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S.Crowe

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Everything posted by S.Crowe

  1. R3F Advance Logistics This the only official unofficial official copy of R3F Advance Logistics. Note: This was not created by the R3F team, the name is just in the mod to honor the original creators. Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=747956474 What is this crazy mod? Watch the video, but in short it is an upgraded and rewritten R3F Logistics built on the ACE framework. Documentation Taking a page out of BI's notebook, there is little documentation, but here is what I have so far. To add the creation factory to an object all you need to do is add this in the init of the object: [this] AdvLog_fnc_factoryInit; If you want to have a limit to the credits (in this case 1000), you can do so by changing the init to: [this, 1000] AdvLog_fnc_factoryInit; More documentation on R3F Advance Logistics coming soon. Will it be here before the official terrain lighting documentation? Post your guess in the forum below. FAQ Question: Will this effect ACE logistics?Answer: Yes, it will turn ACE logistics off. Because lets face it, this is better. Question: You say it is completely configurable? How?Answer: It is, but I just haven't written the how yet. Question: Will there be a script version.Answer: Short answer: no. The reason is because CBA has blacklisted static objects in extended eventhandlers. I had to unblacklist them, which needs an addon to do so. If CBA changes that in the future, then yes there can be a script version, but for now, no. Legal R3F Advance Logistics follows all the licenses of the original R3F Logistics and Advance Towing. The portions of the R3F Advance Logistics that contain modified R3F Logistics code fall under the GNU General Public License V3. The portions of of R3F Advance Logistics that contain modified Advancing Towing fall under The MIT License. Advance Towing Original Source Code: https://github.com/sethduda/AdvancedTowing R3F Logistics Original Post: https://forums.bistudio.com/topic/170033-r3f-logistics/ R3F Advance Logistics Source Code: https://github.com/stcrowe/R3FAdvLog Other Downloads (probably out of date, who knows): https://1drv.ms/u/s!AkcZtb7uyquNgsNkX4qqm6T6BrDOCw
  2. ****This mod is dead, but don't cry there is a second version right HERE**** Loadout Transfer Version 1.7 - 6/28/2016 Intro Loadout Transfer is a addon meant for mission makers that will allow players to not only transfer their loadouts to other players on the server, but will also allow players to load their loadouts, save their loadouts, edit the loadout order, and more. Loadout Transfer does all this by working within vanilla BI loadout storage (Arsenal). As of 1.5, there are three versions of the mod, which version will you choose? Script Version 1.5 The script version must be included in your mission folder (make sure to read the documentation). It is standalone, and does not require anyone to download an extra mod. Download Script Video Guide: https://www.youtube.com/watch?v=h-HxtkC7_Cw Regular Mod Version 1.7 This is the regular mod version. It has all the features of the script version plus it allows you to quickly setup Loadout Transfer menus using a module in the editor. This is idiot proof. Install mod, place down module, sync objects you want to have the menu to module. Remember all missions made with the mod version will require that users have the Regular version or E version installed Download E Mod Version 1.7 This is a special version that has all the features of the mod version and it includes the full Loadout Transfer menu to every ammo box in the game (and from other mods as long as they are descendant of vanilla ammo boxes). You cannot turn this feature off, so if you don't want that feature then use the regular mod version. Remember all missions made with the mod version will require that users have the Regular version or E version installed Download Other Download Links (Steam, Armaholic, WithSix): Features All features (except for Load) can be turned off or on Load With LT, you can load all your Arsenal loadouts with an easy to access menu. This is quicker than going into the Arsenal, and is also quicker because there is no animation involved. Your loadout will be loaded almost instantly. What makes it even better, is that you can load loadouts that have missing items (due to mod changes) without any issue. Transfer Transfer allows you to transfer any loadout you have saved in the Arsenal to any player on the server. Mission makers can change the distance required for a loadout to be transferred in the init.sqf. As of version 1.0, you can now transfer loadouts to AI players as long as they are either in your group or a classified as playable. As user thebaconjedi found out the hard way, if you try and transfer a loadout that contains items from an unactive mod, it will instead transfer a blank loadout. Rule of thumb: only transfer loadouts that have gear from currently activated mods. Arsenal Good old fashion Arsenal Manage LOs Manage Loadouts is a feature that lets you reorder your Arsenal loadouts, change the name of Arsenal loadouts, and edit Arsenal loadouts. Server LOs *WIP not added yet* Players will be able to pull loadouts off of the server, and admins will be able to save loadouts to the server. Check Player *Admin Only* Admins will be able to load the gear of the any player in the server. This is a great way to check if a player is using equipment they are not suppose to have. Save Gear Save your current loadout to BI Arsenal format without going into the Arsenal My old clan, has been testing this script addon for about three months without issue, but please let me know if there are any issues or features you would like to see. License - WTFPL 2.0 Change Log
