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Grahame

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  1. Like
    Grahame reacted to Tarabas in Restrain player   
    This is a script to restrain a player you stand close to (needs a rope - until i find a better solution like handcuffs/zipties)
    all credits go to @He-Man Thank you for your support again
    The link to the action-pic and the prepared script is here:
    https://www.dropbox.com/s/xjmfqi9xywp8dpq/restrainscript.zip
  2. Like
    Grahame reacted to Ghostrider-GRG in Calling Your Banker   
    I have to say that the idea is uber cool and illustrates the flexibility of the EPOCH platform. Anything you like could be added as an item that can be clicked to start an action or consume an item. Just realized how much one could do with this feature.
  3. Like
    Grahame reacted to Porkeld in A3_vemf_Re_reloaded   
    A3_vemf_Re_reloaded
    Vemf_reloaded was originally made by IT07 and last commit on vemf_reloaded was in 2017....
    I really like this mission script, but in my opinion it was missing some essential features compared to other mission systems.
    So I decided to add and fix some of the stuff for vemf.
    Check the Changelog for fixes and new stuff.

    All credit goes to IT07 for coding this and also a big THANK YOU to Ghostrider [GRG] for helping and always being helpfull when needed :-)
    Check readme and how to install.txt
     
                                                   Download https://github.com/Porkeld/A3_vemf_re-reloaded
     
    If you have any questions/bug reports or ideas for vemf_re_reloaded then find me on discord Porkeld#1506 
  4. Like
    Grahame reacted to Hux in New Server   
    I'm sorry to  say that any server I set up would probably make your head explode. ;)
    Wish you luck in finding or making one though.
  5. Like
    Grahame reacted to mgm in Taxi & Bus | Transport for Arma   
    I think, at this point, it is safe to say I am a little bit tied up and unable to finish this as soon as I would like to.
    Yes, of course you can have the source code - I have re-created the original repo at gitlab and pushed the code as of latest commit. Please check top of 1st post in this thread for the source code URL.
  6. Haha
    Grahame got a reaction from mgm in Taxi & Bus | Transport for Arma   
    I think mgm is still travelling the world on a hoverboard...
  7. Like
    Grahame got a reaction from Tarabas in Vehicle Flip   
    @webbieAt a very simplistic level, add a script called custom/flip_vehicle.sqf with the following code:
    _target = cursorTarget; if((!isNull _target) && {alive _target} && {_target isKindOf 'Landvehicle' || _target isKindOf 'Air' || _target isKindOf 'Ship'})then { _target setVectorUp [0, 0, 1]; ['Flipped vehicle!',0,0.7,2,0] spawn bis_fnc_dynamictext; }; Add the following line to initPlayerLocal.sqf in the root of your mission file:
    flipvic = player addAction ["<t color=""#F8FF24"">" +"Flip Vehicle","custom\flip_vehicle.sqf","",1,false,false,"",""]; You now have a scroll wheel action to flip a vehicle. 
    Will add some code to check you are the driver (which as an aside also handles the locality issue in MP) and post an update later. 
  8. Thanks
    Grahame got a reaction from Rosso in DayZ Style Morphine in A3E   
    In vanilla Epoch 1.1 the use of morphine basically is just as an FAK with a different name... it heals all damage with a couple of side effects on toxicity, stamina and blood pressure. I rather liked the old dayz where morphine was specifically required to fix a broken leg... so I changed some code here and added some there and... voila! Now you can have morphine that will only fix a broken leg and First Aid Kits that will not!
    First let's ensure that First Aid Kits do not heal broken legs. This is done by making them completely heal all body parts except for broken legs, which they will heal to a damage minumum of 0.51 (a broken leg in ARMA3 and Epoch is one damaged greater than 0.5). So, let's change the interaction for FAKs so that they will do this. Change lines 337-362 in epoch_code/compile/EPOCH_consumeItem.sqf from:
    case 13: { //Heal Player _vehicles = player nearEntities[["Epoch_Male_F", "Epoch_Female_F"], 6]; _vehicle = cursorTarget; if !(_vehicle in _vehicles) then { _vehicle = player; }; if (damage _vehicle != 0 || {_x > 0} count ((getallhitpointsdamage _vehicle) select 2) > 0) then { if (_item call _removeItem) then { [_vehicle] spawn { params ["_vehicle"]; if (player == vehicle player) then { closeDialog 0; player playMove 'AinvPknlMstpSnonWrflDnon_medic0'; player playMove 'AinvPknlMstpSnonWrflDnon_medicEnd'; uisleep 5; }; [_vehicle,["ALL",0],player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2]; if (_vehicle isEqualTo player) then { ["Healed yourself", 5] call Epoch_message; } else { ["Healed other player", 5] call Epoch_message; }; }; }; }; }; to:
        case 13: { //Heal Player         _vehicles = player nearEntities[["Epoch_Male_F", "Epoch_Female_F"], 6];         _vehicle = cursorTarget;         if !(_vehicle in _vehicles) then {             _vehicle = player;         };         if (damage _vehicle != 0 || {_x > 0} count ((getallhitpointsdamage _vehicle) select 2) > 0) then {             if (_item call _removeItem) then {                 [_vehicle] spawn {                     params ["_vehicle"];                     if (player == vehicle player) then {                         closeDialog 0;                         player playMove 'AinvPknlMstpSnonWrflDnon_medic0';                         player playMove 'AinvPknlMstpSnonWrflDnon_medicEnd';                         uisleep 5;                     };                     _currentDMG = 0;                     {                         _currentDMG = _x;                         if (_forEachIndex != 10) then {                             [_vehicle,[[_forEachIndex,0]],player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2];                         } else {                             if (_currentDMG > 0.5) then {                                 [_vehicle,[[_forEachIndex,0.51]],player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2];                                                         } else {                                 [_vehicle,[[_forEachIndex,0]],player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2];                             };                         };                     }forEach ((getAllHitPointsDamage _vehicle) param [2,[]]);                     if (_vehicle isEqualTo player) then {                         ["Healed yourself", 5] call Epoch_message;                     } else {                         ["Healed other player", 5] call Epoch_message;                     };                 };             };         };     }; Now if you have a broken leg and you use a First Aid Kit then it will still be broken. If your leg was not broken you will be fully healed.
    So, with that done, let's turn to the morphine. All this now will do is heal a broken leg... nothing else. If your leg is not broken you will get a message informing you of that and you'll keep the injector. Change lines 383-414 in epoch_code/compile/EPOCH_consumeItem.sqf from:
    case 16: { // Morphine _vehicle = player; if (damage _vehicle != 0 || {_x > 0} count ((getallhitpointsdamage _vehicle) select 2) > 0) then { if (call _unifiedInteract) then { [_vehicle,_item] spawn { params ["_vehicle","_item"]; if (player == vehicle player) then { closeDialog 0; player playMove 'AinvPknlMstpSnonWrflDnon_medic0'; player playMove 'AinvPknlMstpSnonWrflDnon_medicEnd'; uisleep 5; }; private _out = []; { if (_x > 0) then { _out pushback [_foreachindex,((_x - 0.2) min 0.45) max 0]; }; }forEach ((getAllHitPointsDamage _vehicle) param [2,0]); if (_out isequalto []) then { if ((damage _vehicle) > 0) then { _out = ["ALL",0]; }; }; if !(_out isequalto []) then { [_vehicle,_out,player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2]; }; [format["Used %1 on yourself",_item call EPOCH_itemDisplayName], 5] call Epoch_message; }; }; } else { [format["%1 is not needed at this time",_item call EPOCH_itemDisplayName], 5] call Epoch_message; }; }; to:
    case 16: { // Morphine _vehicles = player nearEntities[["Epoch_Male_F", "Epoch_Female_F"], 6]; _vehicle = cursorTarget; if !(_vehicle in _vehicles) then { _vehicle = player; }; _legDamage = _vehicle getHitPointDamage "HitLegs"; if (_legDamage > 0.5) then { if (_item call _removeItem) then { [_vehicle] spawn { params ["_vehicle"]; if (player == vehicle player) then { closeDialog 0; player playMove 'AinvPknlMstpSnonWrflDnon_medic0'; player playMove 'AinvPknlMstpSnonWrflDnon_medicEnd'; uisleep 5; }; [_vehicle,[["HitLegs",0.5]],player,Epoch_personalToken] remoteExec ["EPOCH_server_repairVehicle",2]; if (_vehicle isEqualTo player) then { ["Injected yourself with morphine", 5] call Epoch_message; } else { ["Injected other player with morphine", 5] call Epoch_message; }; }; }; } else { ["Nothing needs morphine at this time... shame!", 5] call Epoch_message; }; }; You will need to subsequently use a First Aid Kit to remove that last 0.5 of damage on your legs... the morphine just makes it feel like you are healed fully, and boy, does it!
