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Darce

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  1. Like
    Darce got a reaction from Chainsaw Squirrel in [Release] Customize your debug_box   
    If you feel the need to jazz up your respawn point, hopefully this will help you.
    An example:

     

     
    Tools required:
    Notepad++
    PBO Manager (or similar)
    M3Editor  ( Many thanks to Maca134 for this awesome tool)
    This pack from github
     
    Unzip the github files to your hard drive.  The amphi.altis folder needs to be placed in "C:\Users\<username>\Documents\Arma 3\missions
     
    Load A3 with Epoch and M3Editor and start the amphi.altis mission.  It will start with the default debug_box and clone vats we all know and love.  Use your mouse-wheel to select "Delete" and you'll be left with the basic teleporters.  The little orange sphere is there to represent _respawnwest.  This is where your players will come into Altis initially.  You can use the delete button at any time to remove all items within 35 meters of the sphere (Items placed with the M3Editor can be cleared from there).
     
    Mouse-wheel to Spawn, and you'll be presented with a demo scene of an ancient amphitheater.  Note that the teleports have moved (they're behind you!).  Cool?  Restart the mission for the next bit. 
     
    Now mouse-wheel to select the M3Editor, and load the amphi.sqf project file.  You should now have a spiffing ancient amphitheater with three teleporters.  Have a play around, move stuff, get familiar with the editor.  Press Esc to exit the editor and run around, mouse-scroll to go back.  Clicking anywhere on the map will transport you there.
     
    Once you're happy, you need to "export to sqf".  amphi_sqf.sqf is an example using the amphi project.  Now the fun starts...
     
    Load spawn.sqf into Notepad++, this is to test the scene you have created will actually load into the game properly.  Some items placed in the editor may bounce, explode, or vibrate like crazy in "the real world"  :D
     
    Load your sqf export into Notepad++ and copy the _obs array to paste over top of the same array in spawn.sqf.  In spawn.sqf, cut the "Transport_C_EPOCH" lines from the _obs array and paste them into the _final array.  This tells the script where you want them moved to.  Restart the mission, hit Spawn and see the changes you have made.
     
    Once you're happy with the results, follow the same process with the cloneroom.sqf within the "cloneroom\serverside" folder from the github files.
     
    All that remains now is to pack the cloneroom folder into a pbo file and place that within your "@Epochhive\addons" folder.  Flash up your server and, all things going well, you'll be running around your shiny new spawn point.
     
    What can go wrong?:
     
    Nothing happens:  Check your server_rpt file.  If there is no reference to cloneroom, then you have packed the pbo incorrectly, perhaps there's no prefix?  "x\addons\cloneroom".  If it is there, but you have some weird error, check to see if the last line of your _obs array ends with a comma.  That's naughty, don't do it.
     
    Only part of my scene is loading:  You have fallen foul of a formatting error.  It'll be one of those double-damned ;
     
    My teleporters are sending me to the wrong places:  Swap around the lines of the _final array until they match up.  Use a pencil and paper, this took me ages the first time  :wacko:
     
    But what is the go with "UserTexture10m_F"?
     
    This is for your custom signs, Remember that big, ugly LXM advert in the amphiteatre?  That's one of them.  If you decide to use this, then the image files need to be packed into your mission.pbo (until I can figure a way to store images in the cloneroom.pbo)  Have a look at the original spawn.sqf, line 52 to see how these are formatted.
     
    Good luck, hope this helps you out.
  2. Like
    Darce got a reaction from Chainsaw Squirrel in Taxi & Bus | Transport for Arma   
    I was in a mood.
     
    Cheers for the quick reply though, may I take it the Americanisation of the soon-to-be-ever-so-miserable tribal people is well on the way?
     
    Regarding the first kil.  The cab smacked me in the head as it suddenly took off and flew in roughly a westerly direction.  It then vanished.  Perhaps a setPos immediately before deletion?  I've seen a number of scripts do that for some reason.  It's like a sanity check, "Is the cab actually there before I delete it?"  Who cares, vaporise the sucker!
     
