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speaR

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  1. Like
    speaR reacted to IT07 in [scarCODE] S.I.M. (Server Info Menu) by IT07   
    @speaR: the { above #include "VAS\cfgFunctions.hpp" is not needed ;)
  2. Like
    speaR reacted to cen in Waited so long for 0.3.0.4 and still no innovations for players?   
    No more motivation since MANW has ended.
     
    [*]
  3. Like
    speaR reacted to Creep in Waited so long for 0.3.0.4 and still no innovations for players?   
    Your statements Richie.. and you still complain about the answers you get?
     
    To answer the topic:
    Even if there were any "innovations", what you it be?
    Another useless carneval gadget?
    Another magical spirit that is simply annoying you the second time you meet it?
     
    Epoch had a good start, but it became somewhat of a script and content collection that isnt really matching in itself. The lead story Epoch once had ("2035 post apocalypse") was a good thing since the theme of DayZ lived along with it (kinda). But all the things added are just some kind of a joke to me in terms of the gameplay. I really acknowledge the work and the proficiency behind the Ferris wheel (f.e.) but for the time it took to make it and for what it is used to be ingame.. well ..
    If things kept as simple as they started, it would have been better in my opinion which I share along with many other players. I can understand the future setting, but I cant understand how a magical priest and a Ferris wheel are matching up..
     
    And btw:
    You get what you pay for -> monthly donations of about 100-250 $ from GTX and survival servers.. (+ any other donation).
    I have been working on my survival mod (1,5 months) finishing up almost all aspects planned and some extra features (ofc the code may not be as good as the epoch code, but I am doing this solo, no help, no donations, no extra testers.. so bp.. this isnt a reason for not bringing up "innovations" in 2 months)
  4. Like
    speaR reacted to Zupa in [Release] ZHB - Zupa's Hud & Builder. V1.2   
    ZHB - Zupa's Hud & Builder. V1.2 Hotfix
     

    This is a selfbooting addon inside your mission pbo with easy installation. 
    It will add a hud and hud builder on your server. Default pressing 8 for hud builder and 9 to toggle on and of.
     
     
    Future plans
    Opacity on images. More options. Saving to redis. Config to allow hud builder or to disable it Define your own keybinds.  
    Changelog
     
    V1.2
    Fixed a wrongly named variable Infistar should work now correctly.  
    Commits
    https://github.com/DevZupa/ZHB-A3/commit/070b15162a10c475d2872c564fb73a22a8e377d8
    https://github.com/DevZupa/ZHB-A3/commit/abb6e4da1d32d953528fd27f5302fa83388dae16
    https://github.com/DevZupa/ZHB-A3/commit/afc50e71910c4ab684b41aea444cff6c981055d6
     
    V1.1
    KeyUp Handlers.  
    Download

     
    https://github.com/DevZupa/ZHB-A3
     
    Feel free to push fixes/addition to the git.
     
    Installation
     
    Battleye Filters in Scripts.txt
     
    Edit the following exceptions to the 7 xxx , only copy the part that starts with !
    Search for the tag word and place the rest behind it.

    7 displayAddEventHandler !"ZupaKeyUpWorking = (findDisplay 46) displayAddEventHandler ['KeyUp', '_this call ZHB_fnc_handleKey'];" 7 displayRemoveEventHandler !"(findDisplay 46) displayRemoveEventHandler ['KeyUp',ZupaKeyUpWorking];" 7 createDialog !="createDialog \"Z_HUD_Builder\";" 7 playableUnits  !",count playableUnits ,_align,_valign" Edit your filters as stated above. Place the ZHB folder in your mission pbo. Place the folowing on the bottom of your description.ext If you already have a RscTiles or CfgFunctions, place the includes in there ofcourse.

    #include "ZHB\ZHudBuilder.hpp" class RscTitles { #include "ZHB\ZHud.hpp" }; class CfgFunctions { #include "ZHB\ZHB_Functions.hpp" }; 4. Add the following in your antihack as exception.
    Z_HUD_Builder 5001, -3 5. DONE - Change the fn_initVariables to your likings.
     