  3. @engima I just wanted to stop by to say this is by far the coolest thing released for Arma modders. I wish it became more popular because you deserve the credit. However, I think very few people understand the awesomeness that TypeSqf brings to Arma. I assume that "Type" is a play on TypeScript? Since this is a superset of SQF and also uses a transpiler. I do not mod anymore, and sadly Arma 3 is slowly dying as a community. However, if I did, I would choose this every time. A++ Highly recommend. Is there just a CLI option, where I can run my files through the compiler/transpiler and will give me the end results with and raise any errors?
  4. Intro Loadout Transfer 2 is better than 1, because 2 is bigger than 1. Also, I added a bunch of new features. If you have never heard of Loadout Transfer, it is an addon meant for mission makers that will allow players to not only transfer their loadouts to other players on the server, but will also allow players to load their loadouts, save their loadouts, edit the loadout order, and more. Loadout Transfer does all this by working within vanilla BI loadout storage (Arsenal). So if you get ride of the mod, your loadouts still exist. Features Load With LT, you can load all your Arsenal loadouts with an easy to access menu. This is quicker than going into the Arsenal, and is also quicker because there is no animation involved. Your loadout will be loaded almost instantly. What makes it even better, is that you can load loadouts that have missing items (due to mod changes) without any issue. As of version 2.0, you can load loadouts created by the mission maker (loadouts saved in the mission) and loadouts that are saved on the server. Transfer Transfer allows you to transfer any loadout you have saved in the Arsenal to any player on the server. Mission makers can change the distance required for a loadout to be transferred in the init.sqf. As of version 1.0, you can now transfer loadouts to AI players as long as they are either in your group or a classified as playable. Arsenal As of version 2.0, the arsenal can now be blacklisted and whitelisted. You now specify what each and every player can and cannot get through the arsenal. Manage Loadouts Manage Loadouts is a feature that lets you reorder your Arsenal loadouts, change the name of Arsenal loadouts, and edit Arsenal loadouts. Check Player *Admin Only* Admins will be able to load the gear of the any player in the server. This is a great way to check if a player is using equipment they are not suppose to have. Save Gear Save your current loadout to BI Arsenal format without going into the Arsenal Downloads: Addon Version: STEAM Script Version: Get it off github Source: Github Resources: Youtube Videos Documentation - This is a living document and will be updated over time. (Updated: 9/3/2016) Extra: If you want to have the Loadout Transfer Menu automatically on ALL ammo boxes and crates (like VAS), you need to download this extra addon: Loadout Transfer Extra - On All Ammo Boxes License As of version 2.0, and any later releases, Loadout Transfer is under the GNU General Public License v3 (GPL-3) license. Support Me If you want to support me its really easy, just subscribe to my youtube channel. Yeah that's it! It's free, and I'm about to populate my youtube channel with awesomeness. Do you want to miss awesomeness? NO! So subscribe now. Also, shout out to Blunts for his constant bug testing (aka letting me know when shit don't work).
  5. @duda123 (and everyone in the whole Arma community) Isn't that bitch though? I guess its polite to ask people, but its kinda redundant right? What are they going to say? No? From my perspective, when you put a license on something, your saying to the whole world exactly what you want the code to be used for and in what context. That's the whole point of licenses. You as an author are telling others so they don't have to bother you with the question. License are suppose to eliminate that conversation because it you as an author have made a public answer (through your license) to the common question. I've had other programmers get pissed when I overlooked the license (didn't see it), and posed a question about using their code. They respond with a resounding frustration, "Didn't you read the license?". Polite to you or anyone else, is an annoyance to somebody else. The hard part is that people (not directed at you duda) have a general lack of understand of licenses and how they are meant to be used. Then you combine that ignorance with a sense of ownership, the modding community becomes nasty real quick. The title of my modified addon is to honor both the R3F team and your work Duda. R3F Advance Logistics. Honestly, I guess I am damned if I do and I am damned if Id on't. If I would have named it Super Logistics... you know someone