    That's it... DayZ Style morphine with two simple changes.
  9. Like
    Grahame got a reaction from RC_Robio in SuperFTlol's Toxic Juice   
    Announcing SuperFTlol's Toxic Juice
    In partnership with DayZ streamer SuperFTlol, I am happy to announce the deployment of a new, modded DayZ/Expansion server for the community.
    * New hardcore Expansion survival server
    * First-person only and no weapon crosshairs
    * Expansion base building
    * No traders!!!
    * Lots of fun new weapons and attachments
    * Perishable food from animals and humans - cook it, preserve it with salt, store in a fridge powered from a generator
    * No fake map, no map markers. We have added the Immersive Map mod to make tourist maps useful at last
    * New camos (that fit the Chernarus setting), clothing, food, drink and hardware
    * New vehicles including a GAZ truck, VAZ sedans, a BMW for the fast and furious and the Land Rover 110 for the sophisticated
    * Expansion helicopters, aircraft, boats and the bus...
    * Blood trails  to make hunting human prey a breeze ;)
    * Raided someone's base? Leave a note to let them know how much you appreciate their gear!
    * Balanced all the new weapons and loot
    * Toxic Zones at Tisy and the North West Checkpoint... you want the gucci gear then grab some NBC gear or search for heli crash sites...
    * And much, much more!
    Server Name: SuperFTlol's Toxic Juice
    Server IP: 149.56.28.85
    Server Port: 2352
    Restart schedule - 0300/0900/1500/2100 BST, 0400/1000/1600/2200EDT
    Visit FT's discord at https://discord.gg/EQaX5V4 or the EpochZ discord at https://discord.me/epochz
  10. Like
    Grahame got a reaction from salival in Calling Your Banker   
    Sometimes you are going to be caught short in the wild; maybe you found a trader in the wilderness or just did a GTA job on a roaming AI truck and nicked their crypto. Well, if you allow ATMs and phones, here's a little bit of code to let you call the bank when you cannot find them...
    (1) Add the particular items that you want to allow people to call on to your loot tables and trader configs. Choices include: ItemMobilePhone_old, ItemMobilePhone_smart, ItemPortableLongRangeRadio, ItemSatellitePhone, ItemSurvivalRadio
    (2) For each of the items you want to use for remote calling the bank add the lines below for it to epoch_config/Configs/CfgItemInteractions.hpp:
    class ItemMobilePhone_old : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemMobilePhone_smart : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemPortableLongRangeRadio : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemSatellitePhone : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemSurvivalRadio : Default { interactAction = 18; interactText = "CALL BANKER"; }; (3) Before these lines at the end of epoch_code/compile/EPOCH_consumeItem.sqf:
    default { ["Found nothing", 5] call Epoch_message; }; Add:
    case 18: { // Call banker if (isNil "EPOCH_bankTransferActive") then { if (random 1 > 0.5) then { [player, [], Epoch_personalToken] remoteExec ["EPOCH_server_storeCrypto",2]; closeDialog 0; createDialog "InteractBank"; lbClear 21500; { _index = lbAdd[21500, name _x]; lbSetData[21500, _index, netId _x]; } forEach(allPlayers - [player]); } else { ["You cannot get a signal, please try again", 5] call Epoch_message; }; }; }; Note that there's a bit of randomization so the players only have a 50% chance of getting through. You can reduce this further to make their lives more interesting 
    That's it. RePBO the mission and upload to your server.
  11. Like
    Grahame reacted to Alsekwolf in Virtual Arsenal Shop System working with epoch   
    I spent some time getting Virtual Arsenal Shop System (VASS) working in epoch recently and figured I'd share that (though may not be the best way to do this, as it's my first time really making anything for arma or epoch).
    Full credit to:
    https://github.com/7erra/VASS-Virtual-Arsenal-Shop-System
    EDIT:  I created a fork on github with basically all of the below changes, so you only need to merge description.ext, init.sqf and CfgFunctions.hpp. (Instructions for doing so are at the top of the readme in the repo.)
    https://github.com/Alsekwolf/VASS-Virtual-Arsenal-Shop-System

