Salutesh
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Posts posted by Salutesh
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Problem solved! Thread can be closed!
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50 minutes ago, wiki said:Oh great, thanks!
Just what I've been looking for!
However, where can I find the icon list?
Default path is: \a3\ui_f\data\IGUI\Cfg\holdactions\
But you can create your own once,
Use this files to create a configuration for them:
CfgHoldactions.cpp
/** * CfgHoldActions * * Author: Steve aka Salutesh * * Description: * These configurations are used for the ExileClient_gui_holdActionAdd function within the scavange system to configure the icons. */ class CfgExileHoldActions { class Default { icon = "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"; }; class Exile_HA_Icon_Apple { icon = "holdaction\holdAction_appletree_ca.paa"; }; class Exile_HA_Icon_Fruit { icon = "holdaction\holdAction_fruit_ca.paa"; }; class Exile_HA_Icon_Pumpkin { icon = "holdaction\holdAction_pumpkin_ca.paa"; }; class Exile_HA_Icon_Water { icon = "holdaction\holdAction_water_ca.paa"; }; class Exile_HA_Icon_Woodlogs { icon = "holdaction\holdAction_woodlogs_ca.paa"; }; class Exile_HA_Icon_Wreck { icon = "holdaction\holdAction_wreck_ca.paa"; }; };
Hold action creation function:
params [["_object", player], ["_label", "Search"], ["_idleIcon", "default"], ["_progressIcon", "default"], ["_conditionShow", "nil"], ["_conditionAction", "nil"], ["_startCode", {}], ["_tickCode", {}], ["_completeCode", {}], ["_interruptCode", {}], ["_arguments",[],[[]]], ["_duration", 0.5], ["_priority", 0], ["_remove", true]]; private _holdAction = []; private _holdActionConfig = missionConfigFile >> "CfgHoldActions"; private _idleIconSelection = getText (_holdActionConfig >> _idleIcon >> "icon"); private _progressIconSelection = getText (_holdActionConfig >> _progressIcon >> "icon"); _holdAction = [_object, _label, _idleIconSelection, _progressIconSelection, _conditionShow, _conditionAction, _startCode, _tickCode, _completeCode, _interruptCode, _arguments, _duration, _priority, _remove, false] call BIS_fnc_holdActionAdd; _holdAction
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Hello Arma Community!
I am stuck with a problem on a system that i am building up with some mates.
The system allows the players to interact with any kind of map objects if there is a configuration entry for this model.
https://github.com/salutesh/Exile_Scavenge
My problem so far is that if a object is inside a building/house the action is not be displayed even if the object model is the cursorObject.
For objects outside of buildings/houses is working just fine.
The only way i can bring up the options is to remove the distance condition between object and player but in this way the player cant interact with objects from a very huge distance.
This is my code for the action itself:
private _holdActionID = 0; private _holdActionIDs = []; { private _textInfo = getText (_x >> "text"); private _actioniconInfo = getText (_x >> "icon"); private _idleiconInfo = getText (_x >> "icon"); private _modelInfo = getArray (_x >> "models"); private _itemInfo = getArray (_x >> "items"); private _objectsList = missionNamespace getVariable ["ExileClientSavengedObjects", []]; private _condition = format ["(((getModelInfo cursorObject) select 0) in %1 && {player distance2D cursorObject < 5} && !(cursorObject in (missionNamespace getVariable ['ExileClientSavengedObjects', []])) && (player getVariable ['CanScavenge', true]) && (vehicle player == player))", _modelInfo]; private _configClassName = configName _x; _holdActionID = [ player, _textInfo, _actioniconInfo, _idleiconInfo, _condition, "_caller distance _target < 5", {}, { private _progressTick = _this select 4; if (_progressTick % 2 == 0) exitwith {}; playsound3d [((getarray (configfile >> "CfgSounds" >> "Orange_Action_Wheel" >> "sound")) param [0,""]) + ".wss",player,false,getposasl player,1,0.9 + 0.2 * _progressTick / 24]; }, { _configClassName = (_this select 3) select 0; [_configClassName] call ExileExpansionClient_system_scavenge_action_conditionEvents; }, {}, [_configClassName], 0.5, 0, false ] call ExileExpansionClient_gui_holdActionAdd; _holdActionIDs pushBack _holdActionID; } forEach ("true" configClasses (missionConfigFile >> "CfgExileScavenge")); player setVariable ["ExileScavangeActionIDs", _holdActionIDs];
So far i tested distance and distance2D for the condition but its still only working for objects outside of buildigs.
The action itself is a holdaction.
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Hello!
I wonder if there is a way to disable and enable the features of the EH Mod when i want it to.
For example if the player is in radius to a special building/object then should not be able to climb or what ever.
Is there a way?
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26 minutes ago, Varanon said:In general, you can always use a piece of code for filtering.
