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mok21

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  1. Like
    mok21 reacted to Halvhjearne in Taru pods utilization mod / script   
    so i realized that some server owners has been checking out my github and noticed the Taru pods mod/script i made.
     
    however, unfortunatly not as many has had the courtesy of actually reporting back to me about functionality/bugs, so i decided to just release it here for everyone to enjoy and i can see what everyone has to say about it.
     
    What is this?
     
    this script was inspired by this mod:
    http://www.armaholic.com/page.php?id=27532
     
    one of my players asked me to add this mod, but i feelt that this could be done without having to add an extra mod to every client, so i created this:
     
    this is a script that will allow players to attach the taru pods to the base taru that does not have a pod attached by default, if the pod is dropped above 25m height, the pod will be dropped in a parachute, else the pod is just dropped.
     

    (more pics soon)
     
    i also made possibility to sell pods at the traders without getting in as driver (claim action) that i will be uploading to my github soon.
     
    to attach a pod:
    Land "on" the pod with a wheel on each side as close as possible make sure wheels are touching ground scroll and use the attach scroll action to attach a pod scroll to detach/para drop it again.
     
    to make sure the pod saves new position after being moved, then either enter the pod or change inventory in it.
    pods should now save when dropped.
     
    so here goes:
    https://github.com/Halvhjearne/taru-pods
     
    to install this, add to the bottom of your init.sqf:
    execVM "addons\taru_pods\taru_init.sqf"; (or wherever you decide to install it, folder is not important)
     
    if you have antihack, you will need to disable attach and scroll actions checks (more info on this will come soon).
     
    you will also need to add the pods to traders / epochconfog.hpp
    the pod classnames are:
    "Land_Pod_Heli_Transport_04_bench_F" "Land_Pod_Heli_Transport_04_covered_F" "Land_Pod_Heli_Transport_04_medevac_F" "Land_Pod_Heli_Transport_04_box_F" "Land_Pod_Heli_Transport_04_fuel_F" "Land_Pod_Heli_Transport_04_repair_F" "Land_Pod_Heli_Transport_04_ammo_F"
  2. Like
    mok21 got a reaction from happydayz in Enigma_EPOCH_CfgBuildingLootPos   
    thanks again Happydayz. it works perfectly for me :)
  3. Like
    mok21 got a reaction from happydayz in increase spawn chance of Lootable objects ?   
    I've tested Happydayz's way on my test server. it works. : 1st way -> https://github.com/happydayz-enigma/Enigma_EPOCH_Lootspawner
     
    and tested Halv mentioned. and Happydayz posted before. it works too. : 2nd way -> https://github.com/happydayz-enigma/Enigma_EPOCH_CfgBuildingLootPos
    (i've changed lootBiasPos of "class default" 25 to 100 for test. and it spawned max amount of building have.)
     
     
    I think there's not much different reslut between two ways.
     
    If some building have lootable containers spawned. it will be spawn all amount of defined position that building have. (becuase i set "lootBiasPos" to 100% in second way)
     
    so, i think both of way will increase chances below lined. but sadly there's no way to seperate those,
     
    C1. chance of buildings have some lootable containers.
    C2. amount of lootable containers in the building
     
    but there are little diffrent exist.
     
    2nd way have more Chance of  "C1" than 1st way. and C2 is almost same (or littlebit more)
     
     
    and both ways have little FPS drop in client. but 1st way have more FPS drop Slightly. (I Know it will be abjust change sleep time for each loop, Happydayz commented it in his script)
     
     
    as a result, I think 2nd way is more compact and efficient. and It can abjust to amout of spawn easily than 1st way. (both of whole and specific buildings)
     
    (I had to read more Topic what Happydayz posted before. )
     
    so. I'll add cfcbuildinglootpos.hpp to my server and abjust lootbiaspos.
     
     
    I'm very very thanks to Happaydayz and Halv. . :)
  4. Like
    mok21 got a reaction from Donnovan in [Release] Andre Convoy Patrol   
    thx for ur help. Donnovan. :)
     
    I tried it on my test server. I used 1 to 0 then newaly spawned Armed offroad has 3 boxes of ammo.
     
    I think Armed offroad has own defalut set for ammo(3 boxes).  when I spawn it with admin tool, it has 3 boxes already.
     
    that's the reaseon when i changed "8" to "0"  Armed offroad has 3 boxes. I think. :)
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