Jump to content

ZamboniBambino

Member
  • Posts

    328
  • Joined

  • Last visited

  • Days Won

    4

Reputation Activity

  1. Like
    ZamboniBambino got a reaction from mudzereli in [PROJECT] Gold Coin based Single Currency & Banking System   
    You should perhaps try a more formal development place, like GitHub, Sourceforge, or somewhere else, so that you can track your changes in a consistent way. And so that idiots who are unable to code, but who take a great deal of satisfaction criticising others who can, can show truly how inept they are, and thus remove themselves from any meaningful consideration in a project. 
     
    I don't know how far on you are, but you can find the specifics in the C++ code, as you mentioned. From the Epoch Hive, I can see that there are some additional binds added:
    HiveExtApp::HiveExtApp(string suffixDir) : AppServer("HiveExt",suffixDir), _serverId(-1) { //custom data retrieval handlers[500] = boost::bind(&HiveExtApp::changeTableAccess,this,_1); //mechanism for setting up custom table permissions handlers[501] = boost::bind(&HiveExtApp::dataRequest,this,_1,false); //sync load init and wait handlers[502] = boost::bind(&HiveExtApp::dataRequest,this,_1,true); //async load init handlers[503] = boost::bind(&HiveExtApp::dataStatus,this,_1); //retrieve request status and info handlers[504] = boost::bind(&HiveExtApp::dataFetchRow,this,_1); //fetch row from completed query handlers[505] = boost::bind(&HiveExtApp::dataClose,this,_1); //destroy any trace of request //server and object stuff handlers[302] = boost::bind(&HiveExtApp::streamObjects,this,_1); //Returns object count, superKey first time, rows after that handlers[303] = boost::bind(&HiveExtApp::objectInventory,this,_1,false); handlers[304] = boost::bind(&HiveExtApp::objectDelete,this,_1,false); handlers[305] = boost::bind(&HiveExtApp::vehicleMoved,this,_1); handlers[306] = boost::bind(&HiveExtApp::vehicleDamaged,this,_1); handlers[307] = boost::bind(&HiveExtApp::getDateTime,this,_1); handlers[308] = boost::bind(&HiveExtApp::objectPublish,this,_1); // Custom to just return db ID for object UID handlers[388] = boost::bind(&HiveExtApp::objectReturnId,this,_1); // for maintain handlers[396] = boost::bind(&HiveExtApp::datestampObjectUpdate,this,_1,false); handlers[397] = boost::bind(&HiveExtApp::datestampObjectUpdate,this,_1,true); // For traders handlers[398] = boost::bind(&HiveExtApp::tradeObject,this,_1); handlers[399] = boost::bind(&HiveExtApp::loadTraderDetails,this,_1); // End custom handlers[309] = boost::bind(&HiveExtApp::objectInventory,this,_1,true); handlers[310] = boost::bind(&HiveExtApp::objectDelete,this,_1,true); handlers[400] = boost::bind(&HiveExtApp::serverShutdown,this,_1); //Shut down the hiveExt instance //player/character loads handlers[101] = boost::bind(&HiveExtApp::loadPlayer,this,_1); handlers[102] = boost::bind(&HiveExtApp::loadCharacterDetails,this,_1); handlers[103] = boost::bind(&HiveExtApp::recordCharacterLogin,this,_1); //character updates handlers[201] = boost::bind(&HiveExtApp::playerUpdate,this,_1); handlers[202] = boost::bind(&HiveExtApp::playerDeath,this,_1); handlers[203] = boost::bind(&HiveExtApp::playerInit,this,_1); } Look up the relevant handlers in the same file (HiveExtApp.cpp) in GitHub. https://github.com/vbawol/DayZhiveEpoch/blob/9e09db3af6093f682e8db7cae17235a8e730ff3a/Hive/Source/HiveLib/HiveExtApp.cpp
     
