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Calaveylon

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Posts posted by Calaveylon

  1. I found a script on the gtx gaming forums  by Sgt M Everlast. It lets people type in side chat but blocks voice. after 3 times talking in side it kicks. I love the idea but when I installed it my epoch.altis.pbo did not respond anymore .

    If anybody is interested and want to fix it here is the code

    This will allow players to type though give them a nice FLASHBANG to there ears with three warning if talking on side. Works pretty good, I use this on my Altis life server, it will work just as good on your Epoch server.
    
    
    1. Add this to your init.sqf (If you don't have one, then just create one inside your mp_epoch):
    [] execVM "no_side_chat.sqf";
    
    
    2. Now create a new sqf called: no_side_chat.sqf (this new sqf should be placed where your init.sqf is located)
    
    
    3. Add this script inside the new sqf:
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    ///////////////// stop Voice Chat
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    [] spawn {
    disableSerialization;
    DS_really_loud_sounds = {[60,15] call fnc_usec_pitchWhine;for "_i" from 1 to 15 do {playSound format ["%1",_this select 0];};};
    DS_double_cut = {1 cutText [format ["%1",_this select 0],"PLAIN DOWN"];2 cutText [format ["%1",_this select 0],"PLAIN"];};
    DS_slap_them = {_randomnr = [2,-1] call BIS_fnc_selectRandom;(vehicle player) SetVelocity [_randomnr * random (4) * cos getdir (vehicle player), _randomnr * random (4) * cos getdir (vehicle player), random (4)];};
    fnc_usec_pitchWhine =
    {
    _visual = _this select 0;
    _sound = _this select 1;
    //affect the player
    0 fadeSound 0;
    playMusic ["PitchWhine",0];
    if (!r_player_unconscious) then
    {
    _visual call fnc_usec_bulletHit;
    _sound fadeSound 1;
    };
    r_pitchWhine = true;
    [] spawn
    {
    sleep 32;
    r_pitchWhine = false;
    };
    };
    while {true} do {
    waitUntil {sleep 1;((!isNull findDisplay 63) && (!isNull findDisplay 55))};
    if (ctrlText ((findDisplay 55) displayCtrl 101) == "\A3\ui_f\data\igui\rscingameui\rscdisplayvoic echa t\microphone_ca.paa") then
    {
    if (ctrlText ((findDisplay 63) displayCtrl 101) == localize "str_channel_side") then
    {
    [] spawn {
    if (isNil "reset_timer") then {
    reset_timer = true;
    sleep 90;
    disconnect_me = nil;
    warn_one = nil;
    warn_two = nil;
    warn_three = nil;
    warn_last = nil;
    reset_timer = nil;
    };
    };
    if (isNil "disconnect_me") then {disconnect_me = 0;} else {disconnect_me = disconnect_me + 1;};
    if (disconnect_me == 0) then {
    if (isNil "warn_one") then {
    warn_one = true;
    systemChat ("Please do not use voice on sidechat, this is your first warning.");
    [] spawn DS_slap_them;
    player say3D "flashbang";
    //[] call life_fnc_p_updateMenu;
    //[] call life_fnc_hudUpdate;
    ["NO VOICE ON SIDE"] spawn DS_double_cut;
    };
    };
    if (disconnect_me == 1) then {
    if (isNil "warn_two") then {
    warn_two = true;
    systemChat ("Please do not use voice on sidechat, this is your second warning..");
    [] spawn DS_slap_them;
    player say3D "flashbang";
    //[] call life_fnc_p_updateMenu;
    //[] call life_fnc_hudUpdate;
    ["NO VOICE ON SIDE"] spawn DS_double_cut;
    };
    };
    if (disconnect_me == 2) then {
    if (isNil "warn_three") then {
    warn_three = true;
    systemChat ("PLEASE DO NOT USE VOICE ON SIDECHAT!! This is your LAST warning!");
    systemChat ("You will be frozen and then disconnected!");
    [] spawn DS_slap_them;
    player say3D "flashbang";
    //[] call life_fnc_p_updateMenu;
    //[] call life_fnc_hudUpdate;
    ["NO VOICE ON SIDE! This is your LAST warning!"] spawn DS_double_cut;
    };
    };
    if (disconnect_me >= 3) then {
    if (isNil "warn_last") then {
    warn_last = true;
    playMusic ["PitchWhine",0];
    [] spawn DS_slap_them;
    player say3D "flashbang";
    //[] call life_fnc_p_updateMenu;
    //[] call life_fnc_hudUpdate;
    ["We warned you..."] spawn DS_double_cut;
    1 fademusic 10;
    1 fadesound 10;
    disableUserInput true;
    startLoadingScreen ["You are being disconnected"];
    //progressLoadingScreen 0.2;sleep 2;["All_Haha"] spawn DS_really_loud_sounds;
    progressLoadingScreen 0.4;sleep 2.25;
    //progressLoadingScreen 0.6;sleep 2;["All_Haha"] spawn DS_really_loud_sounds;
    progressLoadingScreen 0.8;sleep 2.25;
    //progressLoadingScreen 1.0;sleep 2;["All_Haha"] spawn DS_really_loud_sounds;
    endLoadingScreen;sleep 0.5;
    disableUserInput false;
    endMission "LOSER";
    };
    };
    };
    };
    sleep 1;
    };
    };
    //[] call life_fnc_p_updateMenu;
    //[] call life_fnc_hudUpdate;
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    ///////////////// stop Voice Chat
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    
    
