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raymix

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  1. Like
    raymix reacted to striker in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    Ghost preview is confirmed working correctly in the dev server!  :)
  2. Like
    raymix got a reaction from Corper in where do i find the editable .sqf's for scripts and map addons   
    z is a prefix defined in a $pboprefix$ file in root of unbinarized PBO files (google for vbawol github for open source).
     
    While the structure might be c:\games\arma2\@myMod\Addons\code.pbo game engine uses its own paths started from your @mod. Video in my sig explains this.
     
    If you are using PBOManager, open up a PBO and click that blue cog wheel icon, you will see what I mean about prefixes
  3. Like
    raymix reacted to mgm in [1.4.1] Snap Building PRO   
    raymix,
    y u doin so cool things, it's 3.55 am and I'm still playing with it :P
     
     
     
     
    Dudes,
    I have        [RimBlock's ]   +   [Zupa & rosska85's    and now (of course) wanted to add (Snap Pro) into the mix... Seems like it's working.
     
    In case you want it, here's my seemingly working merged file (& other snap build pro files): http://pastebin.com/SMfMRkZR
    I think you will only need player_build.sqf from the abovementioned pastebin, as the other two used files should be in their default state...
     
     
     
     
    Thanks
  4. Like
    raymix got a reaction from Airwaves Man in [1.4.1] Snap Building PRO   
    Download files, updates and Installation instructions on:
    Github
    HQ Screenshot of an in-game Tutorial dialog
    Ever wanted to run hardcore server with 3rd person cam disabled? Now's your chance.
     
    Credits and Contributors:
    Awol - player_build.sqf, Epoch and permission to modify script.
    Mudzereli - Commanding menus
    Rimblock - with modular build (github)
    PryMary - with Plot for Life
    KamikazeXeX - Support for
    striker - using snap pro as a base for
     
    Github contributors - mattispro, Mikeeeyy
     
     
    Legal:
    You can use/modify/redistribute this file as long as it complies with License. You can not use this script to promote donations or shops.
    This script is open source, you are allowed to add it to your @mods as long as appropriate credits and terms of license are met.
  5. Like
    raymix got a reaction from cheech in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus   
    For those of you using DZMS or EMS
     



     
    For those using WAI missions:
     



     
    Config traders:
    server_traders.sqf
    //UPDATE ARRAY ON TOP! serverTraders = ["Winter_SOF_DA1b", //Overpoch menu_Winter_SOF_DA1b = [ [["Pistols",900],["RH",901],["FHQ",902],["Vil",903],["Misc",904],["Ammo",905],["Vehicles",906]], [], "neutral" ]; Dayz_Epoch_11.Chernarus\mission.sqf (dayz_server.pbo): (animated badass looking traders)
    _unit_670 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [6296.33,7803.79,0], [], 0, "CAN_COLLIDE"]; _unit_670 = _this; _this setDir 310; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; _unit_671 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [11449.9,11349.8,0], [], 0, "CAN_COLLIDE"]; _unit_671 = _this; _this setDir 120; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; _unit_672 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [4030.66,11678.5,0], [], 0, "CAN_COLLIDE"]; _unit_672 = _this; _this setDir 140; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; Overpoch.hpp:
    http://pastebin.com/nfp5sbAL
     
    Instructions:
    Create new overpoch.hpp file near rest of configs and update your cfgServerTrader.hpp file like so (just add that single line):
    #include "Category\NeutralWholesale.hpp" #include "Category\Overpoch.hpp" }; note: I feel obligated to remind you to use your own folder structure in these lines. In my example I have all my trader .hpp files inside "Category" folder that is found in root of mission file.
  6. Like
    raymix got a reaction from unrealPANDA in [1.4.1] Snap Building PRO   
    Download files, updates and Installation instructions on:
    Github
    HQ Screenshot of an in-game Tutorial dialog
    Ever wanted to run hardcore server with 3rd person cam disabled? Now's your chance.
     