    Good luck with the project. My advice would be let people who don't know how to code, or who aren't providing any constructive, or quantifiable benefit, provide support and suggestions, but if they're getting in the way of those who can, shove a pineapple up their ass sideways.
  2. Like
    ZamboniBambino got a reaction from MatthewK in [Request] Prevent players from building in cities   
    I wasn't being agressive when I said it, and I think your reply indicates you didn't get the point of what I was saying. Modificaitions full stop are kind of hacky, including the SQM, but I don't recall making any comparisons of speed, which weren't included in my posts at all. I apologise if I was "negging" your contribution, and I can appreciate your reply is an angry reply to what you perceive is me criticizing you, so I won't go to the level of tit-for-tat, because that's pointless. I'm not going to say things about how long, under what capacity, or for whom, I have coded, because that has no bearing on the accuracy of the code posted here. Incidentally, the code I posted was tested and is still there to be critiqued if you wish -- I told the requester to try it because he was asking me to do something, which in effect, would have been explained better by simply doing it. And, evidently, your quip about the contribution was rebuked by the fact the changes produced the desired effect.
     
    My comment related to the nature of making modifications to existing functions within epoch, rather than making additions to structures which are handled by existing functions/files in epoch or DayZ. Adding to files can be easy at first, but for those who are unsure about mods and what they've installed it can quickly cause problems, particularly because different mods will comment out and augment different files, and eventually end up with a whole mess; five mods require changes to X file, on Y line, and so on. It's a ball-ache after each release, and I'm sure as a person who has coded for a long time, as you attest, you have experienced this with other projects. I have.
     
    Easy fix, though. Just as BIS now uses stacked function handlers for some builtin commands, so too can epoch and others use that idea, and without the need for edits to existing code to get features implemented.I have had this before where I've worked with other developers who, rather than use, or develop an existing API, have just made edits to the original sourcecode for one minor purpose or another, and it has caused gridlock at a certain point. It's bad practice.  Sorry to get into a huge explanation, but I did want to retract any venomous sounding comments in favour of explaining my stance. If you prefer to make edits to the sourcecode and favor speed over tidyness, then that's fair enough.
  3. Like
    ZamboniBambino got a reaction from BetterDeadThanZed in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Hi guys,
     
    I would also like to mention a few changes to ZFM and the FairServer/FairMissions project. After asking for developers and others to help, I  have found other people who are willing to get involved. As a result, we've managed to get a Russian translator and also a release co-ordinator & project manager, and an additional developer. I will be meeting up at some point with the new developer and discussing future plans. but this is great news as it means ZFM will get developed twice as fast!
     
    The new team members I would like to welcome are:
     
    Translator: Crckdns
    Project Manager & Release co-ordinator: Phobix.
    Additional developer: Phobix's Linus Torvalds in the shadows
     
    Look forward to some fun updates tonight on feature progress. Thanks for your patience so far with the project, you guys are great.
     
    Zamboni
  4. Like
    ZamboniBambino got a reaction from Darihon in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Hi guys,
     
    I would also like to mention a few changes to ZFM and the FairServer/FairMissions project. After asking for developers and others to help, I  have found other people who are willing to get involved. As a result, we've managed to get a Russian translator and also a release co-ordinator & project manager, and an additional developer. I will be meeting up at some point with the new developer and discussing future plans. but this is great news as it means ZFM will get developed twice as fast!
     
    The new team members I would like to welcome are:
     
    Translator: Crckdns
    Project Manager & Release co-ordinator: Phobix.
    Additional developer: Phobix's Linus Torvalds in the shadows
     
    Look forward to some fun updates tonight on feature progress. Thanks for your patience so far with the project, you guys are great.
     
    Zamboni
  5. Like
    ZamboniBambino got a reaction from BetterDeadThanZed in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    The output changes if there are trees in the way <_< I will make an optional function to clear trees out so it will always be symmetrical and perfect. The array spacing on this one is 5.
     