    Step 0:
    get the "VASS" folder from that Github and place it at the root of your mission file.
    Step 1:
    Add to description.ext
    #include "VASS\gui\cfgGUI.hpp" Step 2:
    Add to CfgFunctions (Default for epoch would be in mission file \epoch_config\Configs\CfgFunctions.hpp)
     
    class TER { class VASS { file = "VASS\fnc"; class shop { preInit = 1; }; class getItemValues {}; class VASShandler {}; class addShopCargo {}; class addShop {}; class resetTimer {}; }; }; Step 3:
    Now you are going to need an object in SQF code at wherever you want the shop to be accessed, something like
     
    private _objects = []; private _objectIDs = []; private _item1 = objNull; _item1 = createVehicle ["Land_CashDesk_F",[11843.6,13031.7,0.0419998],[],0,"CAN_COLLIDE"]; _this = _item1; _objects pushback _this; _objectIDs pushback 1; _this setPosWorld [11843.6,13031.7,6.992]; _this setVectorDirAndUp [[-0.956641,0.29127,0.00066811],[0.000698392,0,1]]; trader123 = _this; _this setVehicleVarName "trader123"; publicVariable "trader123"; but you won't want to use that, it does need a name Variable though, like "trader123" shown there (the rest of the code will assume you use trader123, or change it in any occurrences).
     
    Step 4:
    Create a SQF somewhere in the mission file, mine will be TraderCFG\Trader.sqf and add this code to it
     
    // Client Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (hasInterface) then { _shop = [trader123,"Shop test"] call TER_fnc_addShop; }; // Client Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Shop Inventory ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _cargoArray = [ // array in format: "class", price, amount "arifle_MSBS65_F",100,true, "arifle_AK12_F",100,5, "arifle_AKM_F",50,5, "arifle_MX_F",75,5, "hgun_P07_F",20,5, "optic_DMS",10,5, "optic_ACO_grn",5,5, "B_AssaultPack_mcamo",25,5, "U_B_Wetsuit",25,true, "U_B_HeliPilotCoveralls",10,true, "U_B_CombatUniform_mcam",15,5, "30Rnd_762x39_Mag_F",5,true, "30Rnd_65x39_caseless_mag",13,true ]; // Shop Inventory //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Server Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if(isServer) then { // Objects ///////////////////////////////////////////////////////////// private _objects = []; private _objectIDs = []; private _item1 = objNull; _item1 = createVehicle ["Land_CashDesk_F",[11843.6,13031.7,0.0419998],[],0,"CAN_COLLIDE"]; _this = _item1; _objects pushback _this; _objectIDs pushback 1; _this setPosWorld [11843.6,13031.7,6.992]; _this setVectorDirAndUp [[-0.956641,0.29127,0.00066811],[0.000698392,0,1]]; trader123 = _this; _this setVehicleVarName "trader123"; publicVariable "trader123"; // Objects ///////////////////////////////////////////////////////////// // Add Shop Inventory ///////////////////////////////////////////////// [trader123, _cargoArray, 2] call TER_fnc_addShopCargo; // Add Shop Inventory ///////////////////////////////////////////////// }; // Server Stuff ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Replace all the code inside "// Objects //" with the object code you got in step 3, and make the any occurrences of "trader123" match what you name yours.
    Step 5:
    you'll need to add that file to run in your init.sqf, something like
    call compile preprocessFileLineNumbers "TraderCFG\Trader.sqf"; Step 6:
    navigate to "VASS/fnc/fn_VASShandler.sqf" and in change "getMoney" to be like
    case "getMoney":{ /* Description: VASS wants to know how much money the unit has Parameter(s): 0: OBJECT - Unit whose money is requested Has to return: NUMBER - Unit's money */ params ["_unit"]; _Crypto = EPOCH_playerCrypto; _Crypto; }; Step 7:
    you'll need 2 files, name doesn't really matter but mine are "TraderSetMoney_init.sqf" and "TraderSetMoney.sqf"
    in TraderSetMoney_init or whatever you name it, put
    if(isServer)then{ Alsekwolf_server_TraderSetMoney = compileFinal preprocessFileLineNumbers "TraderSetMoney.sqf"; "Alsekwolf_TakeGive" addPublicVariableEventHandler {(_this select 1) call Alsekwolf_server_TraderSetMoney}; }; (Change the TraderSetMoney.sqf name to whatever you make that file, or add if its in a folder and not root mission file)

