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steamROLLER

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Posts posted by steamROLLER

  1. Halv,

     

    I mentioned on a previous spawn menu post about "Resouce not found"  that doesn't pertain to your script.  I'm receiving same message on your spawn and loadout script.  As soon as I scroll wheel on your handprint stand in clone room, I receive  "Resouce Halv_spawn_dialog no found" -- Only time I ever seen this happen back on a Arma2 servers was due to some Visual C++ stuff not being installed on the servers.  I have like 2005 all way up to 2013 -- Any thoughts on that?  Its happening on the createdialog "Halv_spawn_dialog"; portion of the script when its trying to create the dialog

  2. My init.sqf is calling your script as shown below. 

     

    // TakeGiveKyrpto (Service Point Action)
    [] execVM "custom\takeGiveKrypto\HALV_takegive_crypto_init.sqf";

     

    All files are located in "custom/takeGiveKrypto" folder location.

     

    Added a few BE filters shown below to stop it from kicking.

     

    Scripts.txt

    Line 17(notepad++):   !="_vehicle setVelocity [0,0,1];"

    Line 48(notepad++):   !="_vehicle setDamage 0;"

     

    Publicvariable.txt

    Line 48(notepad++):   !="HALV_takegive"

     

    No errors in regards to takeGive script within RPT.

     

     

    FML!!! I get all the way down the list then I find its the file path you have in your "HALV_takegive_crypto_init" because I added it into my own organized "takeGiveKrypto" folder ha -- i need to go back to Scripting 101, sorry man its been a rough day.  I swear I got some rest now and have fresh coffee lmao

  3. Halv,

     

    I have your Halv_TakeGive script for krypto but it's not consuming during the repair?   I know it calling your takeGive scripts because it kicked for publicvariable "!=HALV_takegive" at first.  Any ideas?  I'm following your guide exactly step by step

  4. Ah gotcha, k it works then just wrong building.   Happen to have gas station building ID off top of your head?  Also, might want to add some BE filters for the noobs out there that don't know.   Coming from Arma2 to Arma3 script forums.  I've noticed alot of guys releasing there scripts or ported versions are not doing so well on the step by step guides.  Seems it's gotten worse since the migration from arma2 to arma3 lol

  5. Just pulled up to a gas station and scroll wheeled like old school arma2 and nothing happens.  What am I missing?  How come I can't seem to get these damn scripts to work as easy as I do in Arma2?  It's the same freakin shit and it doesn't make sense lmao...  I must be havin a bad day today...  Spawn menu doesn't work now this script isn't work :(

  6. Can anyone help with why when I enter Clone Room it tried to activate Spawn menu but returns a message of "Resource spaz_spawn not found"  ?  

     

    I've got the descriptions.ext added correctly otherwise it would crash server stating it couldn't find .hpp

     

    I haven't tweaked anything major that should cause it to miss resources so not sure exactly whats going on...  I'm not using infiSTAR nor have I made any changes to original Epoch Anti-Hack system.  I've only added the BE filter exceptions to allow it to work.  Any help would be greatly appreciated.

     

     

     

    - Update -

     

    Okay, so far, I've found out that Resource it's stating that is missing is the createDialog "spaz_spawn";   portion.

  7. Richie,

     

    I must be missing something.  My RPT shows "Heli Crashes Loading" and "Heli Crashes Loaded" with no BE Filter kicks and I don't see any markers or announcements of the crash.  Is there a timer of some kind?  Maybe add a timer and markers option within the sqf?

  8. this is perhaps the stupidest reply i have heard in a while now.

     

    first of all this obviusly has to do with scripting, comparing and merging scripts (idk what else that scripting could be?).

     

    if you already custimized your files a lot, then this should be quite a simple task to do as you should by now already know how your own scripts works.

     

    if you cant figure out whats diffrent to your own files cause they have already been modded then most likely you did not do the actual modding of the files, however as it is also mentioned before there are plenty of tools to merge or compare script out there, you can just grab one and try it out.

    you can start up by comparing to the default files to see what diffrense there actually are and if you know what you are doing that should not be too hard either.

    ^^ this guy lol, you have anything else better to do than start drama? -- Yes, I've added my own changes. I was merely looking for some guidance on how I could compare his files with mine as I haven't needed to do so until now as this tutorial was made for fresh epoch servers and not current customized modded servers. I didn't need you smart ass comment of "server owners that have several scripts already implemented, should know how to do this already ..." , instead some support as ElDubya provided. Take care bud..