     
    Another one from above. These are both from ARMA 2. I will eventually post some of the ARMA 3 stuff on here, too. :)
  6. Like
    ZamboniBambino got a reaction from Creep in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    You're always welcome, freakystyle! I love Germans :D I thought you guys have gotten some bad treatment in DayZ -- when I have played with Germans in other servers, people have said stupid things like "SPEAK ENGLISHZ PLZ" and all manor of dumb things, so I want to redress that balance by giving everyone their opportunity to make a language for ZFM. Your language is just as important as mine! :) Go Euro-friends ^_^
     
    Developing right now, and listening to this album. Would highly recommend it:
     

    https://www.youtube.com/watch?v=h2zWfxW60z0&feature=kp
  7. Like
    ZamboniBambino got a reaction from Zupa in [PROJECT] Gold Coin based Single Currency & Banking System   
    You should perhaps try a more formal development place, like GitHub, Sourceforge, or somewhere else, so that you can track your changes in a consistent way. And so that idiots who are unable to code, but who take a great deal of satisfaction criticising others who can, can show truly how inept they are, and thus remove themselves from any meaningful consideration in a project. 
     
    I don't know how far on you are, but you can find the specifics in the C++ code, as you mentioned. From the Epoch Hive, I can see that there are some additional binds added:
    HiveExtApp::HiveExtApp(string suffixDir) : AppServer("HiveExt",suffixDir), _serverId(-1) { //custom data retrieval handlers[500] = boost::bind(&HiveExtApp::changeTableAccess,this,_1); //mechanism for setting up custom table permissions handlers[501] = boost::bind(&HiveExtApp::dataRequest,this,_1,false); //sync load init and wait handlers[502] = boost::bind(&HiveExtApp::dataRequest,this,_1,true); //async load init handlers[503] = boost::bind(&HiveExtApp::dataStatus,this,_1); //retrieve request status and info handlers[504] = boost::bind(&HiveExtApp::dataFetchRow,this,_1); //fetch row from completed query handlers[505] = boost::bind(&HiveExtApp::dataClose,this,_1); //destroy any trace of request //server and object stuff handlers[302] = boost::bind(&HiveExtApp::streamObjects,this,_1); //Returns object count, superKey first time, rows after that handlers[303] = boost::bind(&HiveExtApp::objectInventory,this,_1,false); handlers[304] = boost::bind(&HiveExtApp::objectDelete,this,_1,false); handlers[305] = boost::bind(&HiveExtApp::vehicleMoved,this,_1); handlers[306] = boost::bind(&HiveExtApp::vehicleDamaged,this,_1); handlers[307] = boost::bind(&HiveExtApp::getDateTime,this,_1); handlers[308] = boost::bind(&HiveExtApp::objectPublish,this,_1); // Custom to just return db ID for object UID handlers[388] = boost::bind(&HiveExtApp::objectReturnId,this,_1); // for maintain handlers[396] = boost::bind(&HiveExtApp::datestampObjectUpdate,this,_1,false); handlers[397] = boost::bind(&HiveExtApp::datestampObjectUpdate,this,_1,true); // For traders handlers[398] = boost::bind(&HiveExtApp::tradeObject,this,_1); handlers[399] = boost::bind(&HiveExtApp::loadTraderDetails,this,_1); // End custom handlers[309] = boost::bind(&HiveExtApp::objectInventory,this,_1,true); handlers[310] = boost::bind(&HiveExtApp::objectDelete,this,_1,true); handlers[400] = boost::bind(&HiveExtApp::serverShutdown,this,_1); //Shut down the hiveExt instance //player/character loads handlers[101] = boost::bind(&HiveExtApp::loadPlayer,this,_1); handlers[102] = boost::bind(&HiveExtApp::loadCharacterDetails,this,_1); handlers[103] = boost::bind(&HiveExtApp::recordCharacterLogin,this,_1); //character updates handlers[201] = boost::bind(&HiveExtApp::playerUpdate,this,_1); handlers[202] = boost::bind(&HiveExtApp::playerDeath,this,_1); handlers[203] = boost::bind(&HiveExtApp::playerInit,this,_1); } Look up the relevant handlers in the same file (HiveExtApp.cpp) in GitHub. https://github.com/vbawol/DayZhiveEpoch/blob/9e09db3af6093f682e8db7cae17235a8e730ff3a/Hive/Source/HiveLib/HiveExtApp.cpp
     