So, for example[
{_x in (_pos nearEntities ["Exile_Unit_Player", 20])},
[.... some task description ...]] call FHQ_fnc_ttAddTasks;
this would basically do what you quoted...
Thanks for the CfgRemoteExec, I'll add that as an Example to the next release if you don't mindThank you for the fast reply!
I will try i out now!
Sure you can use that as example but i am not sure with the target part of each function, should the all target the server?
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Hello @Varanon,
first of all nice system you have build there!
I have a question to task restrictions.
Is there a way with the filters to restict tasks to special units for example for units in a special area:
([15425.1,18291.5,0] nearEntities ["Exile_Unit_Player", 20]);
So only this units get the tasks and not every unit on the server.
I try to use your system for a kind of quest system in the Arma 3 Exile Mod.
And is this for you the right setup for CfgRemoteExec:
class CfgRemoteExec { class Functions { mode = 2; jip = 0; class FHQ_fnc_ttifilterUnits { allowedTargets=2; }; class FHQ_fnc_ttiAddBriefingEntry { allowedTargets=2; }; class FHQ_fnc_ttiUpdateBriefingList { allowedTargets=2; }; class FHQ_fnc_ttiGetTaskId { allowedTargets=2; }; class FHQ_fnc_ttiGetTaskDesc { allowedTargets=2; }; class FHQ_fnc_ttiGetTaskTitle { allowedTargets=2; }; class FHQ_fnc_ttiGetTaskWp { allowedTargets=2; }; class FHQ_fnc_ttiGetTaskTarget { allowedTargets=2; }; class FHQ_fnc_ttiGetTaskState { allowedTargets=2; }; class FHQ_fnc_ttiGetTaskName { allowedTargets=2; }; class FHQ_fnc_ttiGetTaskType { allowedTargets=2; }; class FHQ_fnc_ttiTaskExists { allowedTargets=2; }; class FHQ_fnc_ttiCreateOrUpdateTask { allowedTargets=2; }; class FHQ_fnc_ttiUpdateTaskList { allowedTargets=2; }; class FHQ_fnc_ttiMissionTasks { allowedTargets=2; }; class FHQ_fnc_ttiMissionBriefing { allowedTargets=2; }; class FHQ_fnc_ttiUnitTasks { allowedTargets=2; }; class FHQ_fnc_ttiUnitBriefing { allowedTargets=2; }; class FHQ_fnc_ttiIsFilter { allowedTargets=2; }; class FHQ_fnc_ttiIsTaskState { allowedTargets=2; }; class FHQ_fnc_ttTaskHint { allowedTargets=2; }; class FHQ_fnc_ttAddBriefing { allowedTargets=2; }; class FHQ_fnc_ttAddTasks { allowedTargets=2; }; class FHQ_fnc_ttGetTaskState { allowedTargets=2; }; class FHQ_fnc_ttSetTaskState { allowedTargets=2; }; class FHQ_fnc_ttIsTaskCompleted { allowedTargets=2; }; class FHQ_fnc_ttAreTasksCompleted { allowedTargets=2; }; class FHQ_fnc_ttIsTaskSuccessful { allowedTargets=2; }; class FHQ_fnc_ttAreTasksSuccessful { allowedTargets=2; }; class FHQ_fnc_ttGetAllTasksWithState { allowedTargets=2; }; class FHQ_fnc_ttSetTaskStateAndNext { allowedTargets=2; }; }; class Commands { mode=0; jip=0; }; };
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22 hours ago, coftsock said:Here is Lootpositions for those wanting them.
Are these realy all buildigs classes?
Nice work mate!
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4 hours ago, BeeFiRolle said:Hello everybody
Someone has already the lootpositions for exile and would share it. Since I have with the tool problems and my arma always aborted.Do it by yourself or wait for someone to release them in the Exile Forums. There you will find much more discussions about this..
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4 hours ago, yukihito23 said:some more I found snooping around...
first I thought it was a German thing since I don't see ppl do this in Japan or the US but did some googling and compared with other hay rolls around the map and figured out it's an object left behind by mistake since this was the only field I could find which had a stick right beside the roll
found it here, where the camera is located
Are you working on building loot positions for Exile?
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Glad you finaly released it! Love the map so much!
Is it possible to host the map on a server? I installed all server keys but still cant connect to the Map:
http://www.directupload.net/file/d/4581/rene6yr2_jpg.htm
http://www.directupload.net/file/d/4581/dtaybb7h_jpg.htm
I want to make a version for the Exile Mod of this Map :)
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Hello,
i stuck with a problem with a Battleye Filter and my server keeps kicking with BE activated:
22.07.2016 12:10:19: Steven (95.91.251.87:26724) 7411a672f1f5dc3d31f6fa7d8e8787fb - #40 " false ] remoteExec ["bis_fnc_holdActionAdd", -2];
I added this to my script.txt on line exec:
!"] remoteExec [\"bis_fnc_holdActionAdd\", -2];"
remoteexec.txt
!"bis_fnc_holdActionAdd"
But i still get kicket with the same message. Did i miss something?!