    You can edit the default hud in the initVariables.sqf
     
    // Starting positions Z_HUD_pos = [ 0,0,0,0,0,0,0,0, // Bottom SIde -> left to right 0,0,3,4,5,6,0,0, // Right Side -> bottom to top 0,0,0,0,0,0,0,0, // Top side -> right to left 0,0,0,0,0,0,0,0 // Left side -> top to bottom ];  
    Numbers are as following:
     
    // 0 = Nothing/ Blank // 1 fps // 2 players // 3 damage // 4 crypto // 5 hunger // 6 thirst // 7 grid // 8 fatique // 9 Restart // 10 Toxicity // 11 Stamina // 12 Energy Extra
    Restart timer is default disabled to be picked ( change in initVariables.sqf) icons are 6 kb paa's, CAN U BELIEVE IT? SO SMALL  
    Screenshot
     

     

  5. Like
    speaR reacted to IT07 in So tired of all the disrespect towards community scripters   
    Hi everyone, this time I am posting a totally different topic.
    It is about the disrespect towards community scripters that is very well and alive in this huge community.
    What I mean with this is that there are TONS of people/admins/players in this community that just grab whatever script they can find and trash it into their server (Most of them do not even know how)
    and then EXPECT US (by us I mean the scripters) to FIX IT FOR THEM.... I mean like, where does that come from? Does the community think we are some sort of charity scripters?
     
    I am so tired of all that crap. Of course I am not scripting for money, but even the amount of thanks/credits/respect is to CRY ABOUT.
    At the moment of writing this, my continued version of VEMF has about 5000(!) views. And guess what? Only about 6(!!!!) different people replied by either saying thanks or some other respectful message.
    Think about that again! ONLY SIX OUT OF FIVE THOUSAND were respectful enough to say thanks or something else....
    To make it even worse; among those people that reply are usually people that reply with only: "uugghh It does not work" or "I have an error" or "Change that because it does not work on my server". Everytime I receive a message like that I get soooo pissed because it basically says: (excuse my French) "**** you and your script I do not care about all of that time you put into this I am just a selfish bastard that only cares about having the best scripts on my server and I give 0 ***** about the effort and time put into it. And if I have an issue I just post without even saying one word: THANKS."
     
    And that is what I mean by the disrespect towards community scripters. Pfeww that is out now. I feel much better already.
    The real reason why I am posting this though is that I want raise awareness of the fact that this is happening everyday and it is ruining all of the potential that can be achieved with EPOCH and ArmA.
    Feel free to reply.
     
    Best regards,
    IT07
  6. Like
    speaR got a reaction from cen in Waited so long for 0.3.0.4 and still no innovations for players?   
    That escalated quickly. I'm glad that I dont run an a3 epoch server so that I dont have to worry about the occuring problems  :D . And please relax, this was just some critism/feedback and a personal opinion.
  7. Like
    speaR reacted to Brian Soanes in 0304 woes - This is why you need testing on high pop servers   
    I have over 60 players on my Altis server atm, this is what's being reported in the last 10 minutes, I fear it's only going to get worse
     
    Graphical gltiches
    Lag
    Desync
    FPS issues
     
     
     
     
    This is in addition to the white smoke cfg error popup, the lack of sea, wind and ambient sounds.
    Server is running fine, infact better than ever with over 20fps, no network overload, no rpt errors, also have simulation to true in epochconfig.hpp.
    None of these errors were happening on 1.46/0.3.0.3 and 1.48/0.3.0.3
  8. Like
    speaR reacted to vbawol in Waited so long for 0.3.0.4 and still no innovations for players?   
    The version 0.3.0.4 is a small version change and is not meant to convey that major changes where made. The idea is to make sure that by the time we get to 0.4 we have a stable and tested platform. Major changes will come with larger version increases.
  9. Like
    speaR reacted to Chainsaw Squirrel in Waited so long for 0.3.0.4 and still no innovations for players?   
    What if I payed 50000 krypto what would that get me?   :rolleyes:
  10. Like
    speaR got a reaction from cring0 in Ilanavis [WIP]   
    When I made my first terrain (which is still my only one at the moment lol) I made only an island with a flat ground, so no heights etc.,exporred thus to terrain builder, set some streets and buildings to see how big they'll appear. Saved all this and made a first map file for arma to test it and see how big everything will appear on it. It was also useful to see how wide the parts where the streets go along have to be so that they don't run on wavy terrain. Found this pretty usefull
  11. Like
    speaR reacted to cring0 in [WIP]San Salvador Early Version (1024m×1024m)   
    This is what I should have done for my first terrain.  I might still just hack something real small together just to understand the whole process.  Looks good though, perfect for all the people complaining about how big Altis is. =P
  12. Like
    speaR got a reaction from cring0 in [WIP]San Salvador Early Version (1024m×1024m)   
    I finally found time to start what I wanted to do since I played A2. Creating an own terrain. After hours of reading topics, tutorial and in general everything about terrain builder,mikeros Tools and the p drive I created an own terrain. As it's my first project I decided to make it not that big, and ended in 1024×1024 meters. It's a small island with tropical vegetation. Thought I'd share it here to get some feedback. So here we are:
    http://images.akamai.steamusercontent.com/ugc/26239834572778037/58AA62EDAF505CFE8026B7B78553C5B4B15517E5/

