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raymix reacted to Axle in The Drinkables.
We haven't done it in a long time, but it's back and Orangesherbet "Dan" gets the first setup. We will have a line of Epoch soda shirts going to be sold over time. Starting with Orangesherbet honoring the streamer twitch.tv/orangesherbet. Many have thought he named himself after the soda, but let it be known that the soda was named after him.
Your choice of female, male, and a hoddie. Get your collectors edition Tee or hoodie before the sale ends!!!
Link to Teespring deal.
http://teespring.com/twitch/orangesherbet
Link to streamer that it honors.
http://www.twitch.tv/orangesherbet
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raymix got a reaction from KiloSwiss in Hiring coder for server
the issue with this (that i've experienced so far doing it even for free) is that people end up asking a fuckton more than they asked for, with the whole thing resulting in blocking people asking for help in social networks.
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raymix got a reaction from Sp4rkY in 0.3.3 bug? NV batteries now go to negative values
moved to bug reports
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raymix reacted to tinboye in Loots.h Question
that would be my guess, as if you look at the epochconfig.hpp
antagonistChanceTrash = 0.09; //9% chance when player loot a trash object
antagonistChancePDeath = 0.33; //33% chance when player was killed from a other player (selfkill doesn't count)
antagonistChanceLoot = 0.09; //9% chance when player click "SEARCH" on a loot object.
i could be wrong, i have never tested this myself. I been using the lspawner to spawn loot on ground.
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raymix reacted to vbawol in Epoch 0.3.3.1 Released
Solar Generator / Energy capacity system:
Solar Generator base item can be crafted from items found in the world. When placed gives passive power within (75m Default). Energy capacity system controls how much power is available based on the type of energy source and number of players in area. Personal solar generators have 10 charge rate at day and reduced charge capacity of 5 at night. Wind towers and large solar farms have 100 charge rate. Each player will equally share the energy charge capacity up to the max charge rate of 5 per tick. More solar generators can be built to increase total charge capacity for larger groups. Wood Towers
Can be crafted using a Wood Floor Kit and 4x lumber. First test of the new building upgrade system gives you the ability to use 2x lumber to add a windowed wall to the side you are standing. Walls can be removed and refund one lumber pack. Wood Walls / Upgrade in Place
New upgrade in place options and 4 new plywood walls Building upgrade system now supports multiple options and has new basic UI. Wood Ladder
Can be crafted from 4x lumber. Base Building
Removed base object "Move" in 3d option in favor of a more refined "ghost" snap mode. Can now disable base building by pressing Esc or 'gear' menu. Angle of snapping was incorrect when building on angles. Can now press '2' to disable building snap mode and 1 to re-enable. Normalized snap memory points for wood tower and stairs should make snapping more accurate Issue that caused shifting of some base objects after restart. Only maintain damaged objects and object health is repaired on maintain. Looting
New loot/crafting items: (Solar Panels, Wire Cables, Battery Box). Air Drop loot has been Increased. Pumpkin harvesting on Chernarus should work, "Trash" loot now has separate configs. Antagonists
Cultist's make a triumfant return, as cultist spawning is now fixed. Vehicles
Fixed JetSki sinking like a rock.
Technical
[Changed] Moved client gamemode and CfgFunctions init to mission file. [Changed] Base building upgrade recipes and remove payouts now have dedicated config "CfgBaseBuilding" and code supports over-loading via description.ext. [Changed] Server side database functions renamed and now use cfgFunctions via a new pbo "epoch_server_core". [Changed] Make use of new command getAllHitPointsDamage in A3 1.50 to increase performance of hitpoint data storage. [Changed] Use new A3 command setHitIndex instead of setHitPointDamage so we can use all hitpoints regardless of name. [Changed] Change BIS_fnc_distance2D usage over to distance2D command that was added with A3 1.50 for better performance. [Fixed] Loot code for "CfgBuildingLootPos" now uses EPOCH_returnConfig to allow over-loading via description.ext. [Fixed] Error in rpt "No geometry and no visual shape" with Poppy and Goldenseal plants models. [Fixed] CfgEpochClient missionConfigFile version check was incorrectly using configFile. [Fixed] Loot object "Blue Tarp" weaponholder proxy position was in the wrong position. [Fixed] Reduce base hunger/thirst loss rate by half if players stamina is above 100. Base rate now can be changed with "baseHTLoss" variable in CfgEpochClient. [Info] Requres Arma 3 1.50 or higher. [ServerInfo] CfgEpochClient removed from description.ext as it can be simply added again from our configs as needed. [ServerInfo] Removed old .bikey and added new one for 0330.
