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spitF1RE

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  1. Like
    spitF1RE reacted to Darth_Rogue in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    Status Bar With Icons & Server FPS display

    After seeing all the struggles people were having in other threads I decided to redo this script to make it easier for folks to understand and edit. This has much of the same functionality and generally appears similar to Scarr's build but the back end code is much simpler and should therefore be easier for scripting noobs like myself to see what's going on where and make changes as needed.

    The color gradients can be edited to suite your liking, but I feel it's pretty well spot on the way it is. Your mileage may vary.

    Admins can add their UIDs to have the status bar show a real-time server FPS reading and also display their world space coords, which will be very helpful when doing map edits and object placement without having to use an editor just for a few small items.
     
     
    UPDATE - v1.36 Released
     
    Due to multiple requests I have added a feature to the status bar where the bar will resize automatically based on player interface size.
     
    To update:  Remove the current 'status_bar' folder from your mission file and replace it with the 'status_bar' folder you will download from Github.  No other changes should be needed.  BE filters are the same.  
    Here are a couple screenshot showing what it looks like

    For Admins

    For Players

    Install Instructions





    DOWNLOAD

    Credits: See Github
  2. Like
    spitF1RE reacted to Liqu1dShadow in I'm Going to Release ALL My Cherno Map Additions   
    I need help on getting the files onto Github as I cant work out how to upload them.
     
    So as the title says....
     
    Multiple map additions I have made for Cherno on Arma 3
     
    You can see the content here in the pics:


    First I didn’t make the delivery method for the map additions (the PBO structure), It was Black_Plague81st who made that (The easiest method I have seen to get files into a map!) but the map additions are all mine with 100% of the work created by myself.

    It’s a sad day that my server lost all its players very quickly and has given me a reason to release these files as I no longer want to run the server. There is hundreds of hours’ worth of work in these and I ask that you leave the credits in the files and credit my work where required please. It’s painful to release but I see no benefit in keeping these for my server only so there is some joy in the fact more people will get to play on them and see my work.
     
    I don't have the .biedi files anymore otherwise I would have included them.

    Files...
    11 Outposts
    - 11 small single military tower outposts with barriers all over the map (Always next to roads), there is on south of Berizeno (or however it’s spelt) if you want to look once the file is in

    Balota Boat Yard
    - Something different, it’s a boat scrap yard, I covered the ATC so it didn’t look like a runway

    Cherno Buildings with Military Base
    - Extra lootable buildings, houses, industrial, offices ect and a military base next to the hotel

    Devil Castle Slums
    - Big collection of slums and general mess, scrap cars and litter, Atmospheric

    Green Mountain
    - Small addition to Green Mountain to make it a little tricky to get in and out with a military building to loot. Was made so players could make a base up there

    Hill Top View
    - Slums on the mountain between Cherno and Electro, a slum going down the back of the hill

    Komarovo
    - New Buildings, slums, and a hospital to the East

    Lost Hope Base
    - A big base to the north of the map, a couple of clicks NE of the NWAF in the clearing
     
    NEAF Base
    - Massive Base with industrial, military buildings

    NWAF Base
    - Large base on the north of the run way

    NWAF Extra Stuff
    - Extra Hangers and an airport terminal

    Scrap Yard 1
    - Very cool scrap yard at Bash

    Scrap Yard 2
    - The same scrap yard with a few changes on the coast road between Cherno and Elektro

    Skalisty Bridge
    - A simple bridge with 4 buildings (military)
     
    You put this in your @EpochHive/Addons folder and that's it, it will just run. You can unpack the PBO and take out what you don't want or just copy it into an existing PBO and call the files.

    Regards
     
    LiquidShadow
  3. Like
    spitF1RE reacted to Suppe in [Release] Sector Addon 0.5.0 - Framework for StaticMission (Millitarize area, Taviana Sector B) rewiten august 2015   
    Sector Addon
    Completely new and/or rewritten on August 2015
    Version 0.5.0  by GBR Suppe


    What is the Sector Addon ?
    A Missionframework to create your own Zone/Area/Sector with AI. Like the good old Arma2 Origins Sector B.
    So you can easily create your own unique Zone/Area/Sector. So you have plenty of opportunities.


    Features:
    - Easy setup and Configuration
    - Millitarize, Zone/Area/Sector with AI
    - Spawn easily AI Group's, Helicopter's, Vehicles's, StaticVehicle's, StaticMG's, StaticAI's on every Position you want
    - Create easily a Lootbox or Mapmarker on every Position you want


    Download:
    https://github.com/GBR-Suppe/Sector-Addon-Master


    Installation and Settings:
    1.0     Open the sector_config.sqf in the "a3_epoch_sector" folder
     
    2.0     Open the sector_positions.sqf in the "a3_epoch_sector" folder

    2.1        More info in the file itself (sector_config.sqf and sector_positions.sqf)
        
    3.0     Pack the "a3_epoch_sector" folder into a .pbo (a3_epoch_sector.pbo) and copy the "a3_epoch_sector.pbo" into the "@epochhive/addons/" folder.