    Credits and Contributors:
    Awol - player_build.sqf, Epoch and permission to modify script.
    Mudzereli - Commanding menus
    Rimblock - with modular build (github)
    PryMary - with Plot for Life
    KamikazeXeX - Support for
    striker - using snap pro as a base for
     
    Github contributors - mattispro, Mikeeeyy
     
     
    Legal:
    You can use/modify/redistribute this file as long as it complies with License. You can not use this script to promote donations or shops.
    This script is open source, you are allowed to add it to your @mods as long as appropriate credits and terms of license are met.
  7. Like
    raymix reacted to ToejaM in [Release] Partial Firstperson   
    Based on this thread here: 
     
    Created this thread to keep it up to date in the OP and so that I'm not spamming someone elses thread.
     
    Current Script Function / Features
    When you meet certain requirments it will force you into first person, each individual requirement below is annotated with what it does.
     
    "If's" - Enabled by default
    // If player is within 50m of any objects in the array, force player into first person.
    // If player is not in a vehicle and is in combat, player forced into first person.
    // If player is in a vehicle and near objects within _countCPC, player forced into third person.
    // If player is not in a vehicle and is near objects within _countCPC, player forced into first person only if they use their camera view changer (numpad enter by default)
    // Allow third person while building. Player once in third person will have their view distance set to the value in the config at the top of this file.
    "If's" - Disabled by default - uncomment the /* and */ around the block of code to enable in the script below.
    // If player is in a vehicle and the vehicle is moving faster than 30 KPH, player forced into first person.
    // If player is near another player, player forced into first person.
    // If player is in a vehicle and is in combat, force first person.
     
    Changelog
    Version 1.0.4
    [ADDED] If in vehicle and in combat, force first person. - Off by default.
    Version 1.0.3
    [FIXED] First/third person loop bug while building.
    Version 1.0.2
    [ADDED] Full config support at the top of the script to stop the need for hunting around.
    [MERGED] Previously there were two separate scripts, with a simple config setting at the top "_viewDCPCStatic" it doesn't matter if you use a view distance changer or not. This makes it easier for those without view distance changer scripts to install and use this script.
     
    Version 1.0.1
    [FIXED] Fog is removed after performing any actions

    Version 1.0 - Initial working release, no errors.
    [ADDED] Support for action menus and view distance changers. See Step 2a
    [ADDED] Standalone version for servers who do not have a view distance changer for clients. See Step 2b)
     
     
    Install
     
    Step 1)
    Create new .sqf file called "PFP.sqf" and place into your mission folder/pbo.
     
