Jump to content

Search the Community

Showing results for tags 'programming'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
  • DayZ
    • Discussion
    • Public Servers
    • DayZ SA Resources
    • Q&A Section
  • ArmA 3
    • Epoch Survival
    • Community Projects
    • Q&A Section
    • Terrain Discussion
    • Resources
  • Arma 3 Resources
  • ArmA 2
    • General Discussion.
    • Q&A Section
    • Resources
    • Legacy Resources
    • A2: Community Projects
    • A2 Community Servers
  • Space Engineers
    • General Discussion.
    • Public Servers
  • Other Games
    • Discussion
  • Off Topic
    • Off Topic

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 3 results

  1. https://epochmod.com/forum/topic/43153-released-custom-spawn-loadout-dependend-on-humanity/#comment-285478 -- OLD THREAT -- SOLVED! Hello guys, I have a question about spawning my gear on login. I want my default gear dependend on the amount of humanity. i'm currently working in the file: z\dayz_server\compile\server_playerLogin.sqf But i cant get a reach on how to get that variable in the server. I dont know how to atleast. I've tried alot of variables like: player getVariable['humanity',0]; which gives me <NULL> and trying to debug _playerObj and_primary without luck.. server just crashes without any notification. Here was my line of code to debug that: diag_log format["object _playerObj: %1",_playerObj]; diag_log format["object _primary: %1",_primary]; does anyone know how to get that humanity variable ? i want to make a switch statement in the if statement here: if (!_isNew) then { //RETURNING CHARACTER _inventory = _primary select 4; _backpack = _primary select 5; _survival = _primary select 6; _CharacterCoins = _primary select 7; _model = _primary select 8; _group = _primary select 9; _playerCoins = _primary select 10; _BankCoins = _primary select 11; _hiveVer = _primary select 12; if !(_model in AllPlayers) then {_model = "Survivor2_DZ";}; } else { _isInfected = if (DZE_PlayerZed) then {_primary select 3} else {0}; _model = _primary select 4; _group = _primary select 5; _playerCoins = _primary select 6; _BankCoins = _primary select 7; _hiveVer = _primary select 8; if (isNil "_model") then { _model = "Survivor2_DZ"; } else { if (_model == "") then {_model = "Survivor2_DZ";}; }; //Record initial inventory only if not player zombie if (_isInfected != 1) then { _config = configFile >> "CfgSurvival" >> "Inventory" >> "Default"; _mags = getArray (_config >> "magazines"); _wpns = getArray (_config >> "weapons"); _bcpk = getText (_config >> "backpack"); // Switch statement right here if (!isNil "DefaultMagazines") then {_mags = DefaultMagazines;}; if (!isNil "DefaultWeapons") then {_wpns = DefaultWeapons;}; if (!isNil "DefaultBackpack") then {_bcpk = DefaultBackpack;}; //Wait for HIVE to be free _key = format["CHILD:203:%1:%2:%3:",_charID,[_wpns,_mags],[_bcpk,[],[]]]; _key call server_hiveWrite; }; Something like: if (!_isNew) then { //RETURNING CHARACTER _inventory = _primary select 4; _backpack = _primary select 5; _survival = _primary select 6; _CharacterCoins = _primary select 7; _model = _primary select 8; _group = _primary select 9; _playerCoins = _primary select 10; _BankCoins = _primary select 11; _hiveVer = _primary select 12; if !(_model in AllPlayers) then {_model = "Survivor2_DZ";}; } else { _isInfected = if (DZE_PlayerZed) then {_primary select 3} else {0}; _model = _primary select 4; _group = _primary select 5; _playerCoins = _primary select 6; _BankCoins = _primary select 7; _hiveVer = _primary select 8; if (isNil "_model") then { _model = "Survivor2_DZ"; } else { if (_model == "") then {_model = "Survivor2_DZ";}; }; //Record initial inventory only if not player zombie if (_isInfected != 1) then { _config = configFile >> "CfgSurvival" >> "Inventory" >> "Default"; _mags = getArray (_config >> "magazines"); _wpns = getArray (_config >> "weapons"); _bcpk = getText (_config >> "backpack"); // * CUSTOM LOADOUT SWITCHCASE! * switch (true) do { case(_humanity >= 5000): { DefaultMagazines = ["itemMap" //etc...]; }; }; if (!isNil "DefaultMagazines") then {_mags = DefaultMagazines;}; if (!isNil "DefaultWeapons") then {_wpns = DefaultWeapons;}; if (!isNil "DefaultBackpack") then {_bcpk = DefaultBackpack;}; //Wait for HIVE to be free _key = format["CHILD:203:%1:%2:%3:",_charID,[_wpns,_mags],[_bcpk,[],[]]]; _key call server_hiveWrite; }; };
  2. Hello, Nexus Community is beginning it's journey across the holidays and we are looking for some talented lads to help us make this movement. As for in game staff we already have plenty, we are looking for people that want to help us program, script, and design. If you're looking for something to wake up to, if your looking for something to build and be a part of join us. I can tell you this much, Nexus as a whole is going to shape out over the next two months. It's up to you guys if you wanna jump on the train or not. Best Regards, Founder, ExclusiveColors
  3. So I've looked around the forums and haven't seen this asked yet and I feel that it's screaming to be mentioned: Has anyone from the A3 Epoch team, Breaking Point team, Origins team, or any other modding team looked at the possibility of sharing resources to make a more definitive mod? It seems silly to me, as a fan of many of these mods, to see each team with a fantastic game in which they create one or several elements that seem to fit the bill perfectly, and then have another create a different element better. Yet each modding community team seems to operate independently and siloed from the other. Couldn't there be a skype meeting or email shared between the Epoch team, and Breaking Point team? Couldn't each discuss intelectual property that they are willing to colaborate with in the spirit that sharing your creations and ideas is what modding is all about? It seems crazy to me to even bother waiting for Dayz Standalone or another mod to build the game I and many other fans are looking for, while there are all the elements of a great game already out there. Is pride in what you've made too important to colaborate to create something that will really srike the proper cord? In my own opinion, and most of you may differ, I believe that the original breaking point zombies (earlier generation) would be a fantastic fit for Epoch and if the Breaking Point team would be willing to share the animations and pathfinding from a system they don't even use any more, we could have a much more dynamic and intense PVE element to Epoch. I know that this is ultimatly the Epoch team's baby and that it's also their creative freedom to choose what they want to do, but maybe they want to hear from their community in a way that I feel Bohemia Interactive and the orignal Dayz team has totally lost sight of. I guess what I was hoping is, here, on the Epoch forums (the game that I feel has the best core mechanics) we might make it known that seeing colaboration between the teams would help move each project forward. Am I alone?
×
×
  • Create New...