    4. Now open your description.ext & add this at the end:
    class CfgSounds
    {
    class flashbang
    {
    name="flashbang";
    sound[] = {"\Sounds\flashbang.ogg", 1.0, 1};
    titles[] = {0, " "};
    };
    
    
    5. Now just create a folder called Sounds & add a sound file called flashbang.ogg
    
  2. Found this on the net was post by a Sgt M Everlast

    I tried this and my epoch.altis.pbo wasn't even loading after i installed once i uninstalled everything was fine. Can anybody make a fix

    I really like to have side chat for people to communicate but not talk on it

     

     

    1. Add this to your init.sqf (If you don't have one, then just create one inside your mp_epoch):
    [] execVM "no_side_chat.sqf";


    2. Now create a new sqf called: no_side_chat.sqf (this new sqf should be placed where your init.sqf is located)


    3. Add this script inside the new sqf:
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    ///////////////// stop Voice Chat
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    [] spawn {
    disableSerialization;
    DS_really_loud_sounds = {[60,15] call fnc_usec_pitchWhine;for "_i" from 1 to 15 do {playSound format ["%1",_this select 0];};};
    DS_double_cut = {1 cutText [format ["%1",_this select 0],"PLAIN DOWN];2 cutText [format ["%1",_this select 0],"PLAIN"];};
    DS_slap_them = {_randomnr = [2,-1] call BIS_fnc_selectRandom;(vehicle player) SetVelocity [_randomnr * random (4) * cos getdir (vehicle player), _randomnr * random (4) * cos getdir (vehicle player), random (4)];};
    fnc_usec_pitchWhine =
    {
    _visual = _this select 0;
    _sound = _this select 1;
    //affect the player
    0 fadeSound 0;
    playMusic ["PitchWhine",0];
    if (!r_player_unconscious) then
    {
    _visual call fnc_usec_bulletHit;
    _sound fadeSound 1;
    };
    r_pitchWhine = true;
    [] spawn
    {
    sleep 32;
    r_pitchWhine = false;
    };
    };
    while {true} do {
    waitUntil {sleep 1;((!isNull findDisplay 63) && (!isNull findDisplay 55))};
    if (ctrlText ((findDisplay 55) displayCtrl 101) == "\A3\ui_f\data\igui\rscingameui\rscdisplayvoic echa t\microphone_ca.paa") then
    {
    if (ctrlText ((findDisplay 63) displayCtrl 101) == localize "str_channel_side") then
    {
    [] spawn {
    if (isNil "reset_timer") then {
    reset_timer = true;
    sleep 90;
    disconnect_me = nil;
    warn_one = nil;
    warn_two = nil;
    warn_three = nil;
    warn_last = nil;
    reset_timer = nil;
    };
    };
    if (isNil "disconnect_me") then {disconnect_me = 0;} else {disconnect_me = disconnect_me + 1;};