    Step 8:
    put the following code in "TraderSetMoney.sqf" or whatever you name it
     
    _this call EPOCH_server_effectCrypto; Step 9:
    put the following code in your init.sqf and make it match your naming
    [] ExecVM "TraderSetMoney_init.sqf"; Step 10:
    in "VASS/fnc/fn_VASShandler.sqf" change "setMoney" to match
     
    case "setMoney":{ /* Description: VASS changes the amount of money the player has Parameter(s): 1: OBJECT - Unit whose money will be changed 0: NUMBER - Amount of money changed (can be positive or negative) Has to return: Nothing */ params ["_unit", "_change"]; Alsekwolf_TakeGive = [player,_change]; publicVariableServer "Alsekwolf_TakeGive"; };  
    That should be everything, I'm really sorry if I missed anything, it's been about 2 weeks of trying different things to get this working.
    Also sorry for the bad writing of instructions, not great at that.
  12. Like
    Grahame got a reaction from Schalldampfer in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    Uh, why not just use what I posted earlier in this thread? Then you just walk into them... 
     
  13. Like
    Grahame got a reaction from He-Man in Repair & Rearming script   
    Excellent @He-Man Looks like I migrate to the service points then
  14. Thanks
    Grahame reacted to He-Man in Repair & Rearming script   
    @Grahame
    You can use this script to find all Vehicles on the map with weapons, but not currently in the default Epoch ServicePoint.
    This Script will give you the needed config entries for cfgServicePoint.cfg but you have to sort it a bit and change the price from 999999 to what you want.
     
    _allveh = allmissionobjects "landvehicle" + allmissionobjects "ship" + allmissionobjects "Air"; NewVehiclesAndAmmo = []; _AlreadyFound = []; _AmmoConfig = (missionconfigfile >> "CfgServicePoint" >> "VehiclesAndAmmo"); _VehiclesWithAmmo = ("true" configClasses _AmmoConfig) apply {configname _x}; _VehiclesWithAmmo = _VehiclesWithAmmo + ((getarray (missionconfigfile >> "CfgServicePoint" >> "VehiclesAndAmmo")) apply {_x select 0}); { _type = typeof _x; { if ((tolower _type) == (tolower _x)) exitwith { _AlreadyFound pushback _type; }; } foreach _VehiclesWithAmmo; if !(_type in _AlreadyFound) then { _AlreadyFound pushback _type; _magsturrets = (magazinesAllTurrets _x); if !(_magsturrets isequalto []) then { _entry = [_type,[]]; _tmp = []; _cnts = []; { _find = -1; _curmagturret = _x; { if (str _curmagturret isEqualTo str _x) exitwith { _find = _foreachindex; }; } foreach _tmp; if (_find == -1) then { _tmp pushback _x; _cnts pushback 1; } else { _cnts set [_find, (_cnts select _find) + 1]; }; } foreach _magsturrets; { (_entry select 1) pushback []; (_entry select 1 select _foreachindex) pushback (_x select 0); (_entry select 1 select _foreachindex) pushback (_x select 1); (_entry select 1 select _foreachindex) pushback (_cnts select _foreachindex); (_entry select 1 select _foreachindex) pushback 999999; (_entry select 1 select _foreachindex) pushback (_x select 2); } foreach _tmp; NewVehiclesAndAmmo pushback _entry; }; }; } foreach _allveh;  
    Edit: I have changed the Script, so it is compatible to Epoch 1.3.1 and also the upcoming Epoch 1.3.2.
     