    Good luck with the project. My advice would be let people who don't know how to code, or who aren't providing any constructive, or quantifiable benefit, provide support and suggestions, but if they're getting in the way of those who can, shove a pineapple up their ass sideways.
  8. Like
    ZamboniBambino got a reaction from STENCHOVDETH in [PROJECT] Gold Coin based Single Currency & Banking System   
    You should perhaps try a more formal development place, like GitHub, Sourceforge, or somewhere else, so that you can track your changes in a consistent way. And so that idiots who are unable to code, but who take a great deal of satisfaction criticising others who can, can show truly how inept they are, and thus remove themselves from any meaningful consideration in a project. 
     
    I don't know how far on you are, but you can find the specifics in the C++ code, as you mentioned. From the Epoch Hive, I can see that there are some additional binds added:
    HiveExtApp::HiveExtApp(string suffixDir) : AppServer("HiveExt",suffixDir), _serverId(-1) { //custom data retrieval handlers[500] = boost::bind(&HiveExtApp::changeTableAccess,this,_1); //mechanism for setting up custom table permissions handlers[501] = boost::bind(&HiveExtApp::dataRequest,this,_1,false); //sync load init and wait handlers[502] = boost::bind(&HiveExtApp::dataRequest,this,_1,true); //async load init handlers[503] = boost::bind(&HiveExtApp::dataStatus,this,_1); //retrieve request status and info handlers[504] = boost::bind(&HiveExtApp::dataFetchRow,this,_1); //fetch row from completed query handlers[505] = boost::bind(&HiveExtApp::dataClose,this,_1); //destroy any trace of request //server and object stuff handlers[302] = boost::bind(&HiveExtApp::streamObjects,this,_1); //Returns object count, superKey first time, rows after that handlers[303] = boost::bind(&HiveExtApp::objectInventory,this,_1,false); handlers[304] = boost::bind(&HiveExtApp::objectDelete,this,_1,false); handlers[305] = boost::bind(&HiveExtApp::vehicleMoved,this,_1); handlers[306] = boost::bind(&HiveExtApp::vehicleDamaged,this,_1); handlers[307] = boost::bind(&HiveExtApp::getDateTime,this,_1); handlers[308] = boost::bind(&HiveExtApp::objectPublish,this,_1); // Custom to just return db ID for object UID handlers[388] = boost::bind(&HiveExtApp::objectReturnId,this,_1); // for maintain handlers[396] = boost::bind(&HiveExtApp::datestampObjectUpdate,this,_1,false); handlers[397] = boost::bind(&HiveExtApp::datestampObjectUpdate,this,_1,true); // For traders handlers[398] = boost::bind(&HiveExtApp::tradeObject,this,_1); handlers[399] = boost::bind(&HiveExtApp::loadTraderDetails,this,_1); // End custom handlers[309] = boost::bind(&HiveExtApp::objectInventory,this,_1,true); handlers[310] = boost::bind(&HiveExtApp::objectDelete,this,_1,true); handlers[400] = boost::bind(&HiveExtApp::serverShutdown,this,_1); //Shut down the hiveExt instance //player/character loads handlers[101] = boost::bind(&HiveExtApp::loadPlayer,this,_1); handlers[102] = boost::bind(&HiveExtApp::loadCharacterDetails,this,_1); handlers[103] = boost::bind(&HiveExtApp::recordCharacterLogin,this,_1); //character updates handlers[201] = boost::bind(&HiveExtApp::playerUpdate,this,_1); handlers[202] = boost::bind(&HiveExtApp::playerDeath,this,_1); handlers[203] = boost::bind(&HiveExtApp::playerInit,this,_1); } Look up the relevant handlers in the same file (HiveExtApp.cpp) in GitHub. https://github.com/vbawol/DayZhiveEpoch/blob/9e09db3af6093f682e8db7cae17235a8e730ff3a/Hive/Source/HiveLib/HiveExtApp.cpp
     