    Step 2)
    Copy the following code into your new PFP.sqf file:
    /* Original thread: http://epochmod.com/forum/index.php?/topic/10973-release-limited-3rd-person-view-script/ Credits: Halvhjearne / saintanthony / ToejaM Purpose: In certain scenarios force player into first person. Config: To allow extra restrictions detailed below, remove the commenting done via the slash and star around each block of code. */ private ["_countCPC","_viewDCPC","_viewDActionCPC","_viewDCPCStatic","_nearPCPC","_viewDCCPC","_objectACPC","_objectDCPC","_playerDCPC","_viewVSCPC","_viewVVSCPC"]; waitUntil {!isNil "dayz_animalCheck"}; //Initial Config that must be set early // Set Default view distance - This setting should mirror the setViewDistance in your init.sqf in the root mission directory. _viewDCPCStatic = 750; // Maximum view distance in meters while in third person and building. If you have a script that allows you to change your own view distance, please see my thread on how to use both this script and your view distance changer script. _viewDCCPC = 10; // Object Array _objectACPC = "Plastic_Pole_EP1_DZ","CinderWallDoorSmallLocked_DZ","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","Land_DZE_GarageWoodDoorLocked","WoodFloorHalf_DZ","WoodFloor_DZ","WoodFloorQuarter_DZ","MetalFloor_DZ"; //Player distance from object array before being forced into first person. _objectDCPC = 50; // Player distance from other players before being forced into first person. This scenario is disabled, please uncomment it in the code below. _playerDCPC = 50; // Vehicle speed before being forced into first person. This scenario is disabled, please uncomment it in the code below. _viewVVSCPC = 30; // Config is now done. script Starts below this line, all config settings are above. // Setting up the default value for the variable if no value set. waitUntil {!alive player ; !isNull (findDisplay 46)}; if (isNil {player getVariable "VARviewDActionCPC"}) then { player setVariable ["VARviewDActionCPC",_viewDCPCStatic]; }; //Waiting for initial loop to start if (!isDedicated) then { //preventing start on server waitUntil {!isNull (findDisplay 46)}; //making sure player is spawned if (difficultyEnabled "3rdPersonView") then { while {true} do { waitUntil {cameraView == "EXTERNAL" || cameraView == "GROUP"}; // Config - Config that needs to be refreshed each cycle for script to function. // Objects Array _countCPC = count nearestObjects [player, [_objectACPC], _objectDCPC]; // Maximum view distance in meters while in third person and building. _viewDCPC = _viewDCCPC; // Vehicle speed _viewVSCPC = _viewVVSCPC; // Players near _nearPCPC = {isPlayer _x} count (player nearEntities ["CAManBase", _playerDCPC]) > 1; // Mandatory to set view distance variable, no need to change. Config setting is above under _viewDCPCStatic _viewDActionCPC = player getVariable "VARviewDActionCPC"; // If player is not in a vehicle and is in combat, player forced into first person. if (((vehicle player) == player) && (dayz_combat == 1)) then { player switchCamera "INTERNAL"; setViewDistance _viewDActionCPC; }; // If player is in a vehicle and near objects within _countCPC, player forced into third person. if (((vehicle player) != player) && (_countCPC > 0)) then { (vehicle player) switchCamera "EXTERNAL"; setViewDistance _viewDActionCPC; }; // If player is not in a vehicle and is near objects within _countCPC, player forced into first person. if (((vehicle player) == player) && (_countCPC > 0) && (!DZE_ActionInProgress)) then { player switchCamera "INTERNAL"; setViewDistance _viewDActionCPC; }; // Allow third person while building. In current state can be exploited to use third person while no intention to build, not recommended. if (((vehicle player) == player) && (DZE_ActionInProgress)) then { player switchCamera "EXTERNAL"; setViewDistance _viewDCPC; }; //Mandatory to restore vision after refuelling and performing other actions. if (!DZE_ActionInProgress) then { setViewDistance _viewDActionCPC; }; // If player is in a vehicle and the vehicle is moving faster than 30 KPH, player forced into first person. /* if (((vehicle player) != player) && (speed (vehicle player)) >= _viewVSCPC) then { (vehicle player) switchCamera "Internal"; setViewDistance _viewDActionCPC; }; */ // If player is in a vehicle and is in combat, force first person. /* if (((vehicle player) != player) && (dayz_combat == 1)) then { player switchCamera "INTERNAL"; setViewDistance _viewDActionCPC; }; /* // If player is near another player then force player into first person. - Untested, should work. /* if(_nearPCPC) then { player switchCamera "INTERNAL"; setViewDistance _viewDActionCPC; }; */ sleep 0.1; }; }; }; Step 3)
    Edit the config at the top of the PFP.sqf to your liking. If you don't have a view distance changer, make sure to set "_viewDCPCStatic =" to the default that is in the init.sqf.
     
    Step 4) - Only required if you have an optional view distance changer for your clients.
    If you are using an action menu that allows the client changes their view distance, you will need to add the following command into each file that changes the view distance:

    player setVariable ["VARviewDActionCPC",VALUEHERE]; I use:


    I have modified the files to remove the weather changes and simply all that happens is the viewdistance changes and it sets a variable which allows the player to remember their last view distance, if you don't do this and you use the base building portion of the script it will leave people in permanent fog until they manually change their view distance.
     
    Example of my full file: \ActionMenu\fog\1500.sqf
    setviewdistance 1500; player setVariable ["VARviewDActionCPC",1500]; I had a lot of fun working out and learning about simple variables and a small change like this adds a huge convenience to players, especially players not so keen on 1st person.
     