    http://images.akamai.steamusercontent.com/ugc/26239834572780907/3239F89C3DFB37F3282F8E12EA398F66F7D896F4/

    http://images.akamai.steamusercontent.com/ugc/26239834572780625/8A3215457C28C9C98BA6E4C0B47106B106405EF2/

    http://images.akamai.steamusercontent.com/ugc/26239834572779918/2E6A85D6ABEA6D1D67C113D887D7881218A850D1/

    http://images.akamai.steamusercontent.com/ugc/26239834572778901/52DD6409ED247FD848F124CB6FC7A9A6BCAB1AEC/

    This was only 3 hours of work but still made me nearly freaking out at some parts. It's still pretty empty and I'll continue adding stuff to it. Now, what do you think? Would you like to see such a map (of course a lot bigger) in game ? thought about some islands which are connected with bridges which I still have to make. Leave your feedback :-)
    ____________________

    As the map is already playable (hopefully) without any bugs :D I thought I'd share it.
    Some details about the map:
    -2 military spots
    -1 town
    -1 harbour
    -1 ruin of a castle
    -1 industrial zone

    What you should know:
    This is my very first terrain, and not thought to play epoch on it concerning it's size. What you could to on it is test your mods or scripts on it because of it's small amount of objects it's loaded pretty fast.
    Playing some coop or something like deathmatch makes fun too.

    Alpha 0.1
    Download (60mb) http://bit.ly/sprsansalvador
  13. Like
    speaR reacted to cen in Arma 3 1.46 RC1 is available   
    inb4 epoch breaks :D
  14. Like
    speaR reacted to Uro in [WIP]San Salvador Early Version (1024m×1024m)   
    Nice looking test terrain dude :)
     
     
     
     
     

     
    :D :D :D
     
     
    I find the BI Skype groups to bear the best fruit when im stuck on something, the terrain group has a bunch of helpful people onboard who think of the unthinkable ;)
  15. Like
    speaR reacted to Richie in [WIP]San Salvador Early Version (1024m×1024m)   
    Congrats on your first (of many) terrain :D
    For a quick small map you've done well, it looks fine, you have clutter, it's cute.
  16. Like
    speaR reacted to prone in [WIP]San Salvador Early Version (1024m×1024m)   
    More maps, more fun. Good work, keep at it!
  17. Like
    speaR got a reaction from Friendly in [WIP]San Salvador Early Version (1024m×1024m)   
    I finally found time to start what I wanted to do since I played A2. Creating an own terrain. After hours of reading topics, tutorial and in general everything about terrain builder,mikeros Tools and the p drive I created an own terrain. As it's my first project I decided to make it not that big, and ended in 1024×1024 meters. It's a small island with tropical vegetation. Thought I'd share it here to get some feedback. So here we are:
    http://images.akamai.steamusercontent.com/ugc/26239834572778037/58AA62EDAF505CFE8026B7B78553C5B4B15517E5/

    http://images.akamai.steamusercontent.com/ugc/26239834572780907/3239F89C3DFB37F3282F8E12EA398F66F7D896F4/

    http://images.akamai.steamusercontent.com/ugc/26239834572780625/8A3215457C28C9C98BA6E4C0B47106B106405EF2/

    http://images.akamai.steamusercontent.com/ugc/26239834572779918/2E6A85D6ABEA6D1D67C113D887D7881218A850D1/

    http://images.akamai.steamusercontent.com/ugc/26239834572778901/52DD6409ED247FD848F124CB6FC7A9A6BCAB1AEC/