    Good luck with the project. My advice would be let people who don't know how to code, or who aren't providing any constructive, or quantifiable benefit, provide support and suggestions, but if they're getting in the way of those who can, shove a pineapple up their ass sideways.
  9. Like
    ZamboniBambino got a reaction from Creep in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Language support has been added. It's been expanded so it's a basic version of gettext, so that strings inside ZFM are denoted by global variables with various prefixes which are then read by ZFM. Because other people can benefit from these lovely functions in their own projects, after alpha, I will be moving them into a library called Zambino Common Runtime (ZCR) components, which will be a third-party library for various useful programming functions, like the BIS functions, but documented and for different purposes.
     
    Not yet tested, and not on my development machine, but if you want to use it, here's the basic ZFM/Gettext shtuff:
    /* * FairServer - ZFM - Zambino FairServer * The beast of all beasts. * Copyright (C) 2014 Jordan Ashley Craw * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. */ /* * ZFM_DEFAULT_LANGUAGE * * TODO: Move to config file * Sets the language for in-game information. */ ZFM_DEFAULT_LANGUAGE = "ENG"; /* * ZFM_SUPPORTED_LANGUAGES * * Lists the supported languages for ZFM. This is based on ISO-639-2. * Info: http://www.loc.gov/standards/iso639-2/php/English_list.php */ ZFM_SUPPORTED_LANGUAGES = [ "ENG", // English "DEU", // German "NLD", // Dutch "RUS" // Russian ]; /* * ZFM_BASE_FOLDER * * Lists where ZFM is installed. By default, is "ZFM" inside addons folder for @Dayz_Server mod. */ ZFM_BASE_FOLDER = "\z\addons\dayz_server\ZFM"; /* * ZFM_LANGUAGES_FOLDER * * Gets the name of the folder, from which, languages are loaded. */ ZFM_LANGUAGES_FOLDER = "Languages"; /* * ZFM_LANGUAGES_FILE_PREFIX * * Gets the name of the folder, from which, languages are loaded. Includes wildcard for format[] call. */ ZFM_LANGUAGES_FILE_PREFIX = "ZFM_Languages_Strings_"; /* * ZFM_LANGUAGES_LANGSTRING_PREFIX * * Used for */ ZFM_LANGUAGES_LANGSTRING_PREFIX = "ZFM_Language_"; /* * ZFM_Language_Check_Settings * * Runs on startup to check if the settings for language are set correctly. If not, they're set to English. */ ZFM_Language_Check_Settings ={ if(!(ZFM_DEFAULT_LANGUAGE in ZFM_SUPPORTED_LANGUAGES)) then { ZFM_DEFAULT_LANGUAGE = "ENG"; }; }; /* * ZFM_Language_Is_Supported_Language * * Returns TRUE or FALSE if a language is supported. */ ZFM_Language_Is_Supported_Language={ private ["_retVal"]; _retVal = false; if(typeName _this == "ARRAY" && count _this >0) then { _retVal = (_this select 0) in ZFM_SUPPORTED_LANGUAGES; }; _retVal }; /* * ZFM_Languages_Include_Generate * * Sub-function used to generate the filename of the language file for the language. * Outputs: /z/dayz_server/addons/ZFM/Languages/ZFM_Languages_Strings_<LangName>.sqf (by default) */ ZFM_Language_Include_Generate = { format["%1/%2/%3%4.sqf",ZFM_BASE_FOLDER,ZFM_LANGUAGES_FOLDER,ZFM_LANGUAGES_FILE_PREFIX,(_this select 0)] }; /* * ZFM_Language_Include * * Used to Include the relevant files for the language set. * NOTE: Without a lot of effort, it's difficult to ensure that files selected */ ZFM_Language_Include ={ private["_includePath"]; // Check and set the languages to whatever is enabled [] call ZFM_Language_Check_Settings; // Generates the path of the current language files. _includePath = [ZFM_DEFAULT_LANGUAGE] call ZFM_Language_Include_Generate; // Includes the file as required. call compile preprocessFile _includePath; }; /* * T * * Shorthand function which is used to translate a given string. This function gets the current * language, gets the functionName and subDescription and compiles a string which refers to a * global variable, which contains a version of the string given. By default, the "_input" variable * will be returned, as English doesn't need translating. * * If the variable isn't a string, it will return the English default. If it is, it'll return it. * The idea for the subDescription is to allow multiple lines for translation per each * This is a poor man's GETTEXT given the lack of line numbers available in SQF. */ T ={ private["_functionName","_subDescription","_input","_trans"]; _functionName = _this select 0; _subDescription = _this select 1; _input = _this select 2; // Always exit with input if it's English. That's the default. if(ZFM_DEFAULT_LANGUAGE == "ENG") exitWith { _input }; if(typeName _functionName == "STRING" && typeName _subDescription == "STRING" && typeName _input == "STRING") then { // ZFM_Language_ + LangName + FunctionName + SubDescription // ZFM_Language_ENG_MyFunctionName_MyFunctionContext _trans = compile format["%1_%2_%3_%4",ZFM_LANGUAGES_LANGSTRING_PREFIX,ZFM_DEFAULT_LANGUAGE,_functionName,_subDescription]; if(typeName _trans != "STRING") then { _trans = _input; }; }; _trans };
  10. Like
  11. Like
    ZamboniBambino got a reaction from Nekuan in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Please write in your native language. I want to learn German, so it gives me the opportunity to do so :) It allows me to be a rare Englishman that speaks German, rather than rely on well-educated Germans to cater to the deficiencies of my countrymen. Ich Bin Ein European-er? :D
     