    Step 5)
    At the very bottom of your init.sqf add:
    // Partial Firstperson [] execVM "PFP.sqf"; Step 6)
    Save all files and re-pbo if necessary, you are done.
     
    Additional
    Some people really don't like first person but I think there are a few things people can do to improve their experience.
     
    Firstly watch this video:
    It says it better than I can explain why 3rd person is bad, I get that people like it when running around but while in your bases and in combat, you should be first person imo or you're just cheating yourself out of some immersive, fun gameplay aswell as against other people.. you're cheating them to! 3rd person is a crutch that I hope one day people won't need.
    https://www.youtube.com/watch?v=v7zoVIsIT2A
     
    Secondly checkout this thread:
    Some tips on improving your first person expierence not only in DayZ but any game that has the features mentioned.
    http://www.cpc-gaming.eu/forum/m/12670048/viewthread/15312371-first-person-tweaks
  8. Like
    raymix got a reaction from beanZ in Trader Remove?   
    remove units from mission.sqf in your dayz_server.pbo, leave the vehicle defines (for buildings and stuff). 
  9. Like
    raymix got a reaction from AWulle in [Video] Guide to server structure, variables, functions and Diffmerge   
    What is this guide for?
    Actually for everyone who ever wanted to learn about file structure of Arma 2 MP environment (Epoch in this case), from beginners to a bit more advanced users alike, including script makers and editors.
     
    What is this guide not for?
    If you ever created your own @mod, this guide is probably not for you.
     
    Damn 1 hour long video, is it worth watching it?
    No, create new topic and ask someone to help you with scripts if you came here to ask that question
     
    What are benefits from watching this video?
    If you actually follow along, you will be able to better troubleshoot problems with server and custom scripts. You will also be introduced to file structure of Epoch server, custom variables and compiles files as well as diffmerging files for script updates or compatibility issues.
     
    Are there any requirements to follow this guide?
    No, grab a coffee and chill. Don't try to replicate anything, instead just try to follow along, this is a theoretical guide rather than a tutorial.
     
    What's in the video?
    Introduction: I am explaining reason behind this video in full detail and talking about further contents, so skip ahead to what suits you best.
     
    Structure (03:00): We will be exploring file structure from first press of a button that lets client join the server. I will be explaining about different types of files used to run a server and how they chain load each other to make up a fully working server. Topics covered: Config files, mission config (ext) file, bin files, sqm and include files. I will be covering certain less essential parts like how RAM and HDD is used while loading scripts or PBO contents on demand.
     
    Variables (16:51): This section is for admins and script makers who brings over custom variables.sqf over to mission file. I will be explaining how variables are being defined to avoid RPT errors as well as introducing to common mistakes of redefining already defined variables that are present with many scripts and their guides and how to reduce mission file size by only reusing what is required. For all modders out there, please keep your own vars within your scripts, lets stop this madness.
     
    Functions (33:15): Precompiling functions is what actually makes our servers work. In this part of guide I will explain how they make up the server structure and how you are literary loading client and server files starting from init.sqf in your mission file. Yes you read that correct. I will be explaining common mistakes server admins commit by using custom compiles file server side and how majority of admins would blindly follow bad advices/guides and force loading their client and server files twice. We will be diving into more detail about compiles.sqf client side and server_functions.sqf files explaining how common mistakes are made when installing several addons that reuse same function and how to avoid future problems.
     
    Diffmerging (47:55): Last major part of this guide. I will be explaining how to work some magic with Diffmerge (or similar tools) to keep your addons up-to-date, as well as ironing out any incompatibilities between your custom scripts. We will be looking at how to diffmerge single file, whole folders and even merge two functions together to make them compatible. Experience gained here should allow you to merge any mod (or multiple mods) out there that uses same function making them compatible again.
     
    Final words (1:08:35): Conclusion and quick review of what we have learned within an hour of this guide.
     
     
     
     
     
  10. Like
    raymix reacted to striker in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    Believe me it is close!
     
    Except for one thing...
     
    My GPU decided to die on me and I was not finished working on it. Therefore it will not be out this weekend. But no need to worry, a GTX 760 is on the way!
     