    The second kill was when Fangio masterfully took a left turn, and a section of wall and a tree, nearly a house with a small child playing out front.  I was ejected, no seatbelt, and splatterated across the aforementioned house.  The kid thought it was funny.  I had no intention of getting out of the cab, I got spat out.
     
    Regarding pathing, perhaps you could have a chat with Donnovan who released the snazzy which uses a nice little routine for finding crossroads.  Then the dummies only have to path between; works for his convoys (who, incidentally, are also guilty of running over pedestrians).
     
    Yes please, I'd appreciate getting into your script, tearing it to pieces and seeing just what can be done.  I run strictly enthusiast, no pay to win, no don't give me money, I'm not paying for it anyway, buy yourself a lot of booze and do funny things on the server type servers (look up "Mullet Mayhem" for A2 or A3 if you want to see some bad scripting hidden behind pretty graphics).
     
    I'd also be keen to learn more about the encryption process you used, I take it was done in grepWin with a regex script?
  3. Like
    Darce reacted to mgm in Taxi & Bus | Transport for Arma   
    you have a funny writing style - I would love to see more bug report/feedback posts from you lol
     
    below is my comments on each point you raised:
    we are using the pathfinding logic provided by the game engine so we do not have absolute control over AI behaviour and its unoptimal behaviour is due to engine.
    having said that more effort can help improve the sillyness a bit perhaps. this particular issue is and will forever be WIP...
     
     
    except the known issue #5 ( https://gitlab.com/themgm/Transport_for_Arma/issues/5) a TfA vehicle should NEVER kill you. please explain how exactly did it kill you so that it can be fixed in a future version?
     
     
     
    price logic is defined in the configuration file. feel free to adjust it to your taste :)
     
     
    what kind of incident? you mean you got out of the vehicle 'to investigate'?
     
    AI drivers, in the current version, are not smart enough to continously monitor customer-player and act accordingly.
    there is a TODO item that they should do so (e.g.: if a player get out, driver should approach, unlock the doors, wait for the player to get back in - for a threshold number of seconds before losing hope and leaving for good) but this is not implemented yet.
     
    yes they are set to full speed mode to maximize the earnings. life is expensive in Altis lol
     
     
    as per above. they should be aware of customer status - currently they are not. TODO item...
     
     
    variables won't be an issue as in the final version it will be automatically renamed by the build script, we do not need to know the variable names: v1, v2, v3 will work just fine
    and yes you may have the source code. see last item below.
     
     
    thx
     
    For about 2 months I was developing this non-stop but recently I keep focusing on other stuff and this project is on hold for the time being.
    At the time I didn't want to release the plain code before fixing my noob mistakes (as it's my first script) however it appears I will not be able to come back and improve this super soon therefore I am happy to release the code as is.
    Once released as per GPL license feel free to do whatever you want with it.
     
    When I do come back to this, I will finish the bus module first so it would be good for you to fix the aspects you believe needs fixing first. I will see if I can release the source code this weekend.
  4. Like
    Darce got a reaction from SchwEde in [RELEASE] TradeFromVehicle - Version 2.0 is here!   
    "Give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime."
     
    I don't give script, only advice.  He'll find the answer (most likely) in his client-side report and learn something along the way.
     

  5. Like
    Darce got a reaction from Fogazi in A revamped spawn bike   
    It was as I was going through the same old motions of deploying my pushbike, then upgrading to motorcycle and then again to a mozzie, that I thought "Wouldn't it be good if I could just go straight to the damned mozzie?"
     
    So this is it, a script to allow you to build a mozzie/motorcycle or pushbike from the start(as in  "Toolbox"), providing you have the materials.  If you're short something, then that option is hidden.
     
    The same script is also used to pack the vehicle when you're finished with it and places the materials either in front of you or, if you have a backpack, straight into the players backpack.  If there's not enough room in the pack then they're placed in front of you.  Regardless if you're on top of a building or not.
     
    Instructions and files are here
     
    You can see it in action on the server...
     

  6. Like
    Darce got a reaction from bFe in A revamped spawn bike   
    It was as I was going through the same old motions of deploying my pushbike, then upgrading to motorcycle and then again to a mozzie, that I thought "Wouldn't it be good if I could just go straight to the damned mozzie?"
     