    4.0     (Optional) Add Mapcontant in \a3_epoch_sector\mapcontant (Build with A3 3D Editor, export .sqf)
              *place Jammer to stop the Lootspawn and to stop player to build in the zone.*


    Cooming Soon:
    - A new simpleCache function
    - A better Patrol Script (AI and Vehicles)
    - A better fill Lootboxfunction


    Coordiations helper:




     
    Greetz GBR Suppe
  4. Like
    spitF1RE reacted to SadBoy1981 in Help with traders / Selling custom items to them   
    add to description.ext   #include "CfgPricing.hpp"  
    add this file inside your mission pbo
     
    https://www.dropbox.com/s/4plw6dk4bp476fk/CfgPricing.hpp?dl=0
     
    End of file before };  add your custom vehicles, weapons, ammo
     
    example:
     
    class xxxxxxxxxxxxxxx {price = yyyyyyyyyyyyyyy;}; 
     
    where  xxxxxxxxxxxxxxx is classname
    where yyyyyyyyyyyyyyy  is selling price             
  5. Like
    spitF1RE reacted to Face in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    What is A3EAI:
     
    A3EAI is a general-purpose AI addon designed specifically around A3 Epoch and its unique features, built from a heavily modified version of DZAI 2.2.1. "A3EAI" simply stands for "ArmA 3 Epoch AI". For users of DZAI, you'll know exactly what to expect from A3EAI.
     
    A3EAI Features:
     
    Automatically-generated static AI spawns: A3EAI will spawn an AI group at various named locations on the map if players are nearby.
    Dynamic AI spawns: A3EAI will create ambient threat for each player by periodically spawning AI to create unexpected ambush encounters. These AI may occasionally seek out and hunt a player. Random AI spawns: A3EAI will create spawns that are randomly placed around the map and are periodically relocated. These spawns are preferentially created in named locations, but may be also created anywhere in the world. Air and land vehicle AI: AI patrol in vehicles around the map, looking for players to hunt down. Cars and trucks may roam the road, and helicopters (or jets) search the skies for players. Helicopters with available cargo space may also occasionally deploy an AI group by parachute. Dynamic AI may also sometimes summon an air vehicle to their location for support. Custom AI spawns: Users may also define custom infantry and vehicle AI spawns at specified locations. Adaptive classname system: A3EAI reads Epoch's loot tables to find items that AI can use, such as weapons and equipment. Users may also choose to manually specify classnames to use instead. Error-checking ability: A3EAI checks config files for errors upon startup. If errors are found, A3EAI will use backup settings and continue operating as normal. Classname verification: A3EAI filters out invalid or banned classnames and prevents them from being used by AI. Universal map support: A3EAI supports any and every map for Arma 3 without changing any settings. Plug-and-play installation: Installing and upgrading A3EAI is a simple copy and paste job and does not require modifying any Epoch files. Easy configuration: A single configuration file contains all settings for A3EAI. This config file is external to the A3EAI pbo, so configuration changes can be made without ever having to unpack or repack the pbo file.  
    What's new about A3EAI:
     
    A3EAI is intended to be a near-total redesign of DZAI in terms of how the three major AI spawning systems (Static, Dynamic, and Random) work together. In DZAI, the 3 systems worked mostly in isolation: Static AI was for cities and towns, dynamic was for everywhere else, and random was just... random.
     
    A3EAI seeks to change things up by using "zero-configuration heterogenous spawning system" that lets all three major spawning systems to work together as one. Instead of having manual static spawn definitions for each city, town, etc, A3EAI will place a single spawn area at each city/town/etc directly. The upgraded dynamic and random AI spawning systems will fill in the gaps by spawning AI wherever necessary. AI group sizes, skill levels, and to a certain extent, loadouts, will be assigned to suit the location - small villages will have the lowest level AI, with larger cities having tougher AI. "Remote" areas such as factories and military bases will have the highest difficulty AI.
     
    To put it simply, many changes have been made to A3EAI that I simply can't list here. You will have to see for yourself when it is released.
     
    Where to download A3EAI:
     
    Download at: https://github.com/dayzai/A3EAI
     
     
    How to install A3EAI:
     
    A3EAI install instructions are located in the download package as well as the A3EAI Wikia site: http://a3eai.wikia.com/wiki/A3EAI_Installation.
  6. Like
    spitF1RE reacted to Gr8 in [RELEASE] Welcome Messages v2.1 | Intro Music | Easy Config   
    Welcome Messages
    Credit Style Messages When a player Spawns in
     

     

     
    Install Instructions:

    If not done already, create a blank init.sqf in your mission root.