    The Output is an Array like this:
    [["B_G_Offroad_01_armed_EPOCH",[["100Rnd_127x99_mag_Tracer_Yellow",[0],4,999999,100]]],["B_HMG_01_high_F",[["FakeWeapon",[-1],1,999999,1],["100Rnd_127x99_mag_Tracer_Red",[0],4,999999,100]]],["O_UAV_01_F",[["Laserbatteries",[0],1,999999,1]]]]  
    Add some linebreaks and tabs for a better overview like this:
    [ [ "B_G_Offroad_01_armed_EPOCH", [ ["100Rnd_127x99_mag_Tracer_Yellow",[0],4,999999,100] ] ], [ "B_HMG_01_high_F", [ ["FakeWeapon",[-1],1,999999,1], ["100Rnd_127x99_mag_Tracer_Red",[0],4,999999,100] ] ], [ "O_UAV_01_F", [ ["Laserbatteries",[0],1,999999,1] ] ] ]  
    Replace the 999999 by the price for this kind of magazine, like you want.
    Then you should be able to add the Vehicles to the cfgServicePoint. Do not copy / paste it, but add new entries with the same syntax like others already in the cfg
  15. Like
    Grahame got a reaction from He-Man in Contact Class Names   
    In case anyone wants it... Here are the classnames from the Contact mod - specifically uniforms, rifles, handguns, launchers, helmets, vests, backpacks, etc. No vehicles
     
