Jump to content

WLF

Member
  • Posts

    129
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by WLF

  1. 1 hour ago, JasonTM said:

    I don't understand what you are trying to do. If you run that for loop you will get a zero denominator error because you are trying to access an element that does not exist. You have 2 elements in the array and you are trying to run the loop 4 times (from 0 to 3).

    I make an example of real script:

    _donn_carsConvy		= [
    	["HMMWV_M1151_M2_CZ_DES_EP1_DZE",3],
    	["UAZ_Unarmed_UN_EP1",1],
    	["ArmoredSUV_PMC_DZE",2],
    	["Ural_UN_EP1",5],
    	["LandRover_Special_CZ_EP1",0]
    ];
    
    // Cars in each convoy (_refere to donn_carsConvy)
    _convoyFormation	= [
    	[0,1,2],
    	[4,3],
    	[2,4,2,0]
    //	,[4,5,6]
    ];
    
    
    for "_cs" from 1 to (count _convoyFormation) do {
    	_convoy = _convoyFormation select (_cs-1);
    	_qtd = count _convoy;
    	_cars = [];
    	{
    		_this_car = _donn_carsConvy select _x;	// so what if the user makes a mistake and prints a non-existent car?
    												// (uncomment last line in _convoyFormation).
    												// I need to check this.
    		_cars = _cars + [_this_car];
    	} forEach _convoy;
    
    	_donn_motor = [];
    	for "_n" from 1 to _qtd do {
    		_car = _cars select (_n - 1);
    //		_motor = createVehicle [_car select 0, position player, [], 10,"NONE"];
    		_motor = _car select 0;
    		_donn_motor = _donn_motor + [_motor];
    	};
    	diag_log format ["Convoy #%1: %2",_cs,_donn_motor];
    };

     

  2. On 4/25/2019 at 1:15 PM, salival said:

    Worth noting, if you run my ZSC or @JasonTM WAI updates, you can use something similar to this instead:

    
    RemoteMessage = ["rollingMessages","This vehicle will disappear on server restart!"];
    (owner _unit) publicVariableClient "RemoteMessage";

     

    Ok, I use RemoteMessage and it work fine for simple string. But how send to RemoteMessage concatenated localized strings?

    stringTable.xml:
    <Key ID="STR_CL_AC_GENERAL_SON">
    	<English>You killed the general son!</English>
    	<Russian>Вы убили сына генерала!</Russian>
    </Key>
    <Key ID="STR_CL_AC_COMBO">
    	<English>Combo kill level</English>
    	<Russian>Комбо x</Russian>
    </Key>
    _genSonTxt = "";
    if (random 100 > 90) then {
    	_genSonTxt = (localize "STR_CL_AC_GENERAL_SON") + " ";
    };
    _comboTxt = "";
    ...
    _newLvl = 333; // for example
    _comboTxt = (localize "STR_CL_AC_COMBO") + " " + str _newLvl + "!";
    ...
    _txt = "";
    _txt = _genSonTxt + _comboTxt;
    if (_txt != "") then {
    	RemoteMessage = ["rollingMessages",_txt];
    	(owner _player) publicVariableClient "RemoteMessage";
    };

     

  3. On 4/26/2019 at 1:15 PM, Schalldampfer said:

    also it may be  because "_msg = ***;" and "_msg call dayz_rollingMessage" are commented out everywhere .

    Because its added, verifying and then commented by me.

    On 4/26/2019 at 1:17 PM, Schalldampfer said:

    and, if you uncomment them, it may still not work.

    the "scope" of variable _msg is different, so _msg in EventHandler 

    may be different variable from others.

     

    No. Variables into the "root" scopes have access to "child" scopes, but not vice versa.

     

  4. Anybody home? :)

    This is part of Donnovan's Convoy script:

