Coco-Nuts Posted January 14, 2015 Report Share Posted January 14, 2015 The classname ebike_epoch just needs to be added to the Safe_vehicles array in the vehiclesimulation.fsm and it can be triggered by players the same way the UAV and Parachutes are, without being picked up by the de simulate cleanup. All found in the server_monitor.fsm. Now the trick is adding it to the said array. Without adding it to the server code directly, and breaking dll CRC checksum. ;) It's possible. Absolutly pr0dukt ! So we have to found how to call this custom file without breaking dll as you said :/ Link to comment Share on other sites More sharing options...
Humpabry Posted January 14, 2015 Report Share Posted January 14, 2015 working mission pbo http://mega.co.nz/#!w1B3QaaQ!l5JGV25r2LBnk_kLT9f2KGUxmxbAUDYccb9sgRbTQl0 used this pbo and i get a nice menu but wen i select vehicles then bike u get nothing ... not even a action...not even a bike that dissapears Link to comment Share on other sites More sharing options...
Suppe Posted January 14, 2015 Report Share Posted January 14, 2015 used this pbo and i get a nice menu but wen i select vehicles then bike u get nothing ... not even a action...not even a bike that dissapears if u want a bike that dissapears, than just create a menu.sqf with: private["_veh", "_idx"]; Sleep 15; _idx = -1; while {alive player} do { if(_idx == -1) then { _idx = (vehicle player) addaction [("" + ("Bike") +""),"custom\Bike.sqf","",5,false,true,"","]; _veh = vehicle player; }; if (_veh != vehicle player) then { _veh removeAction _idx; _idx = -1; }; Sleep 2; }; place your path and the bike.sqf from post 1 in your script or custom folder Init: [] execVM "custom\menu.sqf"; tada, u have the dissapear bike ! but this help nothing.... we need to create a addon that added the bike to the Safe_vehicles array in the vehiclesimulation.fsm.... and i have no idea how it works :( but this is not all.... that bike need a not sell funktion, and so on.... example: i buy a salvage metal for 35 crypto and sell a bike for 1500 ?!? = not good :D i hope the devs bring back the old bicycle from arma2.... with a normal craft option ! a bicycle in the real craftlist :-) Link to comment Share on other sites More sharing options...
CH!LL3R Posted January 15, 2015 Report Share Posted January 15, 2015 but this is not all.... that bike need a not sell funktion Maybe for this problem we could add a Quad from Arma3 = not tradeble Link to comment Share on other sites More sharing options...
DirtySanchez Posted January 15, 2015 Report Share Posted January 15, 2015 Maybe for this problem we could add a Quad from Arma3 = not tradebleAgreed but we still need to get the vehicle to stay in the game.I even tried pulling the code from the makeNPCtrader file for spawning the vehicle in still using the player location tho... but failed. Link to comment Share on other sites More sharing options...
1Man Posted January 15, 2015 Report Share Posted January 15, 2015 Already tried a classname from arma 3 still disappears Link to comment Share on other sites More sharing options...
ZyGHeliosProtocol Posted January 15, 2015 Report Share Posted January 15, 2015 The solution to the bike is quite simple. Work around the cleanup by adding it to the array with the parachute and uav in the same manner you did in arma 2. Create a custom compiles, and call it in your init.sqf. remember any array you over-ride there needs to be completely copied from epoch code, then you have to add the missing ingredient. You can custom compile yourself into trouble though. test carefully. computermancer 1 Link to comment Share on other sites More sharing options...
Coco-Nuts Posted January 15, 2015 Report Share Posted January 15, 2015 i hope the devs bring back the old bicycle from arma2.... with a normal craft option ! a bicycle in the real craftlist :-) I hope too cause I think that the Ebike or Quad deploying make the game very easy... Even if I could make this script works, I don't know If I want to put this on my server. Link to comment Share on other sites More sharing options...
ZyGHeliosProtocol Posted January 15, 2015 Report Share Posted January 15, 2015 I hope too cause I think that the Ebike or Quad deploying make the game very easy... Even if I could make this script works, I don't know If I want to put this on my server. http://www.armaholic.com/page.php?id=23493 CH!LL3R 1 Link to comment Share on other sites More sharing options...