Server Admins see files that have changed here: https://github.com/EpochModTeam/Epoch/commit/24bcfafe60e0ea043700cf82a2e0b2f6d96e1bbd
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raymix got a reaction from TolH in Getting Started Scripting
You are thinking of dynamic text, Hint appears on top-right corner of the screen.
Or you can always make your own little dialog, resize and place it where you want. This can be done using RscTitles, cutRsc and RscStructuredText.
Jump in a single player Editor, press ESC and choose GUI editor, play around with it. F1 shows you all the shortcuts, when saving out using ctrl + s save it as config entry, it will appear in your clipboard.
Then simply add your exported dialog to description.ext (inside existing rscTitles if exists):
RscTitles { mydialog { idd = -1; duration = 9999; onLoad = "uiNamespace setVariable ['myDialogDisplay',_this select 0]"; controls { myBox: RscStructuredText { idc = 5001; //x y z }; }; }; };Then
createDialog "myDialog"; _display = uiNamespace getVariable "myDialogDisplay"; _ctrl = _display displayCtrl 5001;Now that you have access to control you made, the rest of magic you can do is here:
https://community.bistudio.com/wiki/Category:Command_Group:_GUI_Control
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raymix got a reaction from axeman in Can't get this thing running
Make sure that server also loads @Epoch mod. Server requires everything that client runs + bunch of configs and other good stuff. Makes sense?
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raymix got a reaction from TolH in Getting Started Scripting
timer = 5; //seconds //simple timer [] spawn { //do stuff uiSleep timer; }; //wait for timer [] spawn { uiSleep 10; //sleep 10 seconds timerDone = true; }; [] spawn { waitUntil {timerDone}; hint "10 seconds passed"; }; //wait for timer while loop method [] spawn { _count = 0; while {_count < 10} do { _count = _count + 1; uiSleep 1; }; hint "10 seconds passed"; }; //count to 10 [] spawn { for "_i" from 1 to 10 do { _count = _i; hint str _count; //outputs current count uiSleep 1; //wait 1 sec }; hint format ["I counted to %1",_count]; }; I could go on like this for a while (lol), but hope you get the drift....plenty of ways to do it. As you can see code suspension is done by simply using sleep or uiSleep commands.
By now you probably noticed I've used spawn command a lot, this is because there are 2 code environments - scheduled and unscheduled.
Normally game runs in unscheduled env, this means you cannot suspend code using sleep or waitUntil, even loops are reduced to 10000 iterations, but if you wrap your code around spawn tag, it will work just fine without limits.
Think of it as running a code block on a separate thread, but this also means that rest of script will not be waiting on it. This means you will have to get creative with it if your unscheduled environment depends on variables gathered from scheduled env.
Makes sense?
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raymix got a reaction from READTHESCROLL in Getting Started Scripting
Follow the syntax: https://community.bistudio.com/wiki/createMarker
As error states - it requires 3 elements in an array of position, you only gave it one.
Secondly - do not use quotation marks on integers, that makes them string... like you know.. a text, not a float/number
_var = 0; //this is an integer _var = 0.1; // scalar/float/decimal _var = "yo"; //string _var = {}; //code block or function _var = []; //array
And lastly, positions are 3 elements in an array - like [0,0,0] (x,y,z)
You are telling script to count an array (amount of elements in a single integer) and passing this single integer inside faked array to a command that requires an array with 3 integers inside it, getting the idea?
Solution: Nested array (and don't use "", lol)
Nested array is an array [] inside another array - [[]]. This means you can take several position arrays and put them into a larger array like so:
[[0,0,0],[1,1,1],[2,2,2]]
Think of an array as a memory block in your RAM, like a "group" or a "folder" that can hold any type of variable inside of it, even other arrays.
You access elements inside array by using select command. Array counting starts from 0, so first element is 0, second is 1, third is 2 etc...
_location = [0,0,0]; _x = _location select 0; _y = _location select 1; _z = _location select 2;The integer after select can be dynamic - a variable... something you can select randomly.
_crashPos = [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]]; //large nested array with 3-element position arrays _random = _crashPos select floor random count _crashPos ; //reads in reverse - count our large array, so we know max number we can safely choose, then choose random float from this value (large decimal) and floor it so its a single value integer... then use this value to select an element. _crashMarker = createMarker ["Warning",_random];
You might want to consider learning basics of variable manipulation, bro. Grab yourself a dev console and play around with variables and some math. The stuff you want is on very top in a wiki page you linked yourself in OP post.
