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[HowTo] EVR BlowOut map independent

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Users asked if it is possible to use the EVR BlowOut/Storm, however called, on other maps then Namalsk. Yes, it is. All necessary files are included in the rar-archive.

 

first a list of modified files (which are not part of rar-archive!)

 

- description.ext

- init.sqf

 

added folder and files (content of rar-archive)

 

- addons/blowout/config/sound.hpp

- addons/blowout/external/fn_isInsideBuilding.sqf

- addons/blowout/module/

  - blowout_client.sqf

  - blowout_server.sqf

- addons/blowout/sounds/

  - apsi_off.ogg

  - apsi_start.ogg

  - blowout_begin.ogg

  - blowout_detect.ogg

  - blowout_full_wave.ogg

  - blowout_hit_1.ogg

  - blowout_hit_2.ogg

  - blowout_hit_3.ogg

  - blowout_psy_voices.ogg

  - blowout_wave_1.ogg

  - blowout_wave_2.ogg

  - blowout_wave_3.ogg

  - fx_drone1.ogg

  - fx_drone2.ogg

  - fx_misc4.ogg

 

------------------

 

download the given rar-archive and extract into your missionfolder. If you use other folderstructures/filenames, change the given paths.

 

------------------

 

in inti.sqf add to listed variables

ns_blowout = true; // true / false

ns_blowout_dayz = true;// true / false

ns_blow_delaymod = 0.74; //blowout delay

ns_blow_itemapsi = "NVGoggles"; //ItemAPSI replacement

ns_blow_playerdamage = 4000; // damage players without ns_blow_itemapsi can get per blowout

ns_blow_emp = false; //Namalsk Only

 

in inti.sqf add before #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"

if (isServer) then { _bul = [ns_blow_emp] execVM "addons\blowout\module\blowout_server.sqf"; };

if (!isDedicated) then { _bul = [] execVM "addons\blowout\module\blowout_client.sqf"; };

 

 

in description.ext add at top

#include "addons\blowout\config\sound.hpp"

 

in description.ext add at bottom

class RscTextNS

{

    idc = -1;

    type = 0;

    style = 2;

    LineSpacing = 1.0;

    h = 0.04;

    ColorBackground[] = {1,1,1,0.2};

    ColorText[] = {0.1,0.1,0.1,1};

    font = "BitStream";

    SizeEx = 0.025;

};

class RscTitles {

    class RscAPSI_h1

    {

        idd = -1;

        duration = 4;

        fadein = 0;

        movingEnable = 0;

        enableSimulation = 0;

        enableDisplay = 0;

        class controls

        {

            class APSILog: RscTextNS

            {

                x = 0.5;

                y = 0.99;

                w = 0.5;

                h = 0.03;

                text = "APSI: Stronger activity of floax field has been detected..";

                colorBackground[] = {0.5,0.5,0.5,0.4};

                ColorText[] = {1.0,0.2,0.1,1};

            };

        };

    };

    class RscAPSI_h2: RscAPSI_h1

    {

        class controls

        {

            class APSILog: RscTextNS

            {

                x = 0.5;

                y = 0.99;

                w = 0.4;

                h = 0.03;

                text = "APSI: EVR sequence detected..";

                colorBackground[] = {0.5,0.5,0.5,0.4};

                ColorText[] = {1.0,0.0,0.2,1};

            };

        };

    };

    class RscAPSI_h3: RscAPSI_h1

    {

        class controls

        {

            class APSILog: RscTextNS

            {

                x = 0.5;

                y = 0.99;

                w = 0.4;

                h = 0.03;

                text = "APSI: EM and PSI protection enabled..";

                colorBackground[] = {0.5,0.5,0.5,0.4};

                ColorText[] = {0.0,1.0,0.2,1};

            };

        };

    };

    class RscAPSI_h4: RscAPSI_h1

    {

        class controls

        {

            class APSILog: RscTextNS

            {

                x = 0.5;

                y = 0.99;

                w = 0.4;

                h = 0.03;

                text = "APSI: Ready..";

                colorBackground[] = {0.5,0.5,0.5,0.4};

                ColorText[] = {0.0,1.0,0.2,1};

            };

        };

    };

    class RscAPSI_h5: RscAPSI_h1

    {

        class controls

        {

            class APSILog: RscTextNS

            {

                x = 0.5;

                y = 0.99;

                w = 0.4;

                h = 0.03;

                text = "APSI: EVR sequence start..";

                colorBackground[] = {0.5,0.5,0.5,0.4};

                ColorText[] = {1.0,0.0,0.2,1};

            };

        };

    };

    class RscAPSI_h6: RscAPSI_h1

    {

        class controls

        {

            class APSILog: RscTextNS

            {

                x = 0.5;

                y = 0.99;

                w = 0.4;

                h = 0.03;

                text = "APSI: End of EVR..";

                colorBackground[] = {0.5,0.5,0.5,0.4};

                ColorText[] = {0.0,1.0,0.2,1};

            };

        };

    };

    class RscAPSI_ha: RscAPSI_h1

    {

        class controls

        {

            class APSILog: RscTextNS

            {

                x = 0.5;

                y = 0.99;

                w = 0.4;

                h = 0.03;

                text = "Blowout module, v1.0, by Sumrak.";

                colorBackground[] = {0.5,0.5,0.5,0.4};

                ColorText[] = {0.0,1.0,0.2,1};

            };

        };

    };

};

 

thats all

 

note: - if you have class CfgSounds and RscTitles previously defined, then you need to extend these classes with given subclasses.

         - further bl_bleez vehicle and emp(ns_blow_emp) works only on Namalsk!

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I had the same problem,it seems that these options don't work.

 

ns_blow_itemapsi = "NVGoggles"; //ItemAPSI replacement
ns_blow_playerdamage = 4000; // damage players without ns_blow_itemapsi can get per blowout

 

So i changed all the "ItemMap_Debug" to "ItemRadio" in the blowout\module\blowout_client and blowout_server file,now with a radio equipped i get all the messages and don't recieve any damage when blowout occurs.

 

Also in the  blowout\module\blowout_client file look for the line below which will change the amount of damage it does to a player if you don't have the device which is the radio in my case.

 

 r_player_blood = r_player_blood - 3000;.

 

- 3000 is the amount of damage it will do to a player if they don't have the device so change that to what you want.

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hm, uploaded an older version, sorry... rar-archive is updated now!

btw only players with ns_blow_itemapsi can see the evr/apsi-progress and are protected.
players without ns_blow_itemapsi and hidding in a building get painshack, but all other lose health.

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Does anyone know if this is compatible with the Epoch 1.0.4 update?

 

And you change the blowout device by changing ns_blow_itemaps? Any tool would do?

Just tried it look trough everything, can't make it to work. Hope somebody can poit in the right direction.

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Just tried it look trough everything, can't make it to work. Hope somebody can poit in the right direction.

Problem lies within the client , this aint a normal part of dayz or epoch maps but Namalsk-map

So u need to give the client al the needed parts , wich differ from Namalsk where u only need to add ns_modules to the mission.sqm

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Oh also, small problem with Epoch: it does not detect if you're "under" epoch buildables.

Which means that everyone should be forced to go and grab their APSI designed item every time; this isn't so bad, but it's a shame that Epoch "homes" can't provide protection.

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