    //Protect Vehicles from players until all crew is off
    donn_casca_getIn = {
    	_motor = _this select 0;
    	_unit = _this select 2;
    //	_msg = "This vehicle will disappear on server restart!";
    	if (isPlayer _unit) then {
    		_carGroup = _motor getVariable ["car_group",GrpNull];
    		_allOff = true;
    		{if (alive _x && assignedVehicle _x == _motor) then {_allOff = false;};} forEach units _carGroup;
    		if (!_allOff) then {_unit action ['getOut', _motor];};
    		if (_allOff) then {
    			_motor setFuel 0.5;
    			_motor removeAllEventHandlers "handleDamage";
    			_motor removeAllEventHandlers "Killed";
    			_motor removeAllEventHandlers "getIn";
    			_motor removeAllEventHandlers "getOut";
    			_motor addeventhandler ["handleDamage",{_this call fnc_veh_handleDam}];
    			_motor addeventhandler ["killed",{_this call fnc_veh_handleKilled}];
    			PVDZE_veh_Init = _motor;
    			publicVariable "PVDZE_veh_Init";
    			_nil = [nil,_unit,"loc",rTITLETEXT,"\n\nThis vehicle will disappear on server restart!","PLAIN DOWN",5] call RE;
    //			_msg call dayz_rollingMessages;
    			_motor addEventHandler ["getIn",{
    				_unit = _this select 2;
    				_nil = [nil,_unit,"loc",rTITLETEXT,"\n\nThis vehicle will disappear on server restart!","PLAIN DOWN",5] call RE;
    //				_msg call dayz_rollingMessages;
    			}];
    		};
    	};
    };

    WHY??? Why when I change the messsage output to "call dayz_rollingMessages" (commented now) it doesn't work? I don't see this messages.

  5. M9
    M9SD
    M9_DZ
    M9_SD_DZ

    What are the differences between these classes (m9 and m9_dz, m9sd and m9_sd_dz)? This is for example. I also mean "M4A1_DZ" and "M4A1", "M24_DZ" and "M24", etc...

    What classes are best used for arming AI?

    What classes are used by epoch's traders?

  6. 19 hours ago, Grahame said:

    Ah yes, I like that script. The script itself should run just fine in ARMA3 with a change to the classnames for the aircraft and crew and a bit of a rewrite to the player choice/location code (BIS_fnc_selectRandom should not be used anymore and replaced with selectRandom) and aircraft/crew spawning logic to make it work better and remove the FNC_getpos() calls. 

    Yes, of course, first I changed the fighter's models, unit's model, selectRandom and getPos functions. But in my version of this script I have a line:

    dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_aircraft];

    ...from this topic:

    So, in arma3 this script does not work.

    But I commented that line and that's ok! :)

    And I will use your worldName's choice. :)

  7. Hi All!

    Trying porting one script from a2 to a3. That script have a variable "dayz_serverObjectMonitor". What a variable i need for a3?

    Now I have an error:

    22:38:01 Error in expression <gineOn true;
    _aircraft	flyInHeight 100;
    dayz_serverObjectMonitor set [count dayz>
    22:38:01   Error position: <dayz_serverObjectMonitor set [count dayz>
    22:38:01   Error Undefined variable in expression: dayz_serverobjectmonitor
    

     

  8. Hi all! I have a same error.

    start.bat:

    Spoiler
    
    @echo off
    cd /d "v:\Steam\steamapps\common\Arma 3"
    
    echo Starting Redis DB...
    start DB\redis-server.exe redis.conf
    
    echo Starting A3 server...
    start "" /min arma3server.exe -mod=@Epoch; -serverMod=@EpochHive; -config=SC\server.cfg -profiles=SC -cfg=SC\basic.cfg -name=SC
    timeout /t 20 /nobreak > nul
    
    echo.
    echo Starting the game...
    start "" /min "arma3battleye.exe" -nosplash -world=empty -NoPause -skipIntro
    timeout /t 20 /nobreak > nul
    
    exit

     

    redis.conf:

    Spoiler
    
    bind 127.0.0.1
    port 6379
    maxmemory 4gb
    save 900 1
    save 300 10
    save 60 1000
    requirepass 123

     

    epochserver.ini:

    Spoiler
    
    [EpochServer]
    BattlEyePath = "v:\Steam\steamapps\common\Arma 3\SC\BattlEye"
    InstanceID = NA123
    LogAbuse = 1
    LogLimit = 999
    IP = 127.0.0.1
    Port = 2302
    Password = 123
    
    [Redis]
    IP = 127.0.0.1
    Port = 6379
    DB = 0
    Password = 123
    
    [SteamAPI]
    Logging = 0
    Key =
    VACBanned = 0
    VACMinimumNumberOfBans = 0
    VACMaximumDaysSinceLastBan = 0
    PlayerAllowOlderThan = 0
    

     

    server.cfg:

    Spoiler
    
    // EPOCH SERVER CONFIG
    
    // GLOBAL SETTINGS
    hostname        	= "W0LF's A3 EpochMod Test Server";
    password         	= "";
    passwordAdmin      	= "123";
    serverCommandPassword = "456";
    logFile            	= "A3Master.log";
    verifySignatures   	= 2;
    BattlEye            = 0;
    requiredBuild = 136470;
    
