darkxess 60 Posted June 22, 2017 Hey guys, I am wondering if you can help me, I am trying to get this mod: http://www.armaholic.com/page.php?id=24204 working on our server as a script instead of a .pbo (mod) as its not signed for servers anyways. So my question is, how can I get it to work within our servers mission by calling it via a script? thanks Share this post Link to post Share on other sites
x3kj 1247 Posted June 22, 2017 Its impossible to perform config changes (which this mod does) via script. Share this post Link to post Share on other sites
darkxess 60 Posted June 23, 2017 Em,.. ok, so how can I possibly load this for the server to use it for everyone but without a key? :( Share this post Link to post Share on other sites
SkaceKachna 52 Posted June 24, 2017 Well there is clue on the download page: Quote Pros:Removes the need for event handlers on all enemy units and spawners. You can actually achieve this with pure scripting. But it requires some work. Basically, you need to execute this script for every unit in the game: this addEventHandler["HandleDamage", { // Only if the damage is from projectile if (_this select 4 != "") exitWith { // Return updated damage (_this select 2) * DMG_COEF }; // Don't update damage for non-projectile damage nil }]; This presumes, that you have DMG_COEF defined somewhere. It simply multiplies every damage unit receives. If you have completely static mission (all units for the mission are already spawned at beginning), this is all you need: // Everything will do twice the damage. DMG_COEF = 2; DMG_HANDLER = { // Only if the damage is from projectile if (_this select 4 != "") exitWith { // Return updated damage (_this select 2) * DMG_COEF }; // Don't update damage for non-projectile damage nil }; // Apply updated damage coeficient to all currently spawned units { _x addEventHandler["HandleDamage", DMG_HANDLER]; } foreach allUnits; Of course, this is not enough for most missions. You will need to call addEventHandler for all units that are spawned in dynamically, which differs for every mission... 1 Share this post Link to post Share on other sites
darkxess 60 Posted June 26, 2017 @SkaceKachna It would be for a mission where units are dynamically spawned - would you mind making an example mission of how this would all go together? Thanks :) Share this post Link to post Share on other sites