Pro_Speedy Posted June 26, 2014 Report Share Posted June 26, 2014 This does not work with infiSTAR and the filters please fix Thanks Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 26, 2014 Author Report Share Posted June 26, 2014 This does not work with infiSTAR and the filters please fix Thanks Thanks for the helpful comment lmao. Not working in what way? Was fine with previous infiSTAR update a few days ago. I haven't had time to test with any more updates. Link to comment Share on other sites More sharing options...
Pro_Speedy Posted June 26, 2014 Report Share Posted June 26, 2014 Sorry for that I mean spam kicks basicly of public variable 0 fixed that by doing != "laptop" ect then no option on laptop even with exception in the config. I'm getting alot of create vehicle 0 but i think that is new infi Filters doing that Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 26, 2014 Author Report Share Posted June 26, 2014 Sorry for that I mean spam kicks basicly of public variable 0 fixed that by doing != "laptop" ect then no option on laptop even with exception in the config. I'm getting alot of create vehicle 0 but i think that is new infi Filters doing that Odd you wouldn't need to add !="laptop" as the script is triggered by the laptop getting deleted.. I just knocked up a version using a random sleep timer that will go off 1 time per restart @ random ill post this later when i had a play around with infiSTAR filters that i got today. Link to comment Share on other sites More sharing options...
Pro_Speedy Posted June 26, 2014 Report Share Posted June 26, 2014 I will test later when it's less busy can't do another fuxk up have had to do like 5 restarts already players getting pissy xD Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 26, 2014 Author Report Share Posted June 26, 2014 I will test later when it's less busy can't do another fuxk up have had to do like 5 restarts already players getting pissy xD you sure you got server_nuke.sqf in the if (isServer) section because if you don't you would get kicked for the VAR "laptop" the server creates the laptop and sets the public variable on it not the players. and you would only get kicked if the clients (players) are creating it, edit >> I'm getting kicks left right and center with his new filters lol and not to do with this server nuke lol Edit 2 >>> New version of his AH is a mess. will wait until a new version till I can test. (insta kick when loading in nothing loggin) Link to comment Share on other sites More sharing options...
Pro_Speedy Posted June 26, 2014 Report Share Posted June 26, 2014 The reason it's a mess because his new filters are for 1.0.5 Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 26, 2014 Author Report Share Posted June 26, 2014 The reason it's a mess because his new filters are for 1.0.5 I'm running 1.0.5.1 right now Edit>>> My insta kick was BE related client didn't update or something. Link to comment Share on other sites More sharing options...
Pro_Speedy Posted June 26, 2014 Report Share Posted June 26, 2014 Ok i'm on 1.04 with working filters and got #0 "TTnukeTrigger" = <NULL-object> Link to comment Share on other sites More sharing options...
Pro_Speedy Posted June 26, 2014 Report Share Posted June 26, 2014 ANd also the laptop dissapeard after a couple of minutes being near it and the option to set it off stayed after moving away Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 26, 2014 Author Report Share Posted June 26, 2014 The only thing i can think of is server_nuke.sqf isn't being executed by the server.. my if (isserver) then section if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_16.Panthera2\dynamic_vehicle.sqf"; _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_16.Panthera2\mission.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; execVM "Nuke\server_Nuke.sqf"; }; Link to comment Share on other sites More sharing options...
Pro_Speedy Posted June 26, 2014 Report Share Posted June 26, 2014 I have mine commented out for now if (!isServer) then { [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers75.sqf"; //execVM "Nuke\server_Nuke.sqf"; }; Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 26, 2014 Author Report Share Posted June 26, 2014 I have mine commented out for now if (!isServer) then { [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers75.sqf"; //execVM "Nuke\server_Nuke.sqf"; }; Really weird.. Found a fix for the issue with no option showing. Will be in next update. Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 26, 2014 Author Report Share Posted June 26, 2014 edit >>> never mind something is still not right.... edit 2 all issues with with my test server screwing up. Link to comment Share on other sites More sharing options...