    // WHITELIST FILE TYPES
    allowedLoadFileExtensions[] = {:};
    allowedPreprocessFileExtensions[] = {"sqf"};
    allowedHTMLLoadExtensions[] = {"html"};
    
    disconnectTimeout = 10; // default 90
    
    // WELCOME MESSAGE ("message of the day")
    // It can be several lines, separated by comma
    // Empty messages "" will not be displayed at all but are only for increasing the interval
    
    motd[] = {
    	"Welcome to ArmA3 Epoch!",
    	"Server hosted by W0LF"
    };
    motdInterval = 5;               // Time interval (in seconds) between each message
    
    // JOINING RULES
    maxPlayers = 50;		// Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
    
    // VOTING
    voteMissionPlayers	= 200;    // Prevents Votes.
    voteThreshold		= 2; // Prevents Votes.
    // DISALLOW VOTING since 1.39
    allowedVoteCmds[] = {};
    allowedVotedAdminCmds[] = {};
    
    // INGAME SETTINGS
    disableVoN	= 0;        	// If set to 1, Voice over Net will not be available
    vonCodecQuality = 30;       // Quality from 1 to 30
    forceRotorLibSimulation = 0; // Enforces the Advanced Flight Model on the server. Default = 0 (up to the player). 1 - forced AFM, 2 - forced SFM.
    persistent	= 1;        	// If 1, missions still run on even after the last player disconnected.
    
    // MISSIONS CYCLE (see below) (epoch.Altis, epoch.Stratis, epoch.Chernarus, epoch.Bornholm)
    class Missions
    {
    	class Epoch {
    		template = epoch.Altis; // DO NOT CHANGE THIS, IT WILL BREAK YOUR SERVER
    		difficulty = "recruit";    // difficulty settings: Recruit, Regular Veteran, Custom
    	};
    };
    
    kickDuplicate = 1;
    equalModRequired = 0;
    requiredSecureId = 2;
    timeStampFormat = "short";
    
    // SCRIPTING ISSUES
    onUserConnected = "";
    onUserDisconnected = "";
    doubleIdDetected = "";
    
    // SIGNATURE VERIFICATION
    onUnsignedData = "kick (_this select 0)";	// unsigned data detected
    onHackedData = 	"kick (_this select 0)";	//"ban (_this select 0)"; // tampering of the signature detected
    onDifferentData = "kick (_this select 0)";
    

     

    servers's rpt

  9. Hi!

    After installing this script, the game load gets stuck during the server identification.

    Client rpt:

    Spoiler
    
    Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
    "PRELOAD_ Functions\init [[L 1-1-A:1 REMOTE],any]"
    "MPframework inited"
    "dayz_preloadFinished reset"
    "Loading custom client compiles"
    CLICK ACTIONS: loading...
    "Deploy Anything: loading version 2.8.2 ..."
    "Deploy Anything: waiting for login..."
    "z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
    "Service Points: loading config..."
    "z\addons\dayz_code\system\antihack.sqf: Plants libs tests done!"
    "Server authentication time out! Disconnect and try again!"
    [166.526,"onPreloadStarted"]
    "[RLNT][MAIN] The Client RLNT_init.sqf was succesfully loaded!"
    [166.541,"onPreloadFinished"]

     

    Server rpt:

    Spoiler
    
     9:51:24 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
     9:51:27 "PRELOAD_ Functions\init [[<No group>:0 (FunctionsManager)],any]"
     9:51:27 "MPframework inited"
     9:51:27 "dayz_preloadFinished reset"
     9:51:41 "TESTKIT - Authorized startup by W0LF(76561198000206238)"
     9:53:47 Client: Remote object 2:10 not found
     9:53:47 Client: Remote object 2:11 not found
     9:53:47 Client: Remote object 2:12 not found
     9:53:51 "[RLNT] The Server RLNT_eventHandlers.sqf was succesfully loaded!"
     9:53:51 "extDB: Connected to database."

     

     

  10. Hello again!

    I changed a rlnt_wh_item1 to "ItemAntibiotic" and rlnt_wh_item2 to "ItemBloodbag" in RLNT_wh_config.sqf.

    I press "5", animation begins, but I havent a message about using bloodbag and amount of blood not increased. With default values of rlnt_wh_item1 and rlnt_wh_item2 all works fine.