    Or...
     
    Sie verkaufen und ich kaufe, sprechen wir deutsch. Aber Sie kaufen und ich verkaufe, dann sprechen wir Ihre Sprache. :wub:
     
    Wer fremde Sprachen nicht kennt, weiß nichts von seiner eigenen. ^_^
  12. Like
    ZamboniBambino reacted to Creep in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Deutsch Übersetzung 
     
    Loot-System Änderungen
    Das Lootsystem wird so angepasst, das es (auch wenn Standardmäßig deaktiviert ist) in Fahrzeugen, wie Autos oder auch Helikoptern spawnen kann, wenn ihr das so möchtet. Sonst wird es in Lootboxen gespawnt (die ja technisch Fahrzeuge sind). Die Loottables (Loottabellen) erhalten eine vereinfachte Struktur bzw. Aufbau. Die Änderungen die ich plane (die nach euren Belieben geändert werden können) sind:
     
    Alpha Release:
    Für die Alpha will ich die vereinfachten Loottables hinzufügen, so dass es garantierte Lootkombinationen gibt.
    Die Lootkombinationen werden etwa so aussehen: Baumaterial, Scharfschützengewehre, Schwere Maschinengewehre, Pistolen usw. ZFM wird dann ein ein Minimum an Items auswählen, alle gelisteten Sachen spawnen oder eine Kombination aus den gelisteten Sachen spawnen.
    Falls ihr also nur Baumaterial wollt, wird es so viele Items an Baumaterial spawnen, wie es für die Mission festgelegt ist, gleiches gilt für Scharfschützengewehre usw.
    Ebenfalls wird es eine Liste von seltenen Items geben, die mit einer bestimmten Wahrscheinlichkeit spawnen, ob nun 10%, oder weniger (oder mehr) ist euch überlassen. So können z.B. sehr starke Waffen aus Overpoch und Epoch balanciert in das Spielgeschehen eingebracht und so selten, tödlich und wertvoll gehalten werden.
    In der Alpha wird der Loot also garantiert sein und genannte seltene Items/Waffen enthalten.
     