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raymix got a reaction from N4mEL3sS in Remove the green color from the GUI
Try to use zip file instead of rar, my AV was raging like crazy (eset).
Either way, I don't know what Cen's custom gui looks like, but I am familiar with the issue you are getting, what you are experiencing is issue with font color in structured text - yes font color affects images, too (A3L haven't figured this one out yet lol).
Basically, when composing ST you have to put white font color right before image tags and if there's any text after it, another font tag should go there right before the text, unless text is also white that is...
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raymix got a reaction from Th3-Hunter333 in Looking for a bit of help with client side rpt errors on an overpoch server
looks like _wpui grabs a var from uiNamespace, this is because it's one of very few ways to retrieve display used in rscTitles. Either way I find it very weird that original dev decided to cutRsc inside infinite loop, there's absolutely no need to do that, since there's a way to get infinite duration from config. In fact much smaller version of loop can be kept in configs with cutRsc only used once on startup.
Back on topic, your issue happens because:
1) some other resource uses layer 1000, this means display exists, but it hosts different controls group and since IDC does not match up, _wpui cannot be created leading to this error.
2) variable corruption (aka private variable inheritance) - this loop does not use private definitions, so every time resource is created again, any variables that held old control gets nil equivalent "no control" value assigned.
Solution: definitely adjust layer to something else.... like 99881, that should definitely be safe value. Also add private []; array inside while loop with all the local vars used.
Second error you have I believe is purely your own fault - as I love to call it - RTFM issue. Make sure to follow instructions properly and adjust variables.sqf file, use it to predefine missing self action variables. Simple solution is to have s_some_variable = -1; in your variables.sqf or somewhere on top of your init.sqf files. Basically it does not matter where you plug the damn thing, as long as its defined sooner than it's used to avoid errors
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raymix reacted to vbawol in Website and forum migrated and updated
Just updated the web server and forum software to the latest available versions. That said, we may still have a few issues to work out so If you notice any problems please post about it. Also, the donation tracker will be re-added after an issue is fixed with it.
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raymix got a reaction from Richie in What's the point?
I'd say that is true on servers with armored vehicles like tanks, but if done properly (it never is), then it can be an enjoyable experience.
To be honest, most of blame goes to scripters, because admins are literary just installing almost every single script they can get their hands on, with hopes of making their server more unique. If scripters would focus on survival and hardcore scripts rather than pretty UI, AI and trading, admins would install those instead ;)
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raymix reacted to Swikhy in setDir Spawning Traders Vehicles
Ok, just here to confirm it works perfectly ! Tried with other locations in the switch part and everything is working fine.
Thank you Raymix !
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raymix reacted to PredatoRX91 in Bottom picture watermark
Thanks, the first command you suggested worked, but in the meantime i found out that this
waitUntil {(!isNull Player) and (alive Player) and (player == player)}; line works too, so now it loads everyime :)
So as i see it doesn`t matter which one is used, as long as it loads correctly.
Thanks for your help, much appreciated.
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raymix got a reaction from PredatoRX91 in Bottom picture watermark
Judging by your init.sqf it doesn't matter. It's just a simple resource you are trying to create on your display that's all.
It is truly weird it didn't work, must be something to do with the way MP setup is being loaded.
Did some digging around, looks like my suspicion was right. Might be due to how debug zone is handled when client is waiting for PV from server to confirm successful login.
Try this instead:
waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; It seems like there's more to this, an array named PVCDZ_plr_Login2 (or dayzPlayerLogin2) with second element set as a boolean. I assume this is a state used to determine if player has been created and placed in the world.
So if above does not work out, you have 2 choices.. add sleep to above command (give it like 5 seconds or so) or wrap your code around if statement like so:
waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; if (dayzPlayerLogin2 select 1) then //try select 2, too { _pic = "predator.paa"; [ '<img align=''left'' size=''1.0'' shadow=''0.2'' image='+(str(_pic))+' />', safeZoneX+0.027, safeZoneY+safeZoneH - 0.18, 99999, 0, 0, 3090 ] spawn bis_fnc_dynamicText; }; For whatever reason, most people are checking third element in the array of 2 elements and then suggesting creating this extra element. Makes no sense to me at this point, but I am not really eager to check out what's going on there either
edit: just in case you misread - there are 3 possible solutions in this post, try them all.