    if (disconnect_me == 0) then {
    if (isNil "warn_one") then {
    warn_one = true;
    systemChat ("Please do not use voice on sidechat, this is your first warning.");
    [] spawn DS_slap_them;
    player say3D "flashbang";
    //[] call life_fnc_p_updateMenu;
    //[] call life_fnc_hudUpdate;
    ["NO VOICE ON SIDE] spawn DS_double_cut;
    };
    };
    if (disconnect_me == 1) then {
    if (isNil "warn_two") then {
    warn_two = true;
    systemChat ("Please do not use voice on sidechat, this is your second warning..");
    [] spawn DS_slap_them;
    player say3D "flashbang";
    //[] call life_fnc_p_updateMenu;
    //[] call life_fnc_hudUpdate;
    ["NO VOICE ON SIDE] spawn DS_double_cut;
    };
    };
    if (disconnect_me == 2) then {
    if (isNil "warn_three") then {
    warn_three = true;
    systemChat ("PLEASE DO NOT USE VOICE ON SIDECHAT!! This is your LAST warning!");
    systemChat ("You will be frozen and then disconnected!");
    [] spawn DS_slap_them;
    player say3D "flashbang";
    //[] call life_fnc_p_updateMenu;
    //[] call life_fnc_hudUpdate;
    ["NO VOICE ON SIDE! This is your LAST warning!] spawn DS_double_cut;
    };
    };
    if (disconnect_me >= 3) then {
    if (isNil "warn_last") then {
    warn_last = true;
    playMusic ["PitchWhine",0];
    [] spawn DS_slap_them;
    player say3D "flashbang";
    //[] call life_fnc_p_updateMenu;
    //[] call life_fnc_hudUpdate;
    ["We warned you...] spawn DS_double_cut;
    1 fademusic 10;
    1 fadesound 10;
    disableUserInput true;
    startLoadingScreen ["You are being disconnected"];
    //progressLoadingScreen 0.2;sleep 2;["All_Haha] spawn DS_really_loud_sounds;
    progressLoadingScreen 0.4;sleep 2.25;
    //progressLoadingScreen 0.6;sleep 2;["All_Haha"] spawn DS_really_loud_sounds;
    progressLoadingScreen 0.8;sleep 2.25;
    //progressLoadingScreen 1.0;sleep 2;["All_Haha] spawn DS_really_loud_sounds;
    endLoadingScreen;sleep 0.5;
    disableUserInput false;
    endMission "LOSER";
    };
    };
    };
    };
    sleep 1;
    };
    };
    //[] call life_fnc_p_updateMenu;
    //[] call life_fnc_hudUpdate;
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    ///////////////// stop Voice Chat
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


    4. Now open your description.ext & add this at the end:
    class CfgSounds
    {
    class flashbang
    {
    name="flashbang";
    sound[] = {"\Sounds\flashbang.ogg", 1.0, 1};
    titles[] = {0, " "};
    };


    5. Now just create a folder called Sounds & add a sound file called flashbang.ogg

     

  3.  