  9. Thanks ElDubya, exactly what I was looking for.

    As for Halvhjearne, it has nothing to do with knowing how to do scripts but rather seeing the difference in code between two files as alot of my files have already been editted for other scripts. Per Rimblocks tutorial instructions it relayed for replacing existing files that I've already made several changes to for other existing scripts on my server.

  10. I'm very interested in installing P4L but I noticed you have it setup to replace alot of key files that I have several edits within for other scripts. Any chance of getting a tutorial out that shows step by step adding each piece of code your adding/changing within each file for us server owners that have several scripts already implemented? If you have this already, could you point me in the right direction? Would be greatly appreciated!

  11. First page, first post.

     

    First release ONLY for Plot 4 Life users.

    ElDubya,

    If you noticed the last portion of the tutorial states "VERY IMPORTANT FOR NON P4L USERS" which from my understanding means it will work for non P4L servers. The code they provided for us non P4L users specifically is supposed to provide an OwnerID to the owner that upgrades the door, thus giving that owner access to the Manage Door feature. That is where I'm having trouble..

  12. hi steamroller, i recieve "Resource title playerStatusGUIcustom not found".

    This is the part in the description:

    class Header
    {
     gameType = COOP;            //DM, Team, Coop, ...
     minPlayers = 1;             //min # of players the mission supports
     maxPlayers = 100;            //Max # of players the mission supports
    };
    
    aiKills = 1;
    diagRadio = 1;
    diagHit = 1;
    
    class RscPictureGUI
    {
    	access = 0;
    	type = 0;
    	idc = -1;
    	colorBackground[] = {0,0,0,0};
    	colorText[] = {0.38,0.63,0.26,0.75};
    	font = "TahomaB";
    	sizeEx = 0;
    	lineSpacing = 0;
    	text = "";
    	style = "0x30 + 0x100";
    	x = 0;
    	y = 0;
    	w = 0.2;
    	h = 0.15;
    };
    
    class RscStructuredText10
    {
    	access = 0;
    	type = 0;
    	idc = -1;
    	colorBackground[] = {0,0,0,0};
    	colorText[] = {0.38,0.63,0.26,0.75};
    	font = "TahomaB";
    	sizeEx = 0;
    	lineSpacing = 0;
    	text = "";
    	style = "0x30 + 0x100";
    	x = 0;
    	y = 0;
    	w = 0.2;
    	h = 0.15;
    };
    #include "custom\GUI\GUIdefines.hpp" 
    
    
    class CfgSounds
    
    When i leave away "3 cutRsc ["playerStatusGUIcustom", "PLAIN",0];" in the Position State then its working but without the backrounds.

    Make sure your placing the code in your description.ext file in the correct locations like it's stated in the tutorial. It doesn't look like your placing the RscStructuredText10 and RscPictureGUI above RscTitles along with placing the #include portion below RscTitles.  Like shown below...

     

     

    
    class RscPictureGUI
    {
    access = 0;
    type = 0;
    idc = -1;
    colorBackground[] = {0,0,0,0};
    colorText[] = {0.38,0.63,0.26,0.75};
    font = "TahomaB";
    sizeEx = 0;
    lineSpacing = 0;
    text = "";
    style = "0x30 + 0x100";
    x = 0;
    y = 0;
    w = 0.2;
    h = 0.15;
    };
    
    class RscStructuredText10
    {
    access = 0;
    type = 0;
    idc = -1;
    colorBackground[] = {0,0,0,0};
    colorText[] = {0.38,0.63,0.26,0.75};
    font = "TahomaB";
    sizeEx = 0;
    lineSpacing = 0;
    text = "";
    style = "0x30 + 0x100";
    x = 0;
    y = 0;
    w = 0.2;
    h = 0.15;
    };
    
    
    class RscTitles
    {
    #include "custom\GUI\GUIdefines.hpp"
    };
    
    
  13. Just to save me a million server restarts and hours of trial and error, would you know how I have to change the GUIdefines.hpp so that all icons are in the middle of the screen, across the bottom? Like I said, I could work it out eventually .... :)

    Eldubya, you can change the positioning of the icons with x, y ,z -- Just a tip each icon has a "background" which is the black portion behind the main icon. The background icon needs to be the same position of x,y,x as your main icon. Hope this helps :)

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