  16. Like
    Grahame got a reaction from Tarabas in most current/user friendly AI mission build.   
    Best A3E mission system at this time is BlckEagl's... 
    By default there is no init.sqf in the Epoch mission PBO no.
  17. Like
    Grahame got a reaction from Ghostrider-GRG in most current/user friendly AI mission build.   
    Best A3E mission system at this time is BlckEagl's... 
    By default there is no init.sqf in the Epoch mission PBO no.
  18. Like
    Grahame got a reaction from Ghostrider-GRG in I liked this from a player (obviously)   
  19. Like
    Grahame got a reaction from He-Man in DMG Problem in Base   
    Trying that on my servers tonight
  20. Like
    Grahame got a reaction from Sneer in I liked this from a player (obviously)   
  21. Like
    Grahame got a reaction from Brian Soanes in Global Mobilization - Cold War Germany   
    I assume so yes. I know one thing though, these particular assets will never be added to any of my servers!
  22. Thanks
    Grahame got a reaction from seelenapparat in here is a little help with scripting   
    Uh... VBS is substantially different from ARMA2 now, despite the past association. In fact BISIM is no longer part of Bohemia - separate company. Would really suggest Bohemia Interactive's Wiki as a better source... together with the BI forums...
    https://community.bistudio.com/wiki/Main_Page
  23. Like
    Grahame got a reaction from Helion4 in How to change plot management currency?   
    Coins are an addon. 1.0.6.2 is gold/silver/gem only... If you had Salival's mod pack installed all you needed to do was change these first three lines in your mission file/dayz_code/init/variables.sqf to: 
    Z_singleCurrency = false; // Enable or disable coins? Z_globalBanking = false; // Enable global banking? Disabled by default. Z_globalBankingTraders = false; // Enable global banking traders at trader cities? Disabled by default. and everything works vanilla as far as currency is concerned
  24. Like
    Grahame got a reaction from Brian Soanes in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    So... Epoch 1.3 added the beautiful Teleport Booths and you use Halv's Spawn scripts? Well, I have some good news for you... you can easily modify things to make it so that when you enter the booth the spawn screens come up automatically - no more scroll wheel or having replacement iPad screens that always seem to fall over 
    Okay, the following assumes that you have Halv's spawn scripts installed in addons/halv_spawn in your mission file. Amend the instructions where appropriate if you put it somewhere else...
    First, alter the following line in addons/halv_spawn/init.sqf from: 
    _deletedefaultteleporters = true; to:
    _deletedefaultteleporters = false; Next, comment these two lines in addons/halv_spawn/spawndialog.sqf:
    //{_x addAction [format["<img size='1.5'image='\a3\Ui_f\data\IGUI\Cfg\Actions\ico_cpt_start_on_ca.paa'/> <t color='#0096ff'>%1</t><t > </t><t color='#00CC00'>%2</t>",localize "STR_HALV_SCROLL_SELECT",localize "STR_HALV_SCROLL_SPAWN"],(_scriptpath+"opendialog.sqf"),_x, -9, true, true, "", "player distance _target < 5"];}forEach (HALV_senddeftele select 0); //diag_log format["[halv_spawn] addAction added to %1",HALV_senddeftele]; Finally, replace the contents of epoch_code/compile/EPOCH_EnterBuilding.sqf with this:
    /* Author: Aaron Clark - EpochMod.com Contributors: Description: Epoch request teleport Licence: Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike Github: https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/EPOCH_EnterBuilding.sqf */ if !(isNull _this) then{ //[player,_this,Epoch_personalToken] remoteExec ["EPOCH_server_teleportPlayer",2]; [] execVM "addons\halv_spawn\opendialog.sqf"; }; And you are done. Repack and upload the mission file and when you enter the TP booth the spawn screens will magically appear!
  25. Like
    Grahame got a reaction from Ghostrider-GRG in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    So... Epoch 1.3 added the beautiful Teleport Booths and you use Halv's Spawn scripts? Well, I have some good news for you... you can easily modify things to make it so that when you enter the booth the spawn screens come up automatically - no more scroll wheel or having replacement iPad screens that always seem to fall over 
    Okay, the following assumes that you have Halv's spawn scripts installed in addons/halv_spawn in your mission file. Amend the instructions where appropriate if you put it somewhere else...
    First, alter the following line in addons/halv_spawn/init.sqf from: 
    _deletedefaultteleporters = true; to:
    _deletedefaultteleporters = false; Next, comment these two lines in addons/halv_spawn/spawndialog.sqf:
    //{_x addAction [format["<img size='1.5'image='\a3\Ui_f\data\IGUI\Cfg\Actions\ico_cpt_start_on_ca.paa'/> <t color='#0096ff'>%1</t><t > </t><t color='#00CC00'>%2</t>",localize "STR_HALV_SCROLL_SELECT",localize "STR_HALV_SCROLL_SPAWN"],(_scriptpath+"opendialog.sqf"),_x, -9, true, true, "", "player distance _target < 5"];}forEach (HALV_senddeftele select 0); //diag_log format["[halv_spawn] addAction added to %1",HALV_senddeftele]; Finally, replace the contents of epoch_code/compile/EPOCH_EnterBuilding.sqf with this:
    /* Author: Aaron Clark - EpochMod.com Contributors: Description: Epoch request teleport Licence: Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike Github: https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/EPOCH_EnterBuilding.sqf */ if !(isNull _this) then{ //[player,_this,Epoch_personalToken] remoteExec ["EPOCH_server_teleportPlayer",2]; [] execVM "addons\halv_spawn\opendialog.sqf"; }; And you are done. Repack and upload the mission file and when you enter the TP booth the spawn screens will magically appear!
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