    ETA: 1 Week
     
    P.S. I said I have working files on my computer, however I have not tested every little thing on it. Therefore I do not feel comfortable releasing it at its current stage.
     
    Sorry!
    striker
  11. Like
    raymix reacted to Uro in Sequisha Live Streaming NOW   
    Sequisha is live streaming on twitch.tv now:
     
    http://www.twitch.tv/sequisha
     
     
     
    Professionally relaxing meat! ;) :P :D
     
  12. Like
    raymix reacted to Rocu in [1.4.1] Snap Building PRO   
    Real nice job with Snap Building Pro, raymix. Been using it for a while now and thought I'd take the opportunity and say some nice words about it :) . The only issue I had with it was that the objects (metal floors mostly) wouldn't line up perfectly, occasionally leaving gaps in between. But I see you've now fixed it with the latest update which makes it the perfect tool for an avid base builder :) . Nice job indeed, keep it up.
  13. Like
    raymix got a reaction from CartoonrBOY in [1.4.1] Snap Building PRO   
    Download files, updates and Installation instructions on:
    Github
    HQ Screenshot of an in-game Tutorial dialog
    Ever wanted to run hardcore server with 3rd person cam disabled? Now's your chance.
     
    Credits and Contributors:
    Awol - player_build.sqf, Epoch and permission to modify script.
    Mudzereli - Commanding menus
    Rimblock - with modular build (github)
    PryMary - with Plot for Life
    KamikazeXeX - Support for
    striker - using snap pro as a base for
     
    Github contributors - mattispro, Mikeeeyy
     
     
    Legal:
    You can use/modify/redistribute this file as long as it complies with License. You can not use this script to promote donations or shops.
    This script is open source, you are allowed to add it to your @mods as long as appropriate credits and terms of license are met.
  14. Like
    raymix reacted to Achmed in [1.4.1] Snap Building PRO   
    Tested both deep water (top left of Napf map) and also building out from land and both worked fine both before and after a server restart
  15. Like
    raymix got a reaction from Outlaw in [Video] Guide to server structure, variables, functions and Diffmerge   
    What is this guide for?
    Actually for everyone who ever wanted to learn about file structure of Arma 2 MP environment (Epoch in this case), from beginners to a bit more advanced users alike, including script makers and editors.
     
    What is this guide not for?
    If you ever created your own @mod, this guide is probably not for you.
     
    Damn 1 hour long video, is it worth watching it?
    No, create new topic and ask someone to help you with scripts if you came here to ask that question
     
    What are benefits from watching this video?
    If you actually follow along, you will be able to better troubleshoot problems with server and custom scripts. You will also be introduced to file structure of Epoch server, custom variables and compiles files as well as diffmerging files for script updates or compatibility issues.
     
    Are there any requirements to follow this guide?
    No, grab a coffee and chill. Don't try to replicate anything, instead just try to follow along, this is a theoretical guide rather than a tutorial.
     
    What's in the video?
    Introduction: I am explaining reason behind this video in full detail and talking about further contents, so skip ahead to what suits you best.
     
    Structure (03:00): We will be exploring file structure from first press of a button that lets client join the server. I will be explaining about different types of files used to run a server and how they chain load each other to make up a fully working server. Topics covered: Config files, mission config (ext) file, bin files, sqm and include files. I will be covering certain less essential parts like how RAM and HDD is used while loading scripts or PBO contents on demand.
     
    Variables (16:51): This section is for admins and script makers who brings over custom variables.sqf over to mission file. I will be explaining how variables are being defined to avoid RPT errors as well as introducing to common mistakes of redefining already defined variables that are present with many scripts and their guides and how to reduce mission file size by only reusing what is required. For all modders out there, please keep your own vars within your scripts, lets stop this madness.
     
    Functions (33:15): Precompiling functions is what actually makes our servers work. In this part of guide I will explain how they make up the server structure and how you are literary loading client and server files starting from init.sqf in your mission file. Yes you read that correct. I will be explaining common mistakes server admins commit by using custom compiles file server side and how majority of admins would blindly follow bad advices/guides and force loading their client and server files twice. We will be diving into more detail about compiles.sqf client side and server_functions.sqf files explaining how common mistakes are made when installing several addons that reuse same function and how to avoid future problems.
     