    So this is it, a script to allow you to build a mozzie/motorcycle or pushbike from the start(as in  "Toolbox"), providing you have the materials.  If you're short something, then that option is hidden.
     
    The same script is also used to pack the vehicle when you're finished with it and places the materials either in front of you or, if you have a backpack, straight into the players backpack.  If there's not enough room in the pack then they're placed in front of you.  Regardless if you're on top of a building or not.
     
    Instructions and files are here
     
    You can see it in action on the server...
     

  7. Like
    Darce got a reaction from Cuatro in Some admin errors?   
    I'm using DZAI for that extra PVE we all love, roaming bandits shooting players out of nowhere is a hoot, and WAI for the set piece missions and they fit together nicely.
     
    The only hassle is in the initial set up, if you are OCD, in getting them to have the same skin selections and weaponry; that takes about 30 mins to set up and then you can just forget about it.
     
    WAI can have as many missions as you like running simultaneously, it's in the config.sqf.
  8. Like
    Darce got a reaction from Biff in Panthera 2.9 ...tree_crown.rvmat kick 1.0.4.1   
    Download the Panthera 2.9 map from here and unpack it into your Arma2 installation (where all the other @dayZ folders are)
     
    In DayzCommander, type -mod=@Dayz_Epoch;@Panthera
     
    No more RVMAT kicks
  9. Like
    Darce got a reaction from Hisperin in Graphical Spawn Select for Taviana   
    Thought I'd share the Spawn select routine I use on my server.  It's much the same as the other spawn select scripts floating around, just prettier :)
     
    https://github.com/Gezzunder/Spawn-select
     
    Hope it's useful.
  10. Like
    Darce reacted to Sandbird in Graphical Spawn Select for Taviana   
    I am trying this with less spawn options and i have a huge problem with random selection.
    I had to change the line where it says about option 13 to this:
    if (drnspawn == 13) then {drnsspawn = floor (random (count _DRNLocs));}; so i can select a random number between 0-7.
    The problem is that when i select button 13, _DRNloc  always returns NULL !!
    And its driving me crazy......... What is wrong with this : ?????
    waitUntil { drnspawn != -1}; if (drnspawn == 13) then {drnsspawn = floor (random (count _DRNLocs));}; _DRNloc = _DRNLocs select drnspawn; I think you should have the same problem when you select random.
     
    EDIT: 
    Dude, T_T......    2h i've been going about this....you got a mistake in your brackets.  Its drnspawn not drnsspawn (double s).
  11. Like
    Darce reacted to OtterNas3 in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)   
    Hey Survivors,
     
    i started this new Thread for the Mod so it's easier for players to find it and for me to support it!
    This will also stop the confusion with the mod when you use Maca's or mine and have problems with it.
     
    I got Maca's permission to do it and ALL credits for the idea and the first coding goes to Maca!
    Thanks again Maca for this amazing idea/script!
     
    Ok here we go...
     
    This Mod adds a "Toggle Snapping" function to these Epoch Buildable objects:
    MetalFloor_DZ WoodFloor_DZ CinderWall_DZ CinderWallDoorway_DZ CinderWallDoorLocked_DZ CinderWallDoor_DZ CinderWallSmallDoorway_DZ CinderWallDoorSmallLocked_DZ CinderWallHalf_DZ CinderWallDoorSmall_DZ WoodLargeWall_DZ Land_DZE_LargeWoodDoor WoodLargeWallWin_DZ WoodLargeWallDoor_DZ Land_DZE_GarageWoodDoor Land_DZE_GarageWoodDoorLocked Land_DZE_LargeWoodDoorLocked WoodSmallWallThird_DZ WoodSmallWallDoor_DZ WoodSmallWall_DZ WoodSmallWallWin_DZ Land_DZE_WoodDoor Land_DZE_WoodDoorLocked Sandbag1_DZ MetalPanel_DZ Fence_corrugated_DZ StickFence_DZ Land_HBarrier1_DZ Land_HBarrier3_DZ Land_HBarrier5_DZ Fort_RazorWire Objects can be snapped to another object of the same type like:
    Metal_Floor_DZ <-> Metal_Floor_DZ
    Sandbag1_DZ <-> Sandbag1_DZ
     
    or any Wall combination if its the same Material like:
    WoodSmallWall_DZ <-> WoodSmallWall_DZ
    WoodSmallWall_DZ <-> WoodSmallWallWin_DZ
    CinderWallHalf_DZ <-> CinderWallHalf_DZ
    CinderWallHalf_DZ <-> CinderWallDoorway_DZ
     
    When you start building a new object you will get a "Toggle Snapping" option if the object is supported.
    Hit it to activate the snapping.
     