Pro_Speedy Posted June 26, 2014 Report Share Posted June 26, 2014 What about my 1.0.4 Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 26, 2014 Author Report Share Posted June 26, 2014 edit>> Nothing to do with his AH and filters. I had HUGE issues last night with my test server and I don't really have a clue why. lol I'm just testing with infistar new AH and filters. Also found a fix for the option not showing (total noob mistake) Had to remove building damage due to some crazy lag. Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 27, 2014 Author Report Share Posted June 27, 2014 Ok tested with epoch 1.0.5.1 Infistar AH 26062014IAHAT331C and filters. I didn't have to edit the filters in any way and it is working perfect. I Tested with an admin and normal player on both could see the effects. I removed building damage as it can be a total lag fest with it enabled. Found a fix for the option not showing for people (noob mistake) Link to comment Share on other sites More sharing options...
HellWalker Posted June 28, 2014 Report Share Posted June 28, 2014 I got mine kind of working.. The laptop activate the nuke.. But i have no explosions or siren sound to give a warning.. I only have the screen color effect, dust and particles falling and the radiation zone (working with damage is fine). How to fix this? Link to comment Share on other sites More sharing options...
CartoonrBOY Posted June 28, 2014 Report Share Posted June 28, 2014 I got mine kind of working.. The laptop activate the nuke.. But i have no explosions or siren sound to give a warning.. I only have the screen color effect, dust and particles falling and the radiation zone (working with damage is fine). How to fix this? I have the same issue too. The Nuke activates fine, radiation is present and I see dust particles and a filter, but there are no sirens and no explosion (mushroom) although the buildings are destroyed within range. So everything is working correctly except the mushroom effects and the sirens. I'm using the sirens from mmmyum's excellent Air Raid mod which is playing the same siren sounds fine. I'm using 1.0.4.2. Any chance you could have a look-see as I lurve this mod. Zombies plus devastation and radiation. It makes for some eerie encounters... Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 29, 2014 Author Report Share Posted June 29, 2014 I have the same issue too. The Nuke activates fine, radiation is present and I see dust particles and a filter, but there are no sirens and no explosion (mushroom) although the buildings are destroyed within range. So everything is working correctly except the mushroom effects and the sirens. I'm using the sirens from mmmyum's excellent Air Raid mod which is playing the same siren sounds fine. I'm using 1.0.4.2. Any chance you could have a look-see as I lurve this mod. Zombies plus devastation and radiation. It makes for some eerie encounters... what anti hack are you using? Link to comment Share on other sites More sharing options...
HellWalker Posted June 29, 2014 Report Share Posted June 29, 2014 I have the same issue too. The Nuke activates fine, radiation is present and I see dust particles and a filter, but there are no sirens and no explosion (mushroom) although the buildings are destroyed within range. So everything is working correctly except the mushroom effects and the sirens. I'm using the sirens from mmmyum's excellent Air Raid mod which is playing the same siren sounds fine. I'm using 1.0.4.2. Any chance you could have a look-see as I lurve this mod. Zombies plus devastation and radiation. It makes for some eerie encounters... Yeah. Im running 1.0.5.1 with default BE antihack, im also talking to taytay tomcheck those issues. Im still with some errors in my vehicles scripts, so after i clear it all, maybe we can have a solution =) But what he said me, if you also uses default BE anti hack, try to disable it, maybe it works =) let us know if you have any success with it Link to comment Share on other sites More sharing options...
