options added to enhance Admin use of dynamic events. **************** ** Admin Note ** ** To support migration to server side script storage and Multiple-HC support all mission files need to undergo the following changes: -remove 'initData =' -remove 'MissionData = _initData;' -remove 'HCHAL_ID publicVariableClient "MissionData"; ** +SmokeBox options array replaces true/false flag in BaseServer.sqf *****Missions packaged with FuMS are ready to go! Setting up a routine for the server to pass the scripts to the HC has taken a little work, but the end result is a mission side foot print of less than 30kb for the mod.  Also, these changes provide for MULTI-HC support.  Cleanup, and mission control via the admin menu now work across multiple HC's.  
     
    I am working out a couple of final bugs with the Admin menu. I hope to have the new files up by Friday.
  10. Like
    computermancer reacted to DirtySanchez in Salvage Script   
    WOW ComputerMancer! I am very very happy with your menu.
    I have twice so far visited your server and twice now used it on my own.

    Dude major props to you and your hard work from day one on this and your other projects.

    However I would like to offer this back to you and the community.
    This array will allow anyone with all type of Arma 3 vehicles / Epoch vehicles / Mas Vehicles and a few other mods vehicles all in this list.

    This array is the full list and I have also added in a few cm arrays to be worked with.
    I have attempted the orca's ammo salvage and reload but have not had full success.

    I hope sharing this is enough to say Thanks back to ya!
    This is only the Arrays at the end of the file



  11. Like
    computermancer got a reaction from mgm in Salvage Script   
    oh baby, I finished my alpha version of my salvage script, and it is a thing of beauty!
  12. Like
    computermancer got a reaction from mgm in Earplugs Script   
    awesome, I didn't have to do anything  :wub:
  13. Like
    computermancer got a reaction from Gavner86 in Earplugs Script   
    awesome, I didn't have to do anything  :wub:
  14. Like
    computermancer reacted to Gavner86 in Earplugs Script   
    Hey there, 
     
    I am getting the following error in the RPT log when logging in and the script is not working. I assume I just did something stupid and missed something. Any help anyone can offer is appreciated! ; )
    earplugsout=true; [] spawn cm_EP_LOOP; > 19:11:21 Error position: <cm_EP_LOOP; > 19:11:21 Error Undefined variable in expression: cm_ep_loop 19:11:21 File mpmissions\__CUR_MP.altis\onPlayerRespawn.sqf, line 7 Nevermind, I figured it out. I wasn't calling it early enough
    RPT_LOG.txt
  15. Like
    computermancer reacted to mgm in Earplugs Script   
    "cmEarplugs\cm_veh_fun.sqf" is not a command.     << if you copy only this much, it will produce an error.
     
    copy the whole line which CALLs the script at that particular path and file address after it preprocesses it nicely for a cosy finish.
  16. Like
    computermancer got a reaction from teamcrisiz in SUPERFUNMENU - possum, earplugs, suicide, animations   
    I meant next EPOCH UPDATE  :D
     
    And MOODY, yes, it has to be both.
     
    antihack_Enabled = true; // built-in Anti-Hack
     
    This must be set to false. On the next Epoch update, we may be allowed to whitelist the "player addaction" command
     
    I have not posted SFM as a package yet, soon I will post it as an individual package.
     
    Just waiting to get a little more free time irl  :ph34r: 
  17. Like
    computermancer got a reaction from teamcrisiz in Salvage Script   
    Here is my latest video , I will have written information later  :blink:
     
     http://youtu.be/bScgV-8IddM
  18. Like
    computermancer got a reaction from teamcrisiz in SUPERFUNMENU - possum, earplugs, suicide, animations   
    Haha, yeah, not EPAH safe, but my cmConsole, earplugs, car radio, salvage script, and rearm script are all EPAH safe  :D
  19. Like
    computermancer got a reaction from teamcrisiz in SUPERFUNMENU - possum, earplugs, suicide, animations   
    You just have to set it to false in the epochah.sqf file iin the epoch hive folder.
     
    Next update may allow us to have more control over the EPAH
     
    FIngers crossed
  20. Like
    computermancer got a reaction from OzzY_MG in Computermancer's Console   
    I am working on finishing up my custom console script
     
    It's just a dialog box with a nice picture and sound effects.
     
    I will be adding functions and other stuff you can do later.
     
    For now it's just my way of informing my players about my server and it's addons
     
    As well as promoting my personal scripts :P
     

    [/youtbe]
  21. Like
    computermancer reacted to tdavison in Helicopter Parachute Supply Drop   
    v1.0c Supply Drop with AI Paratroopers is now released: https://github.com/tdavison70/Helicopter-Supply-Drop
     
    Added AI units that parachute down with crate and guard it AI units each have a sub-set of skills - these guys are tough by default AI might drop krypto BIS_fnc_findSafePos now called from helicopter spawn position and uses world safe anchor for range Added JIP (Join In Progress) support to eliminate multiple copies running on server Replaced all WaitUntil loops with While (sleep) loops to fix major lag Loitering helicopters should now be fixed (they get deleted)   Known issues (if you consider them as such): Crate can be destroyed by certain terrain (rocks) AI units sometimes die on drops when they hit the ground (most often by rocks) AI are extremely tough to beat solo (can be edited in SDROP_Functions.sqf) AI sometimes drop down far from crate - but they should head to it after recovery from drop You might need to add !="srifle_LRR_SOS_F" to your addWeaponCargo.txt as snipers will sometimes be deployed with unit
  22. Like
    computermancer reacted to tdavison in Helicopter Parachute Supply Drop   
    After a helpful suggestion from the author of I've been able to find the server lagging issues, and will have them fixed this weekend. I am also introducing an optional AI component to the supply drop.
     
    Thanks again for everyone's comments and suggestions to help make this add-on better.
  23. Like
    computermancer got a reaction from cyncrwler in Helicopter Parachute Supply Drop   
    Hell yeah, guards sound awesome! I am horrible at AI stuff. 
     
    I would like an AI script to have AI Guards for my base, but I am awful at AI stuff.
     
    If you can configure AI to do stuff at my Jammer, I can make a menu to control them.
     
    GImme variable and I can make you a Dialog Box/Menu to control them
     

     
    LOVE YOUR SDROP script man! :wub:  Keep up the great work!  :lol:
  24. Like
    computermancer got a reaction from DanVonTrap in Computermancer's Console   
    I am working on finishing up my custom console script
     
    It's just a dialog box with a nice picture and sound effects.
     
    I will be adding functions and other stuff you can do later.
     
    For now it's just my way of informing my players about my server and it's addons
     
    As well as promoting my personal scripts :P
     

    [/youtbe]
  25. Like
    computermancer reacted to second_coming in Fulcrum Mission System v2.1a   
    It could also do with stopping altogether after a player has actually found it (accessed the crate). Otherwise it just keeps smoking until it despawns. It looks kind of funny when you use IgiLoad and have a smoking box on the back of your truck :D
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