    Hi, a couple of things:

    1. good script, I like it - thanks!
    2. there is a bug, in your git hub, in file "cm_veh_init.sqf", the last character is a . (dot) which causes errors. I removed it, script started working fine. you might want to fix that.  [EDIT: Just FYI, error is "error in expression [] spawn cm_Veh_Loop; hint "done;.> error position: <.>"]
    3. I suggest for the next update (if it's gonna happen) you rename the script file and directory to 'earplugs' or something like that - it's just a small cosmetic improvement really.
    4. EDIT: "...you got out of a car..." text would be better with "...you got out of a vehicle" because it says car even when you actually leave a heli [haven't tested but I guess sea vehicles would have the same cosmetic issue].
    5. EDIT: so I was going to work (looting) in my kart, our new shiny earplugs mousewheel option was nowhere to be found. perhaps add more vehicles? :)

     

     

    Good catch

  4. Hello

     

    After 3 weeks i finally got the statusbar working, haha! Im learning every day :P

     

    After my statatusbar started working, my SEM AIMissions stopped working, can someone see what i did with the statusbar lines that might have made everything else stop?

     

    One more thing, in my statusbar.hpp it says "align: center", but my players are saying its off far to the left. They say the first thing they see on the bar is THRIST.

    Wierd, because on my screen is at the bottom and centered, works perfectly for me. So it bugged for other resolutions than mine it seems(but i havent changed anything on positionings of the bar)

     

    Thank you very much!

     

    Ya centered in the text field at 1920x1080 its in the middle anything lower the bar shifts I have been asking nobody seems to have a fix. In other coding I have seen test positions with 2 values and this script has 3 i don't know what the difference is just the one set to 2 everything is placed the same on every resolution.

    example my welcome message is
    
    [safezoneX + safezoneW - 0.8,0.50],
    [safezoneY + safezoneH - 0.8,0.7],
    
    and 
    
    status bar is
    
    x = safezoneX + safezoneW - 1.80;
    y = safezoneY + safezoneH - 0.04;
    
  5. I may be wrong but I think the skill level for each ai is random but set by line 39 in \ZEV\ZEVMissionSetupAI.sqf

    _aiSkillValue = 0.5 + random(0.5);
    That means the AI have a skill level between 0.5 and 1.0, anything above 0.8 is pretty much instakill :)

    I have just adjusted mine to what's shown below, I'll let you know if it makes any difference :)

     

    _aiSkillValue = 0.5 + random(0.3);

     

     

    Correction it is in \ZEVMission\ZEV\ZEVMissionSetupSkills.sqf

    _aiSkillValue	= _x select 1;
    	if(_aiUsedSkillsValueType == "Random") then
    	{
    		_aiSkillValue = 0.5 + random(0.5);
    	};
    

    I think some are set at 1 and others are random need to change _aiSkillValue    = _x select 1;

    It seemed to me anything involving turrets or armed offroad instakill.

    I will try setting to 0.7 like SEM default, with the quantity of AI it should still be a challenge

  6. wow ok every thing that this scripts adds is intense. but to much. ai skill is way to high to my likings would love to tone it down a bit. or lower the number of ai per convey or mission. I am ok at reading script but couldn't find the lines to change can someone help

  7. Try these versions:

    Altis: https://www.dropbox.com/s/0nsy3itp9k3rtbl/a3_epoch_missions_altis.pbo?dl=0

    Chernarus: https://www.dropbox.com/s/2b4ok1hqcoy0u86/a3_epoch_missions_chernarus.pbo?dl=0

    I mixed up parts of one with the other on the initial link where I had changed the marker name, sorry!

     

    Thanks it works, no AI. I thought there would be AI with these well no matter when u got people running all over looking for the crates

  8. This is not a tow script - it's a cargo load/unload script to be clear you can not tow any vehicles but you can load some vehicles/items as cargo on to others.

     

    If you installed it correctly, what you need to find to test is a supported vehicle to load on to e.g.: box transport truck.

    And also you need something (object or vehicle) to load e.g.: ammo box or a vehicle such as ATV or electric motorbike.

     

    I followed the instructions and it's working fine the only thing unclear is where to find the ammo box - it's nowhere to be seen (so far found only one - mission reward).