    This was only 3 hours of work but still made me nearly freaking out at some parts. It's still pretty empty and I'll continue adding stuff to it. Now, what do you think? Would you like to see such a map (of course a lot bigger) in game ? thought about some islands which are connected with bridges which I still have to make. Leave your feedback :-)
    ____________________

    As the map is already playable (hopefully) without any bugs :D I thought I'd share it.
    Some details about the map:
    -2 military spots
    -1 town
    -1 harbour
    -1 ruin of a castle
    -1 industrial zone

    What you should know:
    This is my very first terrain, and not thought to play epoch on it concerning it's size. What you could to on it is test your mods or scripts on it because of it's small amount of objects it's loaded pretty fast.
    Playing some coop or something like deathmatch makes fun too.

    Alpha 0.1
    Download (60mb) http://bit.ly/sprsansalvador
  18. Like
    speaR got a reaction from Richie in [WIP]San Salvador Early Version (1024m×1024m)   
    I finally found time to start what I wanted to do since I played A2. Creating an own terrain. After hours of reading topics, tutorial and in general everything about terrain builder,mikeros Tools and the p drive I created an own terrain. As it's my first project I decided to make it not that big, and ended in 1024×1024 meters. It's a small island with tropical vegetation. Thought I'd share it here to get some feedback. So here we are:
    http://images.akamai.steamusercontent.com/ugc/26239834572778037/58AA62EDAF505CFE8026B7B78553C5B4B15517E5/

    http://images.akamai.steamusercontent.com/ugc/26239834572780907/3239F89C3DFB37F3282F8E12EA398F66F7D896F4/

    http://images.akamai.steamusercontent.com/ugc/26239834572780625/8A3215457C28C9C98BA6E4C0B47106B106405EF2/

    http://images.akamai.steamusercontent.com/ugc/26239834572779918/2E6A85D6ABEA6D1D67C113D887D7881218A850D1/

    http://images.akamai.steamusercontent.com/ugc/26239834572778901/52DD6409ED247FD848F124CB6FC7A9A6BCAB1AEC/

    This was only 3 hours of work but still made me nearly freaking out at some parts. It's still pretty empty and I'll continue adding stuff to it. Now, what do you think? Would you like to see such a map (of course a lot bigger) in game ? thought about some islands which are connected with bridges which I still have to make. Leave your feedback :-)
    ____________________

    As the map is already playable (hopefully) without any bugs :D I thought I'd share it.
    Some details about the map:
    -2 military spots
    -1 town
    -1 harbour
    -1 ruin of a castle
    -1 industrial zone

    What you should know:
    This is my very first terrain, and not thought to play epoch on it concerning it's size. What you could to on it is test your mods or scripts on it because of it's small amount of objects it's loaded pretty fast.
    Playing some coop or something like deathmatch makes fun too.

    Alpha 0.1
    Download (60mb) http://bit.ly/sprsansalvador
  19. Like
    speaR reacted to TuBz in Show your shirts!   
    Thi
    The original Issue.. with free character for next antagonist... I call this one "Demented village Idiot"
  20. Like
    speaR reacted to Suppe in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    /*
        HS Blackmarket
        by Halv & Suppe
    */

    The HS Blackmarket is a 'new' Trader-system for A3 Epoch, it was created in collaboration with Halv, Halv wrote the main part of the script, he is the true genius.

    Features:
    - Trader with Custom Dialog (Menu)
    - Trader with unlimited supply
    - You control how many Trader will spawn
    - Trader will spawn random over the Map
    - Trader will spawn in 5 different "Camps"
    - With persistent Vehicles or not persistent Vehicles
    - Easily edit/add Prices, Items, Vehicles, Weapons
    - Easily Blacklist Items, Vehicles, Weapons
    - Easily control about Vehicleammo
    - Vehicleammo count over restart (10 bullets left for the restart = 10 bullets left after restart)
    - Static and Random Traders
    - Work with stock Epoch AH and infistar
    - Work without emod !
    - Work on every Map
     
    Pictures:



     
    Download:
    https://github.com/GBR-Suppe/a3_epoch_HSBlackmarket
     
     
    Install:
    - Copy the "trader" Folder and the Stringtable.xml in your epoch.Mission

    - Add to your init:
      [] execVM "trader\init.sqf"; [] execVM "trader\resetvehicleammo.sqf";   [] execVM "trader\HALV_takegive_crypto_init.sqf";  - Add to your description.ext  ( on the very top and if you use Halv's spawn script as well, you need only 1x the Halv_defines.hpp)
      #include "trader\Halv_defines.hpp" #include "trader\tradedialog.hpp"   #include "trader\HSPricing.hpp" - (optional) Open epoch.Mission/trader/init.sqf to configurate the HS Blackmarket
     
    - (optional) Open epoch.Mission/trader/settings.sqf and resetvehicleammo.sqf to configurate the Vehicleammo

    - (optional) Open epoch.Mission/trader/HSPricing.hpp to configurate prices, or to add Items, Vehicles, Weapons and so on

    - (optional) Remove 1 Epoch Trader for every Blackmarket Trader you added (remove Epoch Trader: \Arma 3\@epochhive\epochconfig.hpp  ,search for NPCSlotsLimit)
     
    - (optional) To get all messages of the traders (like the vehicleworldlimit check) you need:
     
    Edit your BE Filter:



     
    For infistar Server:



     
     
      for Halv                              for Suppe
     
    Copyright © 2015 Halvhjearne & Suppe

    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 3 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.

    You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/.
  21. Like
    speaR reacted to Silens in Adding custom content to the double click menu on items?   
    Modifying existing GUI elements and adding new ones is possible through scripting. A3 GUI script commands.
    I did this for one of my scripts (added button to trader menu), however it stopped working after the latest major update (probably due to the security changes) and I just haven't had the time to fix it, but it should still be possible.
  22. Like
    speaR got a reaction from classified787 in Will there be Taviana Map for Epoch A3?   
    @HiiShino if you want to run a server for a community I dont suggest yousing the a2 taviana map because its full of bugs and glitches (like you already realized) I'll quickly write down how to:

    1: put the aia folder inside your Server. create an folder called @Taviana and put the addons folder from Origins 1.7.9 inside. (there are only a few files needed but I can not remember which ones. if you load all there will occure some errors, but it should work anyway)
    2: download the Origins 1.7.9 key from Richie's post and put it inside your keys folder in your server.
    3: create a mission.sqm for taviana and put it inside a pbo called epoch.Tavi or however you want together with the standard description.ext which you can get from the Epoch.altis or any a3 mission file. (unluckily I'm not home atm but I'll share one mission file I created for taviana,tomorrow)
    3: Head in your SC folder, there edit the config.cfg and edit the part where you can see epoch.Altis to epoch.Tavi
    4: put the @aia and @taviana to your start parameters.

    for testing it I put all files from the Origins addons folder inside the taviana addons folder, put the signature check in the config on 0 and only let the needed files load. But it should work too with all the files. If not I'll write them down tomorrow when I'm home.
    BUT NOTICE : to get the vehicle spawn working correctly you have to brake the ToS (Don't do that!) . To get the spawn gullys working you have to modify the config.cpp which is inside the a3_server_settings pbo which you are allowed to edit. (you have to and an array for tavi, use altis as your template, set the world size to 25600 and edit the gullys then. to add traders and objects theres an other tutorial btw. But to make an community project out of it you have to modify and edit a lot! like in my short how to above its working but everyone who has some knowledge of arma scripting would kill him self when reading this :-D

    Aaa, if you find any grammar or writing mistakes be gentle with me. I'm not a native speaker as you might have noticed when reading it.

