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raymix

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Posts posted by raymix

  1. Hi guys

    sorry for late response, you are correct, but there are 3 types of sources - object, ambient and global.

    Satellites are assigned random radiation values during creation. Any object in the world can be assigned this variable and become irradiated on the go, which could create some interesting scenarios. Geiger only picks up directional rads, but player should still get irradiated even if not looking at the source.

    second type is ambient. This type can be assigned to zones. I think it’s random, but pretty sure that can be manually changed.

    Third is a server public variable of a static radiation no matter where you are located. This was intended for hardcore servers and forces players to gear up asap.

    Radiation is mitigated by armor value of player, large portions are mitigated by gas masks (90% i think) and hazmat has 100% protection, but you’re a running target.

    oh and it’s not gamma, it’s all just beta radiation:

    https://github.com/EpochModTeam/Epoch/wiki/Radiation-design-document

  2. On 09/11/2017 at 8:16 PM, KPABATOK said:

    With radiation effects, it would be nice if it caused more visual impairment when you are in the zone and reduce it to minimum or zero when you are out of effected zone. Sure, the initial radiation level stays for example, causing blood pressure slowly to rise etc. That way attempting entering such zone would give you death after, let's say 5-10 minutes. And leaving it immediately could heal over time or kill you much much slower. Just a thought.

    Rads should be decreasing over time by design, just haven't got around to implement it yet.

    edit: implemented now

    We discussed having a proper buff/debuff system, not hard to do and it's required for nanite pills/cream, just need to find some time to do it, hopefully around xmas. Having a stressful job taking all my energy sucks, but it puts beer in my belly.

     

  3. Thanks for the pull request and fix, the code ended up so unnecessary huge and complex (arma not providing simple inventory commands) that I am surprised it worked so well at all and didn't require a lot of bug fixes after the release.

  4. The problem is with scripts.txt line 49 (as far as I remember you take error and add 2 to it to get to the line, depends on header in your file). It does not like some of your custom code you added. Normally people should always adjust their BE filters and most of guides should cover them, too... in a perfect world.

    You can do as @82ndAB_Bravo17 suggested if this is a private server or just put your scripts.txt in a pastebin and post it here, someone should be able to help you with it quickly.

    Please understand that pretty much every server is unique and just telling us error code does not tell us which filter and script is actually causing it :)

  5. make sure scripts folder is in the root of MPMissions

    /*[[[cog from arma_config_tools import *; json_to_arma()]]]*/
    /*
        @author = "Aaron Clark - https://EpochMod.com";
        @contributors[] = {};
        @description = "Epoch cfgfunctions";
        @licence = "Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike";
        @github = "https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_config/Configs/CfgFunctions.hpp";
    */
    class cfgFunctions
    {
        class A3
        {
            tag = "BIS";
            class functions
            {
                class returnVector
                {
                    file = "epoch_code\compile\bis_functions\returnVector.sqf";
                };
            };
        };
        class EPOCH
        {
            tag = "EPOCH";
            class functions
            {
                class returnConfigEntryV2
                {
                    file = "epoch_code\compile\functions\EPOCH_fn_returnConfigEntryV2.sqf";
                };
                class isAny
                {
                    file = "epoch_code\compile\both\EPOCH_isAny.sqf";
                };
                class compiler
                {
                    file = "epoch_code\compile\both\EPOCH_compiler.sqf";
                };
            };
            class Client
            {
                class init
                {
                    file = "epoch_code\init\fn_init.sqf";
                    preInit = 1;
                };
                class postinit
                {
                    file = "epoch_code\init\fn_postinit.sqf";
                    postInit = 1;
                };
    			class aircraftLoadoutInit
    			{
    				file = "scripts\GOM\functions\GOM_fnc_aircraftLoadoutInit.sqf";
    				preInit = 1;
    			};
            };
        };
    };
    
    /*[[[end]]]*/

     

  6. Oh, Sh*t, my bad,

    You need to paste that include inside CfgFunctions.hpp file, inside CfgFunctions{} brackets, but remove brackets that came with the guide.

    The other 2 lines for parents and controls keep in description.ext

    To be on the safe side, you should open CfgFunctions.hpp file and GOM_fnc_functions.hpp file side by side. Then look at structure of both carefully. You will need to copy functions over from GOM file into Epoch's CfgFunctions (while maintaining Epoch's structure) to define them properly.

    Worst case - put both files up in a pastebin and send us links

  7. 16 hours ago, Hux said:

    Hello, I'm trying to install a script (GOM Aircraft Loadout).

    I'm supposed to add this to decription.ext:

    
    class CfgFunctions
    {
    
    	#include "scripts\GOM\functions\GOM_fnc_functions.hpp"
    
    };

    But I get a message that cfgFunctions is already defined.

    I can't figure out what file would already have it defined.

    There's a cfgFunctions in the mission file but it just doesn't look like the right place...

    That's because it's already defined here: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgFunctions.hpp 

    You simply need to add your #include line in description.ext without defining cfgFunctions class, that's all.

     

    description.ext

    // Epoch Survival Gamemode
    #include "epoch_config\sandbox_config.hpp"
    #include "scripts\GOM\functions\GOM_fnc_functions.hpp"

     

  8. I use wingrep and it's great, but honestly at this day and age almost all tools can do what wingrep do, even notepad++ searches files.