     

    Thank you for clarifying for me. So it is working right we see load but not tow. Now i need to find a good tow script anyone have a lead

  9.  

    statusBar.hpp

    As requested:

    #define ST_RIGHT 0x01
     
    class osefStatusBar {
    idd = -1;
    onLoad = "uiNamespace setVariable ['osefStatusBar', _this select 0]";
    onUnload = "uiNamespace setVariable ['osefStatusBar', objNull]";
    onDestroy = "uiNamespace setVariable ['osefStatusBar', objNull]";
    fadein = 0;
    fadeout = 0;
    duration = 10e10;
    movingEnable = 0;
    controlsBackground[] = {};
    objects[] = {};
    class controls {
    class statusBarText {
    idc = 1000;
    x = safezoneX + safezoneW - 1.80;
    y = safezoneY + safezoneH - 0.04;
    w = 1.15;
    h = 0.04;
    shadow = 1;
    colorBackground[] = {0.3, 0.3, 0.3, 0.8}; 
    //colorBackground[] = { 1, 0.3, 0, 0.0 };
    font = "PuristaSemibold";
    size = 0.03;
    type = 13;
    style = 0;
    text="Loading statusBar...";
    class Attributes {
    align="center";
    color = "#ffffff";
    };
    };
    };
    };

     
    aLuWaOm.png

     

     

    Thank you Sparrow, can you explain to me what each value represents in colorBackground[] = {0.3, 0.3, 0.3, 0.8}; are the 3 first numbers the rgb values and forth opacity

  10. fn_statusBar.sqf
    
    As requested:
    

    waitUntil {!(isNull (findDisplay 46))};

    disableSerialization;

    /*

        File: fn_statusBar.sqf

        Author: Osef (Ported to EpochMod by piX)

        Edited by: [piX]

        Description: Puts a small bar in the bottom centre of screen to display in-game information

        

        PLEASE KEEP CREDITS - THEY ARE DUE TO THOSE WHO PUT IN THE EFFORT!

    */

    _rscLayer = "osefStatusBar" call BIS_fnc_rscLayer;

    _rscLayer cutRsc["osefStatusBar","PLAIN"];

    systemChat format["statusBar Loading player info...", _rscLayer];

    [] spawn {

        sleep 5;

        _counter = 180;

        _timeSinceLastUpdate = 0;

        while {true} do

        {

            sleep 1;

            _counter = _counter - 1;

            _time = (round(180-(serverTime)/60)); //edit the '240' (60*4=240) to change the countdown timer if your server restarts are shorter or longer than 4 hour intervals

            _hours = (floor(_time/60));

            _minutes = (_time - (_hours * 60));

            _hunger = ((EPOCH_playerHunger / 5000) * 100);

            _thirst = ((EPOCH_playerThirst / 2500) * 100);

            _decimalPlaces = 2;

            _health = damage player;

            _health = round (_health * (10 ^ _decimalPlaces)) / (10 ^ _decimalPlaces);

            _health = 100 - (_health * 100);

            

            switch(_minutes) do

        {

            case 9: {_minutes = "09"};

            case 8: {_minutes = "08"};

            case 7: {_minutes = "07"};

            case 6: {_minutes = "06"};

            case 5: {_minutes = "05"};

            case 4: {_minutes = "04"};

            case 3: {_minutes = "03"};

            case 2: {_minutes = "02"};

            case 1: {_minutes = "01"};

            case 0: {_minutes = "00"};

        };

            ((uiNamespace getVariable "osefStatusBar")displayCtrl 1000)ctrlSetText format["HEALTH: %1%2 | KRYPTO: %4 | THIRST: %5%2 | HUNGER: %6%2 | ENERGY: %7", _health, "%", mapGridPosition player, EPOCH_playerCrypto, _thirst, _hunger, EPOCH_playerEnergy, _pos];

        };

    };

     
    aLuWaOm.png

     

     

    Its working thank you would you mind giving your statusBar.hpp

  11. Thanks to the original poster for this script, working good!

     

     

     

    Exactly, where do you get the crate / box / containers to load items with?