    An other thing I wanted to say. It's damn annoying to know that other people know how something is working but dont want to share it with others and just writing advertises in a thread somebody wants to know how it is working. That helps nobody!
  23. Like
    speaR got a reaction from d4n1ch in Will there be Taviana Map for Epoch A3?   
    @HiiShino if you want to run a server for a community I dont suggest yousing the a2 taviana map because its full of bugs and glitches (like you already realized) I'll quickly write down how to:

    1: put the aia folder inside your Server. create an folder called @Taviana and put the addons folder from Origins 1.7.9 inside. (there are only a few files needed but I can not remember which ones. if you load all there will occure some errors, but it should work anyway)
    2: download the Origins 1.7.9 key from Richie's post and put it inside your keys folder in your server.
    3: create a mission.sqm for taviana and put it inside a pbo called epoch.Tavi or however you want together with the standard description.ext which you can get from the Epoch.altis or any a3 mission file. (unluckily I'm not home atm but I'll share one mission file I created for taviana,tomorrow)
    3: Head in your SC folder, there edit the config.cfg and edit the part where you can see epoch.Altis to epoch.Tavi
    4: put the @aia and @taviana to your start parameters.

    for testing it I put all files from the Origins addons folder inside the taviana addons folder, put the signature check in the config on 0 and only let the needed files load. But it should work too with all the files. If not I'll write them down tomorrow when I'm home.
    BUT NOTICE : to get the vehicle spawn working correctly you have to brake the ToS (Don't do that!) . To get the spawn gullys working you have to modify the config.cpp which is inside the a3_server_settings pbo which you are allowed to edit. (you have to and an array for tavi, use altis as your template, set the world size to 25600 and edit the gullys then. to add traders and objects theres an other tutorial btw. But to make an community project out of it you have to modify and edit a lot! like in my short how to above its working but everyone who has some knowledge of arma scripting would kill him self when reading this :-D

    Aaa, if you find any grammar or writing mistakes be gentle with me. I'm not a native speaker as you might have noticed when reading it.

    An other thing I wanted to say. It's damn annoying to know that other people know how something is working but dont want to share it with others and just writing advertises in a thread somebody wants to know how it is working. That helps nobody!
  24. Like
    speaR reacted to IT07 in [scarCODE] S.I.M. (Server Info Menu) by IT07   
    S.I.M. (Server Info Menu)
    by IT07


    WHAT IS THIS
    This is a script that runs from the mission file and provides the players on the server (on which the menu is installed) with a neat menu
    that can show a ton of information all configured by the person who installs the script.
    Want to see what it can do? then checkout the video linked below :)

    SCREENSHOT
    http://imgur.com/zAGaD1F

    DOWNLOAD & INSTALL
    https://github.com/IT07/Game_code/tree/master/ArmA_3/A3_scarCODE_Bundle
  25. Like
    speaR got a reaction from hms in Will there be Taviana Map for Epoch A3?   
    @HiiShino if you want to run a server for a community I dont suggest yousing the a2 taviana map because its full of bugs and glitches (like you already realized) I'll quickly write down how to:

    1: put the aia folder inside your Server. create an folder called @Taviana and put the addons folder from Origins 1.7.9 inside. (there are only a few files needed but I can not remember which ones. if you load all there will occure some errors, but it should work anyway)
    2: download the Origins 1.7.9 key from Richie's post and put it inside your keys folder in your server.
    3: create a mission.sqm for taviana and put it inside a pbo called epoch.Tavi or however you want together with the standard description.ext which you can get from the Epoch.altis or any a3 mission file. (unluckily I'm not home atm but I'll share one mission file I created for taviana,tomorrow)
    3: Head in your SC folder, there edit the config.cfg and edit the part where you can see epoch.Altis to epoch.Tavi
    4: put the @aia and @taviana to your start parameters.

    for testing it I put all files from the Origins addons folder inside the taviana addons folder, put the signature check in the config on 0 and only let the needed files load. But it should work too with all the files. If not I'll write them down tomorrow when I'm home.
    BUT NOTICE : to get the vehicle spawn working correctly you have to brake the ToS (Don't do that!) . To get the spawn gullys working you have to modify the config.cpp which is inside the a3_server_settings pbo which you are allowed to edit. (you have to and an array for tavi, use altis as your template, set the world size to 25600 and edit the gullys then. to add traders and objects theres an other tutorial btw. But to make an community project out of it you have to modify and edit a lot! like in my short how to above its working but everyone who has some knowledge of arma scripting would kill him self when reading this :-D

    Aaa, if you find any grammar or writing mistakes be gentle with me. I'm not a native speaker as you might have noticed when reading it.

    An other thing I wanted to say. It's damn annoying to know that other people know how something is working but dont want to share it with others and just writing advertises in a thread somebody wants to know how it is working. That helps nobody!
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