    Diffmerging (47:55): Last major part of this guide. I will be explaining how to work some magic with Diffmerge (or similar tools) to keep your addons up-to-date, as well as ironing out any incompatibilities between your custom scripts. We will be looking at how to diffmerge single file, whole folders and even merge two functions together to make them compatible. Experience gained here should allow you to merge any mod (or multiple mods) out there that uses same function making them compatible again.
     
    Final words (1:08:35): Conclusion and quick review of what we have learned within an hour of this guide.
     
     
     
     
     
  16. Like
    raymix reacted to cen in [1.4.1] Snap Building PRO   
    WaTTe grab my mission if you want to check my files for snap pro 1.4 with plot pole for life.
  17. Like
    raymix reacted to itsatrap in [1.4.1] Snap Building PRO   
    Fun fact just rolled back to version 1.3 and now it works again p, on cherno and tavi :)
  18. Like
    raymix reacted to RimBlock in Base Building Eviction Notice Sign?   
    How about...
     
    Save to the DB, save the object texture file name in the inventory of the item, on server load, read the texture file and re apply before placing in the world ?.
  19. Like
    raymix got a reaction from cring0 in What's your favorite map(s)?   
    Give Namalsk Crisis a go, it is a SP/MP mission, it was the original mod that came out with it. Quite scary :D
  20. Like
    raymix got a reaction from Pasquale in [Discontinued] Emerald Interior Designer   
    Do the same with RscPictures :P
  21. Like
    raymix got a reaction from Tricks in [Video] Guide to server structure, variables, functions and Diffmerge   
    What is this guide for?
    Actually for everyone who ever wanted to learn about file structure of Arma 2 MP environment (Epoch in this case), from beginners to a bit more advanced users alike, including script makers and editors.
     
    What is this guide not for?
    If you ever created your own @mod, this guide is probably not for you.
     
    Damn 1 hour long video, is it worth watching it?
    No, create new topic and ask someone to help you with scripts if you came here to ask that question
     
    What are benefits from watching this video?
    If you actually follow along, you will be able to better troubleshoot problems with server and custom scripts. You will also be introduced to file structure of Epoch server, custom variables and compiles files as well as diffmerging files for script updates or compatibility issues.
     
    Are there any requirements to follow this guide?
    No, grab a coffee and chill. Don't try to replicate anything, instead just try to follow along, this is a theoretical guide rather than a tutorial.
     
    What's in the video?
    Introduction: I am explaining reason behind this video in full detail and talking about further contents, so skip ahead to what suits you best.
     
    Structure (03:00): We will be exploring file structure from first press of a button that lets client join the server. I will be explaining about different types of files used to run a server and how they chain load each other to make up a fully working server. Topics covered: Config files, mission config (ext) file, bin files, sqm and include files. I will be covering certain less essential parts like how RAM and HDD is used while loading scripts or PBO contents on demand.
     
    Variables (16:51): This section is for admins and script makers who brings over custom variables.sqf over to mission file. I will be explaining how variables are being defined to avoid RPT errors as well as introducing to common mistakes of redefining already defined variables that are present with many scripts and their guides and how to reduce mission file size by only reusing what is required. For all modders out there, please keep your own vars within your scripts, lets stop this madness.
     
    Functions (33:15): Precompiling functions is what actually makes our servers work. In this part of guide I will explain how they make up the server structure and how you are literary loading client and server files starting from init.sqf in your mission file. Yes you read that correct. I will be explaining common mistakes server admins commit by using custom compiles file server side and how majority of admins would blindly follow bad advices/guides and force loading their client and server files twice. We will be diving into more detail about compiles.sqf client side and server_functions.sqf files explaining how common mistakes are made when installing several addons that reuse same function and how to avoid future problems.
     