    Fragen die Ihr beantworten sollt:
    - Welche Waffen bzw. welcher Loot soll für Overpoch und Epoch in den Kisten spawnen und wie viel davon? Soll die Munition in der selben Kiste, oder in einer extra Kiste spawnen?
    - Was sollte als selten eingestuft werden? Wie oft sollte es spawnen? Bsp.: "Die DMR sollte eine Spawnchance von 1% erhalten, Waffe X 10%, usw., weil...."
    - Wenn ein Bandit stirbt, welche Items sollten in seinen Rucksack erscheinen und wie viele davon?
    - Was sollte die maximale Anzahl an Items sein, die in einer Kiste spawnen
     
    Basenerstellung
    Hier gibt es noch eine Frage, die ich euch stellen muss. Im jetzigen System wird ein Flugzeug abstürzen und in einigen sehr guten Fällen, stürzen sie in Gebäude und die ZFM Einheiten schießen aus euch aus einem brennenden Wrack!
    Das ist toll, aber Basen auf explodierten Häusern zu erstellen, ist schwer. Momentan ist es so, das Basen nur errichtet werden, wenn sich die Mission auf offenem Feld befindet. Falls sie auf einer Straße oder in der Nähe von Häusern liegt, entstehen also keine Basen.
     
    Nun zu ein paar Fragen für euch, die helfen mich zu entscheiden:
    Wenn ein Baum umfällt, sollte das ein Geräusch machen?
    Wenn sich der Absturzort in einem Wald befindet, soll ich den Wald im Bereich der Basis fällen? Oder sollen die Banditen nur manchmal viele Bäume fällen und sich dann dahinter verstecken (Das macht die Mission sehr schwer, für mich zumindest)?
    Wenn sich der Absturzort in einer Stadt befindet, sollen sich die Banditen in der Stadt verschanzen oder eher eine eine Base außerhalb der Stadt errichten?
  13. Like
    ZamboniBambino got a reaction from freakystyle in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Okay, so, two pieces I need to request from the kindly community, and the first one is in terms of the loot mechanism. So, previously, as you were aware, the "Probability" loot system left something to desire. Particularly as there was a probability you would get nothing. It worked as it was supposed to, but erm, not much fun in getting to loot and finding a compass!
     
    If you like helping ZFM and have good ideas, now is the time to contribute them by reading below and responding!
     
    Deutsch Übersetzung erforderlich! (Zu diesem information :D )
     
    Loot system changes
    I am changing the loot system so that first of all, loot can be (although it will be disabled as default), placed inside a car or helicopter if you wish, it will be placed into loot crates, which are technically vehicles. The "Loot tables" as they were, will most likely change to a more simplified structure.  The changes I propose (which can change based on what you want!) are:
     
    Alpha release - In the alpha, I want to include the simplified loot structure so that there will be guaranteed loot sets.
    So for instance, building gear, snipers, machine guns, pistols and so on. ZFM will take a minimum amount of items to appear and either, give you just those things, or give you a mixture of all of them. So if you want just building materials, it will fill up however many containers the mission is told to create with building materials, or snipers, or whatever.  There will also be a list of rare items, which will have probabilities attached, so for instance, only 10% of the time, these weapons or items will appear, or maybe less, whichever you feel is best. This means things like powerful weapons on Overpoch and Epoch can be limited to effectively 1/10 the population of the server, making them scarcer, more valuable, and less abundant. So, in alpha - loot will be guaranteed, with rare items thrown in in rare occasions. Questions for you to answer
    For overpoch & epoch which items should spawn as loot in these crates as default, how many? Should it have ammo in the same crate? An ammo crate? What should be considered rare? How often should they spawn? For example "I think DMR should only be available 1% of the time, X weapon 10%, and so on, because.." When a bandit dies, what items should appear in his backpack? How many? What would be the maximum amount of items you would have in a loot crate? Base generation
    Here's another question I need to ask. In the current system, a plane will crash, and in some instances, some very sexy and fun instances, they hit buildings, and you have ZFM units shooting at you from a burning wreck. This is great, but, generating bases on top of houses that have exploded is hard. At present, the code I have written for generating a base assumes that the area is just trees or open field, and if it is, it will build on it. If it's a road, it'll simply not build on it, and if there's houses nearby then it won't do that.
     