    If you don't like n++, another much better tool that has grep integrated (and is my new favorite) is Visual Studio Code. This tool is great if working with specific folders like project.

    For casual use, wingrep is still better if used for stuff like finding that one function or class name when extracting Arma's PBOs.

    If looking for alternative, there's quite a few good ones out there.

  9. Looks like you are trying to follow the modding tutorial, but trying to repackage scripts back inside PBO files, correct?

    Well, that's not how it works. When guide tells you to extract file, you do that, but then simply close the client PBO, you don' need it anymore. After you are done editing your script, you have to bring it to MPMissions folder on your server. After that linking to this new file is mostly by using a single command line inside init.sqf file.

    Does that make sense now?

  10. Hey ya, that means PBO was packed using BI key.

    PBOManager does not deal with that. What you need is a different tool, like Mikero's, to repackage them using the key.

    Either way, this is a bad practice as PBO won't work unless both server and all clients run same exact signed PBO. Server PBOs usually don't use key since it's designed to be unpacked, client PBOs are not supposed to be touched.

    So a better question is - what are you trying to achieve?

  11. Don't need clean install, it's just a number.

    However, we develop strictly vanilla mod, so any custom modifications (especially BE filters) you have will need to be merged into the changes (ie diffmerge stuff).

    And goes without saying - backup, always backup before you do anything.
    Back when I had a server I would normally keep 2 servers - one live and one local for updates, mods etc. I would then do changes locally and only upload to live server when happy enough. Plus local server costs you nothing.

  12. 1 hour ago, EagerBeaver said:

    Hey :)

    I have A Plot for Life v2.5 with snap build pro and in my compiles i use modularbuild.sqf not player build.sqf 

    And in modularbuild.sqf i cant find the section i need to replace :( 

    So do i leave that out or do i revert back to using old playerbuild.sqf and do changes ? 

    After searching through those files i dont have that part to replace at all... 

    This part :( 

    
    _friendlies     = player getVariable ["friendlyTo",[]];
    // check if friendly to owner
    if(_ownerID in _friendlies) then {
        _canBuildOnPlot = true;
    };

    Modular build is actually same old player_build, except it was split into 10 separate files due to its huge size and too many people modifying it... hence modular
    The files you want all start with player_build_*.sqf

    The file you are most likely after is called player_build_plotCheck.sqf

  13. you could have just said it clears missionNamespace ya know :D

    But yes all above is true. KK posted an interesting fix for this for A3 - script that clicks the button for you when mission namespace is created. I'm not sure A2 supports preinit (as far as i remember init.sqf is a postinit file). Could be wrong, been years since last time i limited myself to mission file tbh.

  14. 19 hours ago, Aggro said:

    The only thing from my experience with snow maps is you have to be careful with green, I started similar project but at much smaller scale and stopped, the mix of tropical green and snow looked really strange and with the feedback I was getting I wished I went for mix of dark trees and snowy trees, and rocks similar to that used on Namalsk! I might take another go at it especially with all the new objects Tanoa update brought, Last time I tired to install the tools it kept crashing on my computer for some reason!

    Agreed, the screenshots were from xcam, so not part of TB layer yet. Think I might go slightly different direction. Was on Kiory's stream few days ago, he revealed to me how he did blizzard effect on Boreas map using configs only. I kinda had a hunch that he did it that way, but it just looked too realistic so I thought he uses particles instead. Will try to replicate when I'm back from holidays.

    Might end up just using pinetrees, piceas, dirt and low grass like in Namalsk, we'll see.

    one thing for sure - i am planning on using actual snow mesh for clutter (instead of grass or rocks), i've never seen anyone do it and it should add extra realism due to random bumpiness on terrain.

  15. Technically you can't "block" keys, but devs can create new display to add a new keydown/up EH to temporarily assign key bind. Main display 46 can also have multiple EH assigned and whichever is read first and returns true is used (overwrites standard keybinds temporarily).

    So in your case you want to check: Whats bound to T in game options and whats bound to T in Epoch keymap (ESC menu > key map)

  16. 12 hours ago, KPABATOK said:

    ah yes, of course, I meant not sitting in a car, but standing near it, open, and getting a function to sell all the inventory of the car or car plus inventory. Like in Exile :D It is one of those features in Exile that I liked.

    Sorry I'm not familiar with how other mods do things, this is why I ask you guys what you want.... can barely find free time to develop mod, nevermind actually playing it or any other mods lol.
    I suppose no harm borrowing an idea or 2 from Exile since they borrowed snapping idea from SBP and hundreds of players called it unique lol.

  17. 1 hour ago, KPABATOK said:

    Please do not forget ability to selling everything that is in a car, for example. Unless there are some hidden issues with this feature. :) That would be great. Because selling individual items won't do it, in my opinion.

    Ability to sell directly from vehicle while you're sitting in it won't be added, that's just laziness :)

    There will be ability to sell from nearby owned and unlocked vehicle, however. I know it would be possible to unlock vehicle for a second to take a peak at gear and lock it, but I can think of many ways people would exploit this. For this reason and for sake of simplicity only unlocked vehicles will be supported I guess.

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