Gr8 Posted January 15, 2015 Report Share Posted January 15, 2015 Why is this script even here in the forums. It clearly does not work without modifying Epoch's Code. happysan 1 Link to comment Share on other sites More sharing options...
Leigham Posted January 17, 2015 Report Share Posted January 17, 2015 anyone got this working ? Link to comment Share on other sites More sharing options...
Riddlez Posted January 18, 2015 Report Share Posted January 18, 2015 how do you take multiple of a item and more than one type of item Link to comment Share on other sites More sharing options...
ZyGHeliosProtocol Posted January 19, 2015 Report Share Posted January 19, 2015 I'll work on this script a little throughout this week and get it working. keep in mind it may be multiple files in a folder by the end of the week with a few additions you need to make if you changed so on and so forth, and more than likely some battleye changes, but I'll do my best to turn this into a drop in solution and share it with the community. If I can't do it in a manner where it is reasonably easy for everyone to implement, you'll hear back from me here that I couldn't pull it off. But my guess is that I can declare it a safe vehicle and make it work. Anywho, time will tell -helios Link to comment Share on other sites More sharing options...
Riddlez Posted January 19, 2015 Report Share Posted January 19, 2015 just need to know how to take multiple items at once and im set Link to comment Share on other sites More sharing options...
prue420 Posted January 19, 2015 Report Share Posted January 19, 2015 Riddlez how did you get the vehicles not to disappear on your server?? Link to comment Share on other sites More sharing options...
Leigham Posted January 20, 2015 Report Share Posted January 20, 2015 The solution to the bike is quite simple. Work around the cleanup by adding it to the array with the parachute and uav in the same manner you did in arma 2. Create a custom compiles, and call it in your init.sqf. remember any array you over-ride there needs to be completely copied from epoch code, then you have to add the missing ingredient. You can custom compile yourself into trouble though. test carefully. The Files we need to "copy" "paste" are FSM ? are they usuable as Compiles ? Link to comment Share on other sites More sharing options...
ZyGHeliosProtocol Posted January 21, 2015 Report Share Posted January 21, 2015 The Files we need to "copy" "paste" are FSM ? are they usuable as Compiles ? You need to check the main epoch compiles, to see if it is compiled final. There are ways around this, but I am working on a different approach. Basically, when you need to do something like that, you will find your init.sqf in your MPmission folder, and put something like this is there: func_im_overiding_with_custom_compiles = call compile preprocessFileLineNumbers "filewhereimadechangestovariables.sqf"; What I'm doing is working out ways of changing this process by using something similar to Maca134's Emod, where he effectively compiles everything he wants to before any epoch code is run, therefore invalidating a compileFinal. Epoch dev's don't seem to have a problem with that, however this may become a custom @package, in order to facilitate not only scripts like this, but several addons and still comply with the epoch license agreement. how do you take multiple of a item and more than one type of item You could probably use the addItem function to effectively take multiple items. for example, you could count the items, and then from _i to _x do and use the addItem to make the player take that many items Link to comment Share on other sites More sharing options...
DirtySanchez Posted January 21, 2015 Report Share Posted January 21, 2015 You need to check the main epoch compiles, to see if it is compiled final. There are ways around this, but I am working on a different approach. Basically, when you need to do something like that, you will find your init.sqf in your MPmission folder, and put something like this is there: func_im_overiding_with_custom_compiles = call compile preprocessFileLineNumbers "filewhereimadechangestovariables.sqf"; What I'm doing is working out ways of changing this process by using something similar to Maca134's Emod, where he effectively compiles everything he wants to before any epoch code is run, therefore invalidating a compileFinal. Epoch dev's don't seem to have a problem with that, however this may become a custom @package, in order to facilitate not only scripts like this, but several addons and still comply with the epoch license agreement. You could probably use the addItem function to effectively take multiple items. for example, you could count the items, and then from _i to _x do and use the addItem to make the player take that many items Thanks alot for this info. Link to comment Share on other sites More sharing options...