    Spoiler
    
    "PRELOAD_ Functions\init [[L 1-1-A:1 REMOTE],any]"
    "MPframework inited"
    "Res3tting B!S effects..."
    "dayz_preloadFinished reset"
    "Loading custom client compiles"
    CLICK ACTIONS: loading...
    "Deploy Anything: loading version 2.8.2 ..."
    "Deploy Anything: waiting for login..."
    "z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
    "Service Points: loading config..."
    ["Sent to server: PVDZ_plr_Login1",["76561198000206238",B 1-1-A:1 (W0LF)]]
    ["Sent to server: PVDZ_send",[B 1-1-A:1 (W0LF),"dayzSetDate",[B 1-1-A:1 (W0LF)]]]
    "PLAYER RESULT: true"
    [50.146,"z\addons\dayz_code\system\scheduler\sched_init.sqf","Scheduler started"]
    No owner
    ["Sent to server: PVDZ_plr_Login2",["5",B 1-1-B:1 (W0LF),"76561198000206238",9,[["Mk48_DZ","M1911_DZ","ItemGPS","ItemKnife","ItemEtool","ItemCompass"],["100Rnd_762x51_M240","20Rnd_762x51_DMR","ItemMorphine","ItemPainkiller","ItemAntibiotic",["7Rnd_45ACP_1911",4],"7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","ItemBandage","ItemAntibacterialWipe"],"M14_Gh_DZ"]]]
    ["Date & time received:",[2012,8,2,8,37]]
    ["Local date on this client:",[2012,8,2,8,37]]
    "z\addons\dayz_code\system\antihack.sqf: Plants libs tests done!"
    2nd UV set needed, but not defined in ReportStack not available
    "Sent to server PVDZ_plr_LoginRecord: [76561198000206238, 5, 0, W0LF]"
    []
    No owner
    No owner
    [56.134,"onPreloadStarted"]
    "[RLNT][WH] Setup was triggered!"
    "[RLNT][WH] Error Check was triggered!"
    "[RLNT][FIXED][WH] Detected that no custom blood injection amount is set! (rlnt_wh_bloodSettings = [#,-1])"
    "[RLNT][FIXED][WH] Automatically fixed; set amount to Epoch value."
    "[RLNT][WH] Item amount is 2."
    "[RLNT][WH] Weapon amount is 2."
    "[RLNT][WH] Display style is 4."
    "[RLNT][WH] Font: [1033,1037,1041,1045,1046,1050,1051]; Background: [1031,1035,1039,1043,1048]; Hotkey: [1034,1038,1042,1047,1052]"
    "[RLNT][WH] The Weapon HUD is style 4."
    "[RLNT][WH] Update function was triggered!"
    "[RLNT][WH] Error Check was triggered!"
    "[RLNT][WH] Switch function was triggered!"
    "[RLNT][WH] Switch function was triggered!"
    "[RLNT][WH] Switch function was triggered!"
    [58.137,"onPreloadFinished"]
    "player_forceSave called from fsm"
    Fresnel k must be >0, given n=0.8,k=0
    Fresnel k must be >0, given n=0.8,k=0
    Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end
    "keyboard_keys reset"
    "[RLNT][WH] Action function was triggered!"
    "[RLNT][WH] Error Check was triggered!"
    "[RLNT][WH] W0LF is trying to take Antibiotics (Quick-Item)!"
    "[RLNT][WH] Error Check was triggered!"
    "[RLNT][WH] Notification was triggered!"
    "[RLNT][WH] Switch function was triggered!"
    "[RLNT][WH] Switch function was triggered!"
    "[RLNT][WH] Switch function was triggered!"
    "[RLNT][WH] Switch function was triggered!"
    "[RLNT][WH] Switch function was triggered!"
    "[RLNT][WH] Switch function was triggered!"
    "[RLNT][WH] Switch function was triggered!"
    "[RLNT][WH] Switch function was triggered!"
    "[RLNT][WH] Switch function was triggered!"
    "[RLNT][WH] Action function was triggered!"
    "[RLNT][WH] Error Check was triggered!"
    "[RLNT][WH] W0LF is trying to self blood bag (Quick-Item)!"
    "[RLNT][WH] Error Check was triggered!"
    "[RLNT][WH] Switch function was triggered!"

     

     

  11. Hi!

    1. Is it possible to extend a number of hotkeys (6,7,8,9)?

    1a. Is it possible to use a key modificators for hot keys (Shift+4 for Bandage, Alt+5 for Painkillers)?

    2. Is it possible to make 'rlnt_wh_item1_keyName' a little less and move it in a corner of box? (of course, optionally)

    3. Is it possible to remove a double background of boxes (I mean a frame around of each boxes)?

    4. Is it possible to make a whole interface of WeaponHUD a little bit smaller?

×
×
  • Create New...