    Distance between the two objects has to be lower then 1.5m.
    So move your object to almost same height and next to one side, near the top or near the bottom of the object you want to snap it to.
    SNAP!
    This allows you to build a Floor or a Wall on the same height in a perfect line.
     
    It is also possible to make perfect 90° angles with it, for this you also have to bring the object almost in the desired angle to the other object and it will snap to it.
     
    So What makes this version "Extended"?
     
    Well...
    Snapping will work on more then one  Floor Snapping will work while building over Water Snapping a object on Top/Bottom of eachother Snapping with set rotation (for set Door open directions) More objects supported Code for finding snap points redone Demo Video:
    http://youtu.be/j5SXctN8WHA
     
    Download (install instructions included):
    https://www.dropbox.com/s/e1x7mcfuvy7mwyj/Snapping_v1.6.zip
     
    Installation instructions:
     
    1.
    Download and extract Snapping_v1.6.zip
     
    2.
    unpbo MPMissions\YOURMISSIONNAME.pbo
     
    3.
    Copy custom folder from the extracted Snapping_v1.6 to MPMissions\YOURMISSIONNAME\
     
    4.
    Open MPMissions\YOURMISSIONNAME\init.sqf
    Find this line:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and add this line RIGHT BELOW it:
    call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; so it will look like:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; 5.
    Open MPMissions\YOURMISSIONNAME\description.ext
    Add this line to the VERY BOTTOM of it! (Yeah this means AFTER the last closing bracket!)
    It has to be the VERY LAST LINE of the File!

    #include "custom\snap_build\points.hpp" 6.
    repbo MPMissions\YOURMISSIONNAME\ - upaload - reload - snap - smile!
     
     
    I hope i could clarify the !IMPORTANCE! that you copy the lines i mentioned to the VERY BOTTOM!
    Else:
    No Snap - No Smile - unneded questions
     
     
     
    Have fun with it,
    Otter
    aka Bob der Baumeister
     
     
    - If you like it - Like it - So I can count Downloads - I like that
     

    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  12. Like
    Darce got a reaction from jimmyfix in Side Missions   
    If you find your server failing to authenticate after you have repacked the server PBO, it may be that you have failed to pack the server prefix.
     
    To fix this, open notepad++ (or similar) and type z\addons\dayz_server then save it as $PREFIX$ within the dayz_server folder.
     
    This way, whenever you repack your PBO, it automagically sticks the prefix in and it knows to find your server files at z\addons\dayz_server\whatever...
  13. Like
    Darce got a reaction from ispan55 in Wicked AI/Mission system   
    I'm also having limited joy with the customSpawn.sqf.
     
    From server report;
    13:03:03 "9 Active ground units" 13:03:03 "0 Active emplacement units" 13:03:03 "0 Active chopper patrol units (Crew)" 13:03:03 "0 Active vehicle patrol units (Crew)" This numbers go up when a mission begins (and how much fun are these missions???!!) but then goes back to only 9 ground units.
     
    My customSpwan.sqf here (pastebin linky).
     
    As for mission suggestions, I was working on one for TheSzerdi's pack where AI take over a hotel and hold hostages.  Kill a hostage and the mission fails.  I just couldn't get the damn AI into the building - and they kept killing the hostages :o
     
    Many thanks Mark, very neat package.  (the Missions thing - not the other..)
  14. Like
    Darce got a reaction from TLDS in Taviana RPT Spam (Refers to a lot of missing objects and vehicles not spawning correct numbers)   
    One way to prevent the killing a hacker thinggy with the wrecked helo is to add them to the safe vehicle types in Variables.sqf
    DZE_safeVehicle = ["ParachuteWest","ParachuteC","UH1Wreck"];
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