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TheVampire

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Posts posted by TheVampire

  1. I might modify it to just do damage on the server side and loop on the client. I actually had some ideas to simplify it.

    Multiplying damage by the crew would be easy but kinda unrealistic. For example the off-road weighs 1615Kg or 3560lbs. An extra 400lbs in men and equipment wouldn't change the overall wear that much. Having 7 men might.

  2. Vampire's Vehicle Degradation

    -------------------------------------------

    Are you tired of those perfect drivers who never have to repair their vehicles?
    Are you tired of the unrealistic effects of vehicles not wearing down with use?
    Do you think that players need to spend more money to keep their vehicles running?
    Well then I have a script for you!

     

    What is it?

    This script allows you to configure vehicles to take damage over time while they are in use.
    You set an amount of time a player must be driving and an amount of damage to give to the vehicle for them driving that amount.
    You can also configure the locations to damage the vehicle, the type of vehicle, how far they have to have moved in the time limit, and more!

     

    Where can I get it?

    It's available here:

    https://github.com/SMVampire/Vamp-Vehicle-Degradation

     

    What if I have issues?

    You can post about it here to see if others can help you, or you can open an issue on the github here:

    https://github.com/SMVampire/Vamp-Vehicle-Degradation/issues

     

    Can I alter your code and release it as a different mod and/or combine it with a different mod?

    This code is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0):
    https://creativecommons.org/licenses/by-nc-sa/4.0/

    If you are unsure if your intended use is in violation of my license, please send me a PM.

  3. In DZMS I originally had planned to have an option where players would take damage to their tires if they ran over living AI.

    I think the issue with that was that getHit wasn't a command yet or something, and I was too inexperienced to figure out what tire to damage.

    RPG's solved the issue eventually. Some people did mines and 50 cals instead.

     

    A script that would slowly increase the damage to the vehicle while it was being driven wouldn't be too hard to do. Driving along in a beat up truck and the tire suddenly falling off would be great.

  4. The issue is that for multiple items there needs to be a valid config. This can't be generated at startup (as far as I know). This also leads to inventory clutter which is why Epoch moved from a physical currency in the form of bars to a virtual one in the form of Crypto. Items aren't necessarily the way to go.

    How I see keys being managed is a GUI menu accessed via the dynamic menu. You should be able to clone keys (with the correct resources), give out keys to nearby players, drop keys, view keys, possibly store keys in objects. The issue Altis ran into is having two inventories (the virtual and the physical). It would be a nice idea that if an object has any keys stored on it that a notification item is stored in the physical inventory of the object that can't be taken by a player (something like a key ring). Dead bodies should also have a loot keys option if the player had keys.

    As for how it would work and prevent hacking, that is complex. I think this should be done like many websites do user accounts. With a salted MD5. The answer to unlock the vehicle is a password (in generated key form). When you use the key it is sending a password to be checked. That is sent through the script and "hashed" and compared to the hash from the database. If they match then the vehicle is unlocked. However to take the hash from the database and then crack it would be very time consuming. Something similar could be done.

    But what if a hacker simply unlocks a vehicle using the unlock command? The antihack would need to check for players in unlocked vehicles without the correct hashed keys on them.

    KK has a decent post on a hashing DLL he did a while ago.

    http://killzonekid.com/arma-extension-hash_id-dll/

  5. I was under the impression that non-dlc players could still see and interact with Apex content but they couldn't use it.

    In Karts and Helis they could enter passenger but they couldn't pilot it. If they were forced in (moveInDriver) then they got the advertisements to purchase the dlc but could pilot it.

    Is this different for the Apex DLC and objects?

  6. I also second liking the key system. There were punishments for making mistakes but also incentive for a player to loot a corpse.

    You left home without storing your keys and died? Hope you had a spare.

    You broke into a base and got access to some keys? Score.

    You killed someone and got their key? Also score.

    With the current system you can't keep a vehicle. They get stolen all the time.

    An ideal system is still with the keys. It could be done similar to the Altis Life system to prevent inventory clutter as keys weigh practically nothing.

    If traders getting crowded is really that much of a hassle have there be a trader who deals in used cars. If a player is parked too close to the traders and doesn't interact in enough time to reset the vehicle then the Used Car trader tows it into inventory and sells it as-is cargo and all.

    I'm pretty sure in a post-apocalyptic world if you left a vehicle next to a trader for a day or two they would sell it off too.

  7. I'm not sure how you edit the names atm but you can change the slots in the mission.sqm. You might run into issues though if any of the epoch code relies on the player being a civilian.

    I know that the Antagonists and AI are spawned in as Resistance(Independant) so they wouldn't be hostile to players that are on the same side as them.

  8. Epoch is designed to send the player to the lobby when they die. There isn't a respawn option for good reason. It only takes a few seconds to load in.

    As for the exit time you would have to edit epoch_code/gui/scripts/Epoch_onPause.sqf. However that is on the client side so I'm not sure how you would be able to edit it.

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