    Diffmerging (47:55): Last major part of this guide. I will be explaining how to work some magic with Diffmerge (or similar tools) to keep your addons up-to-date, as well as ironing out any incompatibilities between your custom scripts. We will be looking at how to diffmerge single file, whole folders and even merge two functions together to make them compatible. Experience gained here should allow you to merge any mod (or multiple mods) out there that uses same function making them compatible again.
     
    Final words (1:08:35): Conclusion and quick review of what we have learned within an hour of this guide.
     
     
     
     
     
  22. Like
    raymix got a reaction from NastyBastrd in [Video] Guide to server structure, variables, functions and Diffmerge   
    What is this guide for?
    Actually for everyone who ever wanted to learn about file structure of Arma 2 MP environment (Epoch in this case), from beginners to a bit more advanced users alike, including script makers and editors.
     
    What is this guide not for?
    If you ever created your own @mod, this guide is probably not for you.
     
    Damn 1 hour long video, is it worth watching it?
    No, create new topic and ask someone to help you with scripts if you came here to ask that question
     
    What are benefits from watching this video?
    If you actually follow along, you will be able to better troubleshoot problems with server and custom scripts. You will also be introduced to file structure of Epoch server, custom variables and compiles files as well as diffmerging files for script updates or compatibility issues.
     
    Are there any requirements to follow this guide?
    No, grab a coffee and chill. Don't try to replicate anything, instead just try to follow along, this is a theoretical guide rather than a tutorial.
     
    What's in the video?
    Introduction: I am explaining reason behind this video in full detail and talking about further contents, so skip ahead to what suits you best.
     
    Structure (03:00): We will be exploring file structure from first press of a button that lets client join the server. I will be explaining about different types of files used to run a server and how they chain load each other to make up a fully working server. Topics covered: Config files, mission config (ext) file, bin files, sqm and include files. I will be covering certain less essential parts like how RAM and HDD is used while loading scripts or PBO contents on demand.
     
    Variables (16:51): This section is for admins and script makers who brings over custom variables.sqf over to mission file. I will be explaining how variables are being defined to avoid RPT errors as well as introducing to common mistakes of redefining already defined variables that are present with many scripts and their guides and how to reduce mission file size by only reusing what is required. For all modders out there, please keep your own vars within your scripts, lets stop this madness.
     
    Functions (33:15): Precompiling functions is what actually makes our servers work. In this part of guide I will explain how they make up the server structure and how you are literary loading client and server files starting from init.sqf in your mission file. Yes you read that correct. I will be explaining common mistakes server admins commit by using custom compiles file server side and how majority of admins would blindly follow bad advices/guides and force loading their client and server files twice. We will be diving into more detail about compiles.sqf client side and server_functions.sqf files explaining how common mistakes are made when installing several addons that reuse same function and how to avoid future problems.
     
    Diffmerging (47:55): Last major part of this guide. I will be explaining how to work some magic with Diffmerge (or similar tools) to keep your addons up-to-date, as well as ironing out any incompatibilities between your custom scripts. We will be looking at how to diffmerge single file, whole folders and even merge two functions together to make them compatible. Experience gained here should allow you to merge any mod (or multiple mods) out there that uses same function making them compatible again.
     
    Final words (1:08:35): Conclusion and quick review of what we have learned within an hour of this guide.
     
     
     
     
     
  23. Like
    raymix reacted to KamikazeXeX in [How to/Update] Snap Build Pro W/ Admin Fast Build + Upgrade and Extra RC Building system   
    Update for v1.4 is up
     
    I'm sure some will find this useful
     
    EDIT: What version is this, v1.4?
     
    EDIT2: Merged your fixes into public release
  24. Like
    raymix reacted to Achmed in [1.4.1] Snap Building PRO   
    Not sure if i did it correct but i pasted the above code under line 74.
     
    when I placed the fist item (test server no items near other then plot pole) i got
     
     
    After placing a item and trying to snap a second item to it this changed to
     
     
     
     
    If its any help im happy to send you my pbo files to look at
     
  25. Like
    raymix reacted to Powell in [Video] Guide to server structure, variables, functions and Diffmerge   
    Great tutorial I watched the whole video and learned alot of new things. Thanks again for the help.
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