would be like "Why didn't put R3F in the title? Are you trying to steal their work?" :angry: If you (duda) are offended, I will be happy to remove Advance. If R3F team is offended. I will remove R3F. I have been very VERY VERY transparent that I am not part of the R3F team, that I am not the original author of both works. I have listed the links to the original works. I have place the original license about each authors modified works with a note that it was modified. Every part of the source code should have a notification on the top telling you who was the original author, the license, if it was modified, and where you can find the original authors original work. Anyway, discussions over politeness, licenses, and EULA issues probably shouldn't be held in this post. I respect the opinions of everyone here, and I believe this is a good conversation to have, but this is not the appropriate place for it. Let's just talk about the addon. If duda or the R3F team is upset with my addon title, please contact me through PM, and I will get in contact with moderator and fix the issue. Also, I want it to mentioned that both duda and the R3F team are completely free to take my modifications of their work and incorporating it into their work without attribution. TL;DR - I'm am a asshat, and Doctor Who Season 9 sucked balls.
  6. Yeah documentation incoming. It was suppose to be done last Friday, but I was called into work, and I've worked everyday from last Thursday to yesterday (Monday). So, you should see some updating this Thursday or Friday.
  7. @S.Donohue Your not using ALiVE, and I forgot to put a check for that. I will do that and update it this Friday or Thursday. The error is harmless, it is just looking for an ALiVE function that doesn't exist.
  8. Sorry guys, I've been called into work the last few days. My next free days are Thursday/Friday. So it may be a few days before I get this baby updated. I think some things have gotten broken since the 1.64 update. As for issues with permission. I am following the license... that's why we licenses things. You as a author put a license on your code so that you don't NEED everyone to message you to ask permissions. It also deals with the issues of authors not being around. If madbull, and the R3F team didn't want their shit to be used they would have put a very strict license on it. That's how license works. I have been very transparent about it, and I should have reference to the original work in every script of the source code. Is it still good to ask permission. Yeah it doesn't hurt. They can't really say no, but it is polite. For example, I created Loadout Transfer... it has a license. You can use my code without emailing me as long as you follow the license. Hell, you can even use my code in a commercial sense as long as the original code falls under the license. As killjoe_R3F said, the original R3F logistics is still really good. Please go an use it. Especially if you want it for mission only. I just liked R3F so much that I wanted to make it more modern within the ACE framework. By the way if no one has figured it out: the title R3F Advance Logistics doesn't mean Advance as in better, the word Advance is from Duda's Advance Towing.... get it?
  9. THIS IS UNOFFICIAL - Please don't bother the ALiVE team with issues involving this work. Okay! Would you like to save your ALiVE game locally. Me too. So I present NWR : No War Room This is not feature complete, you can only load and save virtual profiles, military objectives, and military logistics. More features will come later. Here is the github: https://github.com/stcrowe/NWR How to install: Download iniDBI2 If using a server, install on server and use this command on your command line -serverMod=@inidbi2; If your local hosting, make sure the local hoster has @inidbi2 loaded in their mod list Download the files from the github Place the NWR folder in your mission In your description.ext in the mission folder maker sure to have this added: class CfgFunctions { #include "NWR\cfgfunctions.hpp" }; Now it's installed in your mission. Saving - If you want to save data, you need to call these functions (I don't care how you do this, I use Debug Console in the ALiVE Admin menu) To save virtual profiles all you have to use this function: [] call NWR_fnc_saveVirPro; To save military logistic numbers you have to use this function: [] call NWR_fnc_saveMilLog; To save military objectives you have to use this function: [] call NWR_fnc_saveMilObj; Loading - If you want to load data, you need to call these functions (I don't care how you do this, I use Debug Console in the ALiVE Admin menu) To save virtual profiles all you have to use this function: [] call NWR_fnc_loadVirPro; To save military logistic numbers you have to use this function: [] call NWR_fnc_loadMilLog; To save military objectives you have to use this function: [] call NWR_fnc_loadMilObj; FAQ Does this work with the War Room? Yes it does. Your server will still save the War Room as long as you put the correct module down with the correct settings. Does ALiVE support local databases out of the box? Kinda yes, checkout this page for more info. Special Thanks: Blunts for dealing with my bugs. Everyone at Task Force Arma Everyone at on the ALiVE team, especially friznit, tupolov, and spyder
  10. S.Crowe