CartoonrBOY Posted June 29, 2014 Report Share Posted June 29, 2014 After testing the nuke with BE switched off and with only the default Anti-TP active, the same result occurs. I have ensured my video settings are set high for post process effects and set the view distance accordingly so I can see ground zero, and switched off both ground fog and wind dust in-case they were interfering, to no effect. I do have snow added, and edits to my DynamicWeatherEffects.sqf? It is generating 2 RPT diag_logs I entered for testing purposes but the rest I added within the actual effects part of the script are not writing to the RPT, it appears to be skipping that part. server_Nuke.sqf: private ["_chance"]; _chance = floor(random 100); diag_log format ["NUKE: Checking strike"]; if (_chance > 0) then { diag_log format ["NUKE: Strike enabled"]; _xx = TTDropPos select 0; _y = TTDropPos select 1; _z = TTDropPos select 2; _TTName = TTDropPos select 3; _coords = [_xx,_y,_z]; TTnukeTrigger = createTrigger ["EmptyDetector",_coords]; publicVariable "TTnukeTrigger"; TTEffectsTrigger = createTrigger ["EmptyDetector",_coords]; publicVariable "TTEffectsTrigger"; /*_msgSystem = "Warning!! Someone just launched a nuclear attack on "+str _TTName+". If you are nearby you might want to run the fuck away!."; _msgDebug = "Warning!!Someone just launched a nuclear attack on "+str _TTName+". If you are nearby you might want to run the fuck away!."; [nil, nil, rspawn, [_msgSystem], { systemChat (_this select 0) }] call RE; [nil, nil, rspawn, [_msgDebug], {if (isNil "hint_debug_msn") then {hint_debug_msn=false;};if (debugMonitor) then {hint_debug_msn=true;debugMonitor=false;};hint parseText (_this select 0);sleep 15;if (hint_debug_msn) then {hint_debug_msn=false;debugMonitor=true;[] spawn fnc_debug;};}] call RE;*/ TayTayfirstNR = true; publicVariable "TayTayfirstNR"; _do = ' if (isServer) then { [] spawn { call compile (''[nil, nil, rSPAWN, [], { TTDropSpot = createVehicle ["HeliHEmpty",TTnukeTrigger,[], 0, "NONE"]; siren = createVehicle ["HeliHEmpty",TTDropSpot,[], 0, "NONE"]; TTDropSpot SAY "eve"; sleep 2; siren SAY "puk"; _sirenPlayCnt = 0; while {(_sirenPlayCnt < 10)} do { TTDropSpot SAY "nam"; sleep 8; _sirenPlayCnt = _sirenPlayCnt + 1; sleep 1; diag_log format ["NUKE: Sirens active"]; }; if (_sirenPlayCnt < 3) then { TTDropSpot SAY "nam"; sleep 7; siren SAY "nam"; sleep 8; TTDropSpot SAY "nam"; sleep 7; }; TTDropSpot SAY "eve"; sleep 10; siren SAY "puk"; sleep 90; deleteVehicle siren; earthquake = { for "_i" from 0 to 140 do { _vx = vectorup _this select 0; _vy = vectorup _this select 1; _vz = vectorup _this select 2; _coef = 0.03 - (0.0001 * _i); _this setvectorup [ _vx+(-_coef+random (2*_coef)), _vy+(-_coef+random (2*_coef)), _vz+(-_coef+random (2*_coef)) ]; sleep (0.01 + random 0.01); }; }; environ = { "colorCorrections" ppEffectAdjust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 0; "colorCorrections" ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 3; "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false]; "filmGrain" ppEffectCommit 5; }; if (player distance TTDropSpot < 2000) then { "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [0.5]; "dynamicBlur" ppEffectCommit 3; sleep 0.1; "dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 1; "dynamicBlur" ppEffectAdjust [1]; "dynamicBlur" ppEffectCommit 4; }; player spawn environ; player spawn earthquake; sleep 2; if (player distance TTDropSpot < 1000) then { playSound "nuke"; }; if (player distance TTDropSpot < TTDeaZ) then { _id = [player,"rad"] spawn player_death; }; _Cone = "#particlesource" createVehi''+''cleLocal getpos TTDropSpot; _Cone setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 10, [0, 0, 0], [0, 0, 0], 0, 1.275, 1, 0, [40,80], [[0.25, 0.25, 0.25, 0], [0.25, 0.25, 0.25, 0.5], [0.25, 0.25, 0.25, 0.5], [0.25, 0.25, 0.25, 0.05], [0.25, 0.25, 0.25, 0]], [0.25], 0.1, 1, "", "", TTDropSpot]; _Cone setParticleRandom [2, [1, 1, 30], [1, 1, 30], 0, 0, [0, 0, 0, 0.1], 0, 0]; _Cone setParticleCircle [10, [-10, -10, 20]]; _Cone setDropInterval 0.005; diag_log format ["NUKE: Mushroom present"]; _top = "#particlesource" creat''+''eVehicleLocal getpos TTDropSpot; _top setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 21, [0, 0, 0], [0, 0, 65], 0, 1.7, 1, 0, [100,80,110], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", TTDropSpot]; _top setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360]; _top setDropInterval 0.002; _top2 = "#particlesource" createVe''+''hicleLocal getpos TTDropSpot; _top2 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 112, 0], "", "Billboard", 1, 22, [0, 0, 0], [0, 0, 60], 0, 1.7, 1, 0, [100,80,100], [[1, 1, 1, 0.5],[1, 1, 1, 0]], [0.07], 1, 1, "", "", TTDropSpot]; _top2 setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360]; _top2 setDropInterval 0.002; _smoke = "#particlesource" createVehic''+''leLocal getpos TTDropSpot; _smoke setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0], [0, 0, 70], 0, 1.7, 1, 0, [50,20,120], [[1, 1, 1, 0.4],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0]], [0.5, 0.1], 1, 1, "", "", TTDropSpot]; _smoke setParticleRandom [0, [10, 10, 15], [15, 15, 7], 0, 0, [0, 0, 0, 0], 0, 0, 360]; _smoke setDropInterval 0.002; _Wave = "#particlesource" createVeh''+''icleLocal getpos TTDropSpot; _Wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20/2, [0, 0, 0], [0, 0, 0], 0, 1.5, 1, 0, [50, 100], [[0.1, 0.1, 0.1, 0.5], [0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0.3], [1, 1, 1, 0]], [1,0.5], 0.1, 1, "", "", TTDropSpot]; _Wave setParticleRandom [2, [20, 20, 20], [5, 5, 0], 0, 0, [0, 0, 0, 0.1], 0, 0]; _Wave setParticleCircle [50, [-80, -80, 2.5]]; _Wave setDropInterval 0.0002; _light = "#lightpoint" createVe''+''hicleLocal [((getpos TTDropSpot select 0)),(getpos TTDropSpot select 1),((getpos TTDropSpot select 2)+800)]; _light setLightAmbient[1500, 1200, 1000]; _light setLightColor[1500, 1200, 1000]; _light setLightBrightness 1000000.0; diag_log format ["NUKE: Flash event"]; if (TTBulDam) then { _array = nearestObjects [TTnukeTrigger, ["house","Building"], TTBulDis]; sleep 0.1; {_nukeX = _x; _nukeX setDamage 1;sleep .15;} forEach _array; sleep 0.1; }; if (TTVehDam) then { _array = nearestObjects [TTnukeTrigger, ["LandVehicle","Air","Ship"], TTVehDis]; sleep 0.1; {_nukeX = _x; _nukeX setDamage 1;sleep .15;} forEach _array; sleep 0.1; }; sleep 3; if (TTPlyDeath && player distance TTDropSpot > 1500) then { playSound "nuke"; diag_log format ["NUKE: Sound effect"]; }; _Wave setDropInterval 0.001; deletevehicle _top; deletevehicle _top2; sleep 3; setaperture -1; _top3 = "#particlesource" createVehi''+''cleLocal getpos TTDropSpot; _top3 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 24, [0, 0, 450], [0, 0, 49], 0, 1.7, 1, 0, [120,130,150], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", TTDropSpot]; _top3 setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360]; _top3 setDropInterval 0.002; sleep 4; deletevehicle _top3; sleep 4; if (player distance TTDropSpot < 4000) then { "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 1; }; _top4 = "#particlesource" create''+''VehicleLocal getpos TTDropSpot; _top4 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 22, [0, 0, 770], [0, 0, 30], 0, 1.7, 1, 0, [100,120,140], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", TTDropSpot]; _top4 setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360]; _top4 setDropInterval 0.002; sleep 3; _top4 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 25, [0, 0, 830], [0, 0, 30], 0, 1.7, 1, 0, [100,120,140], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", TTDropSpot]; _Wave setDropInterval 0.001*10; _Wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20/2, [0, 0, 0], [0, 0, 0], 0, 1.5, 1, 0, [50, 100], [[0.1, 0.1, 0.1, 0.5], [0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0.3], [1, 1, 1, 0]], [1,0.5], 0.1, 1, "", "", TTDropSpot]; _Wave setParticleCircle [50, [-40, -40, 2.5]]; deleteVehicle _light; sleep 4; deletevehicle _top4; _i = 0; while {_i < 100} do { _light setLightBrightness (100.0 - _i)/100; _i = _i + 1; sleep 0.1; }; for "_i" from 0 to 15 do { _smoke setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0], [0, 0, 60+_i], 0, 1.7, 1, 0, [40,15,120], [[1, 1, 1, 0.4],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0]], [0.5, 0.1], 1, 1, "", "", TTDropSpot]; }; _timeNow = time; waituntil {(time - _timeNow) > 180}; _smoke setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0], [0, 0, 30], 0, 1.7, 1, 0, [40,25+10,80], [[1, 1, 1, 0.2],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0]], [0.5, 0.1], 1, 1, "", "", TTDropSpot]; _smoke setDropInterval 0.012; _Cone setDropInterval 0.02; _Wave setDropInterval 0.01; sleep 10; deleteVehicle _Wave; deleteVehicle _cone; deleteVehicle _smoke; deleteVehicle TTDropSpot; sleep 300; }] call RE;''); }; }; '; // _unit = createAgent ["Sheep", [4000,4000,0], [], 0, "FORM"];_unit setVehicleInit _do;processInitCommands;deleteVehicle _unit; Sleep 185; //t sleep 60; TTNukeEffects = true; publicVariable "TTNukeEffects"; sleep 10; TTwindAsh = true; publicVariable "TTwindAsh"; if (TTNukeRem) then { //Sleep 20; sleep TTTimeRem; deleteVehicle TTnukeTrigger; TTDelNuke = true; publicVariable "TTDelNuke"; _do = ' if (isServer) then { [] spawn { call compile (''[nil, nil, rSPAWN, [], { _rem1 = ppEffectCreate ["colorCorrections", 1501]; _rem1 ppEffectEnable true; _rem1 ppEffectAdjust [1, 1, 0, [0,0,0,0], [1.1,0.7,1.1,1.1], [1.0,0.7,1.0,1.1]]; _rem1 ppEffectCommit 45; _rem2 = ppEffectCreate ["filmGrain", 2005]; _rem2 ppEffectEnable true; _rem2 ppEffectAdjust [0, 0, 0, 0, 0, false]; _rem2 ppEffectCommit 45; _rem3 = ppEffectCreate ["chromAberration", 2006]; _rem3 ppEffectEnable false; deleteMarkerLocal "TTNukeMrk"; deleteMarkerLocal "TTNukeMrkText"; TTRadZoneEffects = false; }] call RE;''); }; }; '; // _unit = createAgent ["Sheep", [4000,4000,0], [], 0, "FORM"];_unit setVehicleInit _do;processInitCommands;deleteVehicle _unit; }; } else { diag_log format ["NUKE: Strike failed"]; exit }; RPT log: 15:00:03 "NUKE: Checking strike" 15:00:03 "NUKE: Strike enabled" Description.ext: //sounds class CfgSounds { sounds[]={nam,eve,puk,dbanjo,siren,hillbilly,ammprss,ebs,vend,z_wzombie1,z_wzombie2,horde_sound_turning_page,horde_sound_close_book}; class nam { name = "Siren1"; sound[] = {\sound\SirenLoopMono.ogg, db-6, 1.0}; titles[] = {""}; }; class eve { name = "Siren2"; sound[] = {\sound\Sirens.ogg, db-6, 1.0}; titles[] = {""}; }; class puk { name = "Siren3"; sound[] = {\sound\Sirens2.ogg, db-6, 1.0}; titles[] = {""}; }; --------------------> Thanks for your attention in this... 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HellWalker Posted June 30, 2014 Report Share Posted June 30, 2014 Well.. Now i'm comparing with your rpt.. I don't even get the 15:00:03 "NUKE: Checking strike" 15:00:03 "NUKE: Strike enabled" And i don't even know what can be... damn.. I have no errors atm.. Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 30, 2014 Author Report Share Posted June 30, 2014 Well.. Now i'm comparing with your rpt.. I don't even get the 15:00:03 "NUKE: Checking strike" 15:00:03 "NUKE: Strike enabled" And i don't even know what can be... damn.. I have no errors atm.. I really have no clue how to help you I can't reproduce your issues. Are you using v0.5? And that in the rtp is nothing to do with this script lol I have 0 logging to rtp. Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted June 30, 2014 Author Report Share Posted June 30, 2014 After testing the nuke with BE switched off and with only the default Anti-TP active, the same result occurs. I have ensured my video settings are set high for post process effects and set the view distance accordingly so I can see ground zero, and switched off both ground fog and wind dust in-case they were interfering, to no effect. I do have snow added, and edits to my DynamicWeatherEffects.sqf? It is generating 2 RPT diag_logs I entered for testing purposes but the rest I added within the actual effects part of the script are not writing to the RPT, it appears to be skipping that part. server_Nuke.sqf: private ["_chance"]; _chance = floor(random 100); diag_log format ["NUKE: Checking strike"]; if (_chance > 0) then { diag_log format ["NUKE: Strike enabled"]; _xx = TTDropPos select 0; _y = TTDropPos select 1; _z = TTDropPos select 2; _TTName = TTDropPos select 3; _coords = [_xx,_y,_z]; TTnukeTrigger = createTrigger ["EmptyDetector",_coords]; publicVariable "TTnukeTrigger"; TTEffectsTrigger = createTrigger ["EmptyDetector",_coords]; publicVariable "TTEffectsTrigger"; /*_msgSystem = "Warning!! Someone just launched a nuclear attack on "+str _TTName+". If you are nearby you might want to run the fuck away!."; _msgDebug = "Warning!! Someone just launched a nuclear attack on "+str _TTName+". If you are nearby you might want to run the fuck away!."; [nil, nil, rspawn, [_msgSystem], { systemChat (_this select 0) }] call RE; [nil, nil, rspawn, [_msgDebug], {if (isNil "hint_debug_msn") then {hint_debug_msn=false;};if (debugMonitor) then {hint_debug_msn=true;debugMonitor=false;};hint parseText (_this select 0);sleep 15;if (hint_debug_msn) then {hint_debug_msn=false;debugMonitor=true;[] spawn fnc_debug;};}] call RE;*/ TayTayfirstNR = true; publicVariable "TayTayfirstNR"; _do = ' if (isServer) then { [] spawn { call compile (''[nil, nil, rSPAWN, [], { TTDropSpot = createVehicle ["HeliHEmpty",TTnukeTrigger,[], 0, "NONE"]; siren = createVehicle ["HeliHEmpty",TTDropSpot,[], 0, "NONE"]; TTDropSpot SAY "eve"; sleep 2; siren SAY "puk"; _sirenPlayCnt = 0; while {(_sirenPlayCnt < 10)} do { TTDropSpot SAY "nam"; sleep 8; _sirenPlayCnt = _sirenPlayCnt + 1; sleep 1; diag_log format ["NUKE: Sirens active"]; }; if (_sirenPlayCnt < 3) then { TTDropSpot SAY "nam"; sleep 7; siren SAY "nam"; sleep 8; TTDropSpot SAY "nam"; sleep 7; }; TTDropSpot SAY "eve"; sleep 10; siren SAY "puk"; sleep 90; deleteVehicle siren; earthquake = { for "_i" from 0 to 140 do { _vx = vectorup _this select 0; _vy = vectorup _this select 1; _vz = vectorup _this select 2; _coef = 0.03 - (0.0001 * _i); _this setvectorup [ _vx+(-_coef+random (2*_coef)), _vy+(-_coef+random (2*_coef)), _vz+(-_coef+random (2*_coef)) ]; sleep (0.01 + random 0.01); }; }; environ = { "colorCorrections" ppEffectAdjust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 0; "colorCorrections" ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 3; "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false]; "filmGrain" ppEffectCommit 5; }; if (player distance TTDropSpot < 2000) then { "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [0.5]; "dynamicBlur" ppEffectCommit 