     

    I have VEMF missions, it spawned a mission reward crate filled with weapons & ammo which I can load into land vehicles using Igiload so it's working but I just need the crates without doing a mission every time...

     

    I have not tried yet but the people on my server say they don't get option to tow am i missing something. I thought this was a tow script and if so what are they doing wrong

  12.  Moody,

     

    Try these BE filters fixed them according to your spoilers

    
    7 playableunits !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]); !="FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | STAMINA: %7 | GRIDREF: %8 | RESTART IN: %9:%10", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, mapGridPosition player, _hours, _minutes, _counter"" !="getDir _x, name _x];};}forEach playableUnits;};if" !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]);"
    
    and
    
    7 exec !="execVM \"\MPMissions\epoch.altis\scripts\fn_statusBar.sqf\"" !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\""
    
    // Status Bar
    [] execVM "scripts\fn_statusBar.sqf";
    
  13. pasted that line under the one i have, its the same. Can u see anything else beeing wrong in my init file, that might make it not load?

     

    I was having problems too not sure what fixed it for me, I'll tell you what I did.

     

    1- put [] execVM "scripts\fn_statusBar.sqf"; at the top of my init.sqf

    2- I put the BE Filters at the beginning not the end of the line

     

    best of luck

  14. fn_statusBar.sqf
    
    As requested:
    

    waitUntil {!(isNull (findDisplay 46))};

    disableSerialization;

    /*

        File: fn_statusBar.sqf

        Author: Osef (Ported to EpochMod by piX)

        Edited by: [piX]

        Description: Puts a small bar in the bottom centre of screen to display in-game information

        

        PLEASE KEEP CREDITS - THEY ARE DUE TO THOSE WHO PUT IN THE EFFORT!

    */

    _rscLayer = "osefStatusBar" call BIS_fnc_rscLayer;

    _rscLayer cutRsc["osefStatusBar","PLAIN"];

    systemChat format["statusBar Loading player info...", _rscLayer];

    [] spawn {

        sleep 5;

        _counter = 180;

        _timeSinceLastUpdate = 0;

        while {true} do

        {

            sleep 1;

            _counter = _counter - 1;

            _time = (round(180-(serverTime)/60)); //edit the '240' (60*4=240) to change the countdown timer if your server restarts are shorter or longer than 4 hour intervals

            _hours = (floor(_time/60));

            _minutes = (_time - (_hours * 60));

            _hunger = ((EPOCH_playerHunger / 5000) * 100);

            _thirst = ((EPOCH_playerThirst / 2500) * 100);

            _decimalPlaces = 2;

            _health = damage player;

            _health = round (_health * (10 ^ _decimalPlaces)) / (10 ^ _decimalPlaces);

            _health = 100 - (_health * 100);

            

            switch(_minutes) do

        {

            case 9: {_minutes = "09"};

            case 8: {_minutes = "08"};

            case 7: {_minutes = "07"};

            case 6: {_minutes = "06"};

            case 5: {_minutes = "05"};

            case 4: {_minutes = "04"};

            case 3: {_minutes = "03"};

            case 2: {_minutes = "02"};

            case 1: {_minutes = "01"};

            case 0: {_minutes = "00"};

        };

            ((uiNamespace getVariable "osefStatusBar")displayCtrl 1000)ctrlSetText format["HEALTH: %1%2 | KRYPTO: %4 | THIRST: %5%2 | HUNGER: %6%2 | ENERGY: %7", _health, "%", mapGridPosition player, EPOCH_playerCrypto, _thirst, _hunger, EPOCH_playerEnergy, _pos];

        };

    };

     
    aLuWaOm.png

     

     

     

    Thank You will try.  Question for you  having issues to center the status bar for all screen resolution would you know a fix?

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