    No War Room [ALiVE] - WIP

    Need to finish: Markers Sitreps Spotreps Player Stats - like position, inventory, etc.
  11. S.Crowe

    No War Room [ALiVE] - WIP

    It should be done today. I'm waiting for my Arma to update before I finish it.
  12. They are there now. Just need to post documentation lol
  13. S.Crowe

    Loadout Transfer 2

    Update inbound (before Friday): Fixes: Mission loadouts will now work (before they were getting nuked due to JIP)
  14. S.Crowe

    No War Room [ALiVE] - WIP

    Update inbound (expect it before Friday): New things: Saving logistics (moving, as military is already saved)
  15. Update inbound.... expect it before Friday. New things: ALiVE support More documentation Fixes: Objects moving due to the animation when placing a big object
  16. The intention of this mod is to load it on the server through the command line -serverMod=@inidbi2; Then you MUST call all functions dealing with iniDBI2 on the server, or clients will get an error because said function does not exist. You could have clients required to have this mod, and then save data on the clients machine, but then that data could easily be changed by the client, which would compromise whatever your trying to do. If the above doesn't make sense to you, (no offense) then this might be too advance for you. I suggest starting with something smaller and then come back to using iniDBI2 in the future.
  17. S.Crowe

    No War Room [ALiVE] - WIP

    Here is a better version of the script I posted earlier. This one loads, and saves, and it pauses if no one is on server SAVE_SETUP = false; [] spawn { if (isServer && !SAVE_STEP) then { SAVE_SETUP = true; waitUntil {ALIVE_profileSystemInit}; sleep 20; [] call NWR_fnc_loadVirPro; [] call NWR_fnc_loadMilLog; [] call NWR_fnc_loadMilObj; "ALiVE Data Loaded" remoteExec ["hint", -2]; while {true} then { sleep 1800; _pause = false; // Pause saving if there are no players _allPlayers = []; { if (isPlayer _x) then { _allPlayers pushBack _x; }; } forEach playableUnits; if (count _allPlayers == 0) then { _pause = true; }; // End pause saving if (!_pause) then { [] call NWR_fnc_saveVirPro; [] call NWR_fnc_saveMilLog; [] call NWR_fnc_saveMilObj; //"ALiVE Data Saved" remoteExec ["hint", -2]; }; }; }; };
  18. S.Crowe

    No War Room [ALiVE] - WIP

    @pikey Sure, put in it that file. I just offered a code snippet to show you want you can do. Trying to get ideas out there. It tells you in the first post. The things that are saved atm are virtual profiles, military objectives, and military logistics. Those three are the most important, because they kinda make the mission the mission. A lot things are not saved yet: Markers Sitreps Spotreps Logistics (moving shit - not the military logistics) Player stats Honestly, you can live without most of those. The next on my list to do is Logistics, and then Markers. Also, remember this is WIP... for advance mission makers.
  19. S.Crowe

    No War Room [ALiVE] - WIP

    Just in case anyone was wondering. You could create a constant saving function (in the below case every 30 minutes) in your mission by simply adding something like this to your init.sqf Doesn't take into account if a module is paused. SAVE_SETUP = false; [] spawn { if (isServer && !SAVE_STEP) then { SAVE_SETUP = true; while {true} then { sleep 1800; [] call NWR_fnc_saveVirPro; [] call NWR_fnc_saveMilLog; [] call NWR_fnc_saveMilObj; }; }; }; See a better version 3 post down
  20. @blakeman Good question. Next version will have persistence with ALiVE. I use ALiVE all the time, and this is definitely on my todo list.
  21. For Vanilla vehicles, it will autoload a spare tire (for wheeled) and 2 spare tracks (for tracked). You can also autoload stuff by simply typing this in the init: (in this example, I am adding a extra wheel) [this, ["ACE_Wheel"]] call AdvLog_fnc_autoload;
  22. S.Crowe

    No War Room [ALiVE] - WIP

    In all seriousness, the ALiVE team has been awesome. They are a great group of guys, and I thank them for their help and support. The fact you guys went open source deserves major gratitude from me and everyone else who plays Arma.
  23. S.Crowe

    No War Room [ALiVE] - WIP

    @pikey I made this for 4 reasons: War Room doesn't play nice with every server. War Room is slow - using my functions, you can save or load within a minute If you host a game, you can't save your progress, which is sad :( You can't save your game in single player (unless you run a local database) By the way, all of my saving and loading is through ALiVE functions. I just take the data and store it locally. The big thanks goes to the creator of iniDBI2. Future Goal Future goal is to support saving all ALiVE stuff (markers, sitreps, etc). I also, I want to support Ravage. Also want to add some special features of my own (saving item box inventories). The goal is to have a series of server side addons which you pick and choose (or you can use the script version).
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