ZyGHeliosProtocol Posted January 25, 2015 Report Share Posted January 25, 2015 Thanks alot for this info. you're welcome! I hope it helps you to imagine a way around your problems. The cool thing about ArmA 3 is that it's basically ArmA 2, with the only difference being the file breakdown and event handler changes. Anything that you used take out of Epoch code in A2 you can basically do in A3, you just have to mind the file system changes, and look out for that pesky compileFinal. As for this script, I haven't made a whole lot of headway there, but the foundation of the system used to work around that compileFinal problem is actually coming along pretty well. I think I will have it re-worked and available as a drop in by Feb. The reason that it is going to take a bit longer than predicted is because I want to get permission to package other mod author's addons along side of the aforementioned code, so as to have a great many things brought into A3 that will be useful to people who want things like bicycles & other A2 vehicles/items/features. It's going to be a rather large .pbo, and I'll have to have it signed, as well as available in the download list on A3Launcher, so that people who don't have the mod will be prompted to download it. It will be similar to what CBA is to Vanilla A3, but for Epoch. I'll keep posting on how it's coming in this thread until I put the first release into it's own thread (If Epochmod.com Moderators will approve the post). -Helios Link to comment Share on other sites More sharing options...
pr0dukt Posted January 25, 2015 Report Share Posted January 25, 2015 The solution to the bike is quite simple. Work around the cleanup by adding it to the array with the parachute and uav in the same manner you did in arma 2. Create a custom compiles, and call it in your init.sqf. remember any array you over-ride there needs to be completely copied from epoch code, then you have to add the missing ingredient. You can custom compile yourself into trouble though. test carefully. bingo. Ive had it working for awhile now. Really isn't that hard once you got that simple concept down. I do need to increase the crafting recipes for these though. they are far to easy to make by default, and if i could figure out how to run my own PricingCfg.hpp file without it being overwitten, id remove the ebike sell price so people can't exploit this script terribly. One thing that i have not been able to do without touching epoch code is add in my own prices. It will not overwrite the default for some reason. Link to comment Share on other sites More sharing options...
ZyGHeliosProtocol Posted January 25, 2015 Report Share Posted January 25, 2015 bingo. Ive had it working for awhile now. Really isn't that hard once you got that simple concept down. I do need to increase the crafting recipes for these though. they are far to easy to make by default, and if i could figure out how to run my own PricingCfg.hpp file without it being overwitten, id remove the ebike sell price so people can't exploit this script terribly. One thing that i have not been able to do without touching epoch code is add in my own prices. It will not overwrite the default for some reason. Logic. pure and simple. You can apply that concept to many things, so long as you have the understanding that you're the boss, and as long as epoch code doesn't lock it down (and remember, they can't compileFinal event handlers, even though some of them are, you can change them!), you can do anything you want, so long as you're dedicated and read english. Every answer that you would need besides the little tidbits I have provided you can find very easily with google, and the beauty of sqf is that it's plain english :) As for your prices problem, I may have a solution. Let me check a few things and try a couple more, and I will get back to you by mid-week. I work full time and then some, so time to sit at the machine and pursue my passion is in short quantity and high demand -Helios Link to comment Share on other sites More sharing options...
Leigham Posted January 26, 2015 Report Share Posted January 26, 2015 ive found a list of allowed vehicles in the server variables would this be the one i needed to change ? Link to comment Share on other sites More sharing options...
Leigham Posted January 26, 2015 Report Share Posted January 26, 2015 so i found the array with parcute in server_monitor.fsm, the file calling that is Server_init.sqf the file calling that is fn_postinit.sqf but i cant find the file calling that ? any ideas ? Link to comment Share on other sites More sharing options...
CH!LL3R Posted January 30, 2015 Report Share Posted January 30, 2015 Did somebody figured out how to take X Crypto from player instead of ItemCorrugated? Link to comment Share on other sites More sharing options...
Coco-Nuts Posted February 1, 2015 Report Share Posted February 1, 2015 Yes you can use this : EPOCH_playerCrypto = EPOCH_playerCrypto -200; instead of : player removeMagazine "ItemCorrugatedLg"; Link to comment Share on other sites More sharing options...
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