    Now, my questions for you to help decide on:
    If a tree falls, does it make a sound? :P If the crash occurs in trees, should I clear the area of trees for the size of the base, then place the base there? Should the bandits just sometimes knock a lot of trees down and hide behind those? (That makes missions hard for me, at least! :P ) If the crash occurs in a city, should the bandits just hide in the city, or should they build a base outside it?
  14. Like
  15. Like
    ZamboniBambino got a reaction from crckdns in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Mission handler is complete!
     
    Now working on dynamic bases. I am the man. :P
  16. Like
    ZamboniBambino got a reaction from Creep in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Mission handler is complete!
     
    Now working on dynamic bases. I am the man. :P
  17. Like
    ZamboniBambino got a reaction from Darihon in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Sold!
     
    I would also like to welcome Darihon as a Junior Developer for ZFM. He will be performing various additions to ZFM to save time and will hopefully gain super-knowledge and become a co-developer someday :lol:
  18. Like
    ZamboniBambino reacted to Creep in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    I would like to take the Translator role :D
     
    English-German unfortunatly nothing else :S
     
    Maybe I could also be a dedicated tester on my server soon, but Iam not sure ;)
  19. Like
  20. Like
    ZamboniBambino got a reaction from Creep in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Have committed a release to testing, however, it's not complete. It won't contain any useful visible additions for testers yet. I'm committing to it as I am testing it, but it'll probably be tomorrow before there is a testing release you can use and give feedback on. I'm committing this so that it's there to show progress, and so I can pull the code if I need to code elsewhere :) There's a pain in the arse bug which is taking a while to iron out, but it's getting there. Patience is a virtue!
  21. Like
    ZamboniBambino got a reaction from freakystyle in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    By the way, I noticed @freakystyle querying about a safezone. I created one in the client-side files of ZFM a while back.
     
    https://code.google.com/p/zambino-fairserver/source/browse/#svn%2Ftrunk%2FZFSS
     
    Just sayin'. Would recommend you not use the ZFM stuff in there, as it is very old. I moved to GitHub and left SVN behind. But, err -- in there, there are 2 features. The ZFSS safezone, which also includes auto-repairing of vehicles (not seen that in other safezone scripts) and "autolock", which was a bit of a test-coding feature I wrote when learning SQF syntax. Also, you need to go into
     
    ZFSS_Initialise.sqf and edit:
    // Remove these, or enjoy very rich players.. ;-) player addMagazine "ItemBriefcase100oz"; player addMagazine "ItemBriefcase100oz"; player addMagazine "ItemBriefcase100oz"; player addMagazine "ItemBriefcase100oz"; player addMagazine "ItemBriefcase100oz"; player addMagazine "ItemBriefcase100oz"; player addMagazine "ItemBriefcase100oz";
  22. Like
  23. Like
    ZamboniBambino got a reaction from Darihon in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Haha! Double translation! :lol:  German people sure love this project, it seems.
     
    Thanks to both of you, you are awesome!
     

  24. Like
  25. Like
    ZamboniBambino got a reaction from Creep in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Haha! Double translation! :lol:  German people sure love this project, it seems.
     
    Thanks to both of you, you are awesome!
     

×
×
  • Create New...