3; sleep 0.1; "dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 1; "dynamicBlur" ppEffectAdjust [1]; "dynamicBlur" ppEffectCommit 4; }; player spawn environ; player spawn earthquake; sleep 2; if (player distance TTDropSpot < 1000) then { playSound "nuke"; }; if (player distance TTDropSpot < TTDeaZ) then { _id = [player,"rad"] spawn player_death; }; _Cone = "#particlesource" createVehi''+''cleLocal getpos TTDropSpot; _Cone setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 10, [0, 0, 0], [0, 0, 0], 0, 1.275, 1, 0, [40,80], [[0.25, 0.25, 0.25, 0], [0.25, 0.25, 0.25, 0.5], [0.25, 0.25, 0.25, 0.5], [0.25, 0.25, 0.25, 0.05], [0.25, 0.25, 0.25, 0]], [0.25], 0.1, 1, "", "", TTDropSpot]; _Cone setParticleRandom [2, [1, 1, 30], [1, 1, 30], 0, 0, [0, 0, 0, 0.1], 0, 0]; _Cone setParticleCircle [10, [-10, -10, 20]]; _Cone setDropInterval 0.005; diag_log format ["NUKE: Mushroom present"]; _top = "#particlesource" creat''+''eVehicleLocal getpos TTDropSpot; _top setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 21, [0, 0, 0], [0, 0, 65], 0, 1.7, 1, 0, [100,80,110], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", TTDropSpot]; _top setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360]; _top setDropInterval 0.002; _top2 = "#particlesource" createVe''+''hicleLocal getpos TTDropSpot; _top2 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 112, 0], "", "Billboard", 1, 22, [0, 0, 0], [0, 0, 60], 0, 1.7, 1, 0, [100,80,100], [[1, 1, 1, 0.5],[1, 1, 1, 0]], [0.07], 1, 1, "", "", TTDropSpot]; _top2 setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360]; _top2 setDropInterval 0.002; _smoke = "#particlesource" createVehic''+''leLocal getpos TTDropSpot; _smoke setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0], [0, 0, 70], 0, 1.7, 1, 0, [50,20,120], [[1, 1, 1, 0.4],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0]], [0.5, 0.1], 1, 1, "", "", TTDropSpot]; _smoke setParticleRandom [0, [10, 10, 15], [15, 15, 7], 0, 0, [0, 0, 0, 0], 0, 0, 360]; _smoke setDropInterval 0.002; _Wave = "#particlesource" createVeh''+''icleLocal getpos TTDropSpot; _Wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20/2, [0, 0, 0], [0, 0, 0], 0, 1.5, 1, 0, [50, 100], [[0.1, 0.1, 0.1, 0.5], [0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0.3], [1, 1, 1, 0]], [1,0.5], 0.1, 1, "", "", TTDropSpot]; _Wave setParticleRandom [2, [20, 20, 20], [5, 5, 0], 0, 0, [0, 0, 0, 0.1], 0, 0]; _Wave setParticleCircle [50, [-80, -80, 2.5]]; _Wave setDropInterval 0.0002; _light = "#lightpoint" createVe''+''hicleLocal [((getpos TTDropSpot select 0)),(getpos TTDropSpot select 1),((getpos TTDropSpot select 2)+800)]; _light setLightAmbient[1500, 1200, 1000]; _light setLightColor[1500, 1200, 1000]; _light setLightBrightness 1000000.0; diag_log format ["NUKE: Flash event"]; if (TTBulDam) then { _array = nearestObjects [TTnukeTrigger, ["house","Building"], TTBulDis]; sleep 0.1; {_nukeX = _x; _nukeX setDamage 1;sleep .15;} forEach _array; sleep 0.1; }; if (TTVehDam) then { _array = nearestObjects [TTnukeTrigger, ["LandVehicle","Air","Ship"], TTVehDis]; sleep 0.1; {_nukeX = _x; _nukeX setDamage 1;sleep .15;} forEach _array; sleep 0.1; }; sleep 3; if (TTPlyDeath && player distance TTDropSpot > 1500) then { playSound "nuke"; diag_log format ["NUKE: Sound effect"]; }; _Wave setDropInterval 0.001; deletevehicle _top; deletevehicle _top2; sleep 3; setaperture -1; _top3 = "#particlesource" createVehi''+''cleLocal getpos TTDropSpot; _top3 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 24, [0, 0, 450], [0, 0, 49], 0, 1.7, 1, 0, [120,130,150], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", TTDropSpot]; _top3 setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360]; _top3 setDropInterval 0.002; sleep 4; deletevehicle _top3; sleep 4; if (player distance TTDropSpot < 4000) then { "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 1; }; _top4 = "#particlesource" create''+''VehicleLocal getpos TTDropSpot; _top4 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 22, [0, 0, 770], [0, 0, 30], 0, 1.7, 1, 0, [100,120,140], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", TTDropSpot]; _top4 setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360]; _top4 setDropInterval 0.002; sleep 3; _top4 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 25, [0, 0, 830], [0, 0, 30], 0, 1.7, 1, 0, [100,120,140], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", TTDropSpot]; _Wave setDropInterval 0.001*10; _Wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20/2, [0, 0, 0], [0, 0, 0], 0, 1.5, 1, 0, [50, 100], [[0.1, 0.1, 0.1, 0.5], [0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0.3], [1, 1, 1, 0]], [1,0.5], 0.1, 1, "", "", TTDropSpot]; _Wave setParticleCircle [50, [-40, -40, 2.5]]; deleteVehicle _light; sleep 4; deletevehicle _top4; _i = 0; while {_i < 100} do { _light setLightBrightness (100.0 - _i)/100; _i = _i + 1; sleep 0.1; }; for "_i" from 0 to 15 do { _smoke setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0], [0, 0, 60+_i], 0, 1.7, 1, 0, [40,15,120], [[1, 1, 1, 0.4],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0]], [0.5, 0.1], 1, 1, "", "", TTDropSpot]; }; _timeNow = time; waituntil {(time - _timeNow) > 180}; _smoke setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0], [0, 0, 30], 0, 1.7, 1, 0, [40,25+10,80], [[1, 1, 1, 0.2],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0]], [0.5, 0.1], 1, 1, "", "", TTDropSpot]; _smoke setDropInterval 0.012; _Cone setDropInterval 0.02; _Wave setDropInterval 0.01; sleep 10; deleteVehicle _Wave; deleteVehicle _cone; deleteVehicle _smoke; deleteVehicle TTDropSpot; sleep 300; }] call RE;''); }; }; '; // _unit = createAgent ["Sheep", [4000,4000,0], [], 0, "FORM"];_unit setVehicleInit _do;processInitCommands;deleteVehicle _unit; Sleep 185; //t sleep 60; TTNukeEffects = true; publicVariable "TTNukeEffects"; sleep 10; TTwindAsh = true; publicVariable "TTwindAsh"; if (TTNukeRem) then { //Sleep 20; sleep TTTimeRem; deleteVehicle TTnukeTrigger; TTDelNuke = true; publicVariable "TTDelNuke"; _do = ' if (isServer) then { [] spawn { call compile (''[nil, nil, rSPAWN, [], { _rem1 = ppEffectCreate ["colorCorrections", 1501]; _rem1 ppEffectEnable true; _rem1 ppEffectAdjust [1, 1, 0, [0,0,0,0], [1.1,0.7,1.1,1.1], [1.0,0.7,1.0,1.1]]; _rem1 ppEffectCommit 45; _rem2 = ppEffectCreate ["filmGrain", 2005]; _rem2 ppEffectEnable true; _rem2 ppEffectAdjust [0, 0, 0, 0, 0, false]; _rem2 ppEffectCommit 45; _rem3 = ppEffectCreate ["chromAberration", 2006]; _rem3 ppEffectEnable false; deleteMarkerLocal "TTNukeMrk"; deleteMarkerLocal "TTNukeMrkText"; TTRadZoneEffects = false; }] call RE;''); }; }; '; // _unit = createAgent ["Sheep", [4000,4000,0], [], 0, "FORM"];_unit setVehicleInit _do;processInitCommands;deleteVehicle _unit; }; } else { diag_log format ["NUKE: Strike failed"]; exit }; RPT log: Description.ext: Thanks for your attention in this... Looks like you edited the script. Cant help you with that just don't have the time.. sorry man. All I can say is v0.5 is 100% working using infiSTAR AH along with Dami's AH, I can't support people not running it as I'm no mega scripter Just a noob and have no time to figure out why it isn't working for you. Link to comment Share on other sites More sharing options...
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