    In your Init.sqf
    Add this line to the very bottom
    // Welcome Credits by Gr8 [] execVM "custom\welcome.sqf"; Make a Custom Folder in your mission file

    Make a file called Welcome.sqf in your Custom Folder

    Add this into your Welcome.sqf
    if(isDedicated) exitWith {}; _sizeTitle             = 0.55; // Font Size of the Title Messages _sizeSubText         = 0.45;  // Font Size of the SubTitle Messages _colorTitle         = "#0969ee"; // HTML Color Code of the Title Messages (must start with '#' ) _colorSubText         = "#1cee09"; // HTML Color Code of the SubTitle Messages (must start with '#' ) _alignTitle         = "left"; // Alignment of the Title Message (right or left) _alignSubText         = "right"; // Alignment of the SubTitle Message (right or left) _fontTitle             = "PuristaSemibold"; // Font Type Of Title Messages _fontSubText        = "PuristaLight"; // Font Type Of SubTitle Messages _Delay                = 10; // Wait in seconds before the credits start after player IS ingame _FadeIn             = 3; //how long one role should stay on screen. Use value from 0 to 10 where 0 is almost instant transition to next role _IntroMusic            = true; // Welcome Intro Song During the credits (true or false) _posDefault         = [0.3,0.55,0.5]; // Defualt Positions of all Credits _title             = "Welcome Survivor"; _shorttext         = "Arma 3 Epoch By MyServer"; _posText        = [0.8,0.5,0.4]; _title2         = "Website"; _shorttext2     = "www.my-site.com"; _posText2        = [0.8,0.5,0.25]; _title3            = "Teamspeak 3"; _shorttext3     = "ts.my-site.com"; _posText3        = [0.8,0.5,0.25]; _title4         = "Donate"; _shorttext4     = "Support the server and Help it stay up"; _posText4        = [0.8,0.5,0.28]; _title5         = "Custom Scripts"; _shorttext5     = "Welcome Messages <br />AI Missions<br />Custom Traders<br /> "; _posText5        = [0.8,0.5,0.335]; _title6         = "Play Fair And Enjoy"; _shorttext6     = "Admins are Always Active"; _posText6        = [0.8,0.5,0.4]; /***********************************************************************************************************************************************/ /***********************************************************************************************************************************************/ /*                                        /!\ DO NOT EDIT BELOW THIS LINE. DO NOT REMOVE CREDITS /!\ /* /*                                            SCRIPTING BY:        GR8 [GhostzGamerz.com] /*                                            VERSION:            2.1 /*                                            DATE:            21 December 2014 /* /***********************************************************************************************************************************************/ /***********************************************************************************************************************************************/ _ms = []; for "_i" from 1 to 50 do {     _t = if (_i!=1) then { format["_title%1",_i] } else { "_title" };     _s = if (_i!=1) then { format["_shorttext%1",_i] } else { "_shorttext" };     _p = if (_i!=1) then { format["_postext%1",_i] } else { "_postext" };     if (!isNil _t or !isNil _s) then     {         _at = if (!isNil _t) then { call compile _t } else { "" };         _as = if (!isNil _s) then { call compile _s } else { "" };         _ap = if (!isNil _p) then { call compile _p } else { _posDefault };         _ms = _ms + [[_at,_as,_ap]];     } }; waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])}; waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])}; sleep _Delay; if (_IntroMusic) then { playMusic "intro";}; player enableSimulation true; {     _t = _x select 0;     _s = _x select 1;     _pX = _x select 2 select 0;     _pY = _x select 2 select 1;     _pW = _x select 2 select 2;     _m = format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeTitle, _colorTitle, _alignTitle, _fontTitle, _t];     _m = _m + format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeSubText, _colorSubText, _alignSubText, _fontSubText, _s];     _tm = round (count toArray (_t+_s) / 6 / 2) + 3;     [ _m, [_pX * safeZoneW + safeZoneX, _pW], [_pY * safezoneH + safezoneY, 1 * safezoneH + safezoneY], _tm, _FadeIn ] spawn BIS_fnc_dynamicText;     sleep (_tm+_FadeIn+4); } forEach _ms;  Download this Intro Song and put it in your mission root.
     
    Note : You can always use your own music. Just make sure its in .ogg format
     
     
    In your Description.ext add this at the bottom:
    class cfgMusic{ class intro { name = "intro"; sound = {"IntroSong.ogg", db+1,1}; }; }; Modify Your BattlEye Filters
     
    Go to your Config folder (By Default called SC) / BattlEye and open Scripts.txt
     
     
    Then Then find the line 2 which looks like this:
    7 "BIS_fnc_dynamictext" !", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext;" !", 0, 0.4, 5, 2, 0, 2] spawn bis_fnc_dynamictext;" !"snil '_fnc_scriptName') then {_fnc_scriptName}" and add following to the end of the line:
    "sleep (_onScreenTime) spawn bis_fnc_dynamictext;" Then in same file find line 21 which looks like this:
    7 exec !="<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\"" and add following to the end of the line (modify this if you need to):
    !="execVM \"\MPMissions\epoch.altis\scripts\welcome.sqf\"" CLICK HERE TO  SHOOT ME A LIKE
  7. Like
    spitF1RE reacted to spitF1RE in Dayz style heli crash sites   
    I still can't get it to work. All I have in RPT is @epochhive\addons\helicrash.pbo - unknown at start of the server and nothing else. I tried coordinates for spawn, then random spawn script and nothing showed either. Can someone tell me what I'm doing wrong? Thanks in advance
    I use infistar AH so maybe that causes helis to not spawn?
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