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I'll check it out once I get home, which should have been 30 minutes ago. :)
Thank you very much. Get home safely ^_^
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Still not working so far i am on that problem the hole day. My code now;
private ["_vehicles"]; fnc_addHoldAction = { params ["_object"]; [ _object, // 0 object "Download Files", // 1 action title "\exile_assets\texture\marker\mission_hardcore_ca.paa", // 2 idle icon "\exile_assets\texture\marker\mission_hardcore_ca.paa", // 3 progress icon "true", // 4 condition to show "true", // 5 condition for action {["System", "File download started..."] call BIS_fnc_showSubtitle}, // 6 code executed on start {}, // 7 code executed per tick {["System", "File downoad complete!"] call BIS_fnc_showSubtitle; call RG_fnc_pcEvent;}, // 8 code executed on completion {["System", "Download failed! Please try again."] call BIS_fnc_showSubtitle}, // 9 code executed on interruption ["You are a hacker!"], // 10 arguments 5, // 11 action duration 0, // 12 priority false, // 13 remove on completion false // 14 show unconscious ] remoteExec ["bis_fnc_holdActionAdd", -2]; // Multiplayer (remoteExec is the new version of BIS_fnc_MP) params ["_object"]; }; _laptop = [ ["Land_Laptop_unfolded_F",[12064.168,2454.260,0.810],332.572,[0,0,1],true] ]; { _objectLaptop = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; _objectLaptop setDir (_x select 2); _objectLaptop setPos (_x select 1); _objectLaptop allowDamage false; _objectLaptop enableSimulationGlobal false; [_objectLaptop] call fnc_addHoldAction; } foreach _laptop; _vehicles = [ ["Land_CampingTable_F",[12063.847,2453.986,0],330.493,[0,0,1],true] ]; { private ["_objectVehicles"]; _objectVehicles = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; if (_x select 4) then { _objectVehicles setDir (_x select 2); _objectVehicles setPos (_x select 1); _objectVehicles allowDamage false; _objectVehicles enableSimulationGlobal false; } else { _objectVehicles setPosATL (_x select 1); _objectVehicles setVectorDirAndUp (_x select 3); _objectVehicles allowDamage false; _objectVehicles enableSimulationGlobal false; }; } foreach _vehicles;
Here is also the PBO i am using: https://www.dropbox.com/s/a0ct93gbwxruohw/a3_rg.pbo?dl=0
I am very grateful for your help!
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Tryed that but i still get no option on my Laptop. I called the hole code from a server side pbo.
Here is my code now:
private ["_vehicles"]; fnc_addHoldAction = { [ _object, // 0 object "Download Files", // 1 action title "\exile_assets\texture\marker\mission_hardcore_ca.paa", // 2 idle icon "\exile_assets\texture\marker\mission_hardcore_ca.paa", // 3 progress icon "true", // 4 condition to show "true", // 5 condition for action {["System", "File download started..."] call BIS_fnc_showSubtitle}, // 6 code executed on start {}, // 7 code executed per tick {["System", "File downoad complete!"] call BIS_fnc_showSubtitle; call RG_fnc_pcEvent;}, // 8 code executed on completion {["System", "Download failed! Please try again."] call BIS_fnc_showSubtitle}, // 9 code executed on interruption ["You are a hacker!"], // 10 arguments 5, // 11 action duration 0, // 12 priority false, // 13 remove on completion false // 14 show unconscious ] remoteExec ["bis_fnc_holdActionAdd", -2]; // Multiplayer (remoteExec is the new version of BIS_fnc_MP) }; _laptop = [ ["Land_Laptop_unfolded_F",[12064.168,2454.260,0.810],332.572,[0,0,1],true] ]; { _objectLaptop = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; _objectLaptop setDir (_x select 2); _objectLaptop setPos (_x select 1); _objectLaptop allowDamage false; _objectLaptop enableSimulationGlobal false; [_objectLaptop] call fnc_addHoldAction; } foreach _laptop; _vehicles = [ ["Land_CampingTable_F",[12063.847,2453.986,0],330.493,[0,0,1],true] ]; { private ["_objectVehicles"]; _objectVehicles = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; if (_x select 4) then { _objectVehicles setDir (_x select 2); _objectVehicles setPos (_x select 1); _objectVehicles allowDamage false; _objectVehicles enableSimulationGlobal false; } else { _objectVehicles setPosATL (_x select 1); _objectVehicles setVectorDirAndUp (_x select 3); _objectVehicles allowDamage false; _objectVehicles enableSimulationGlobal false; }; } foreach _vehicles;
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My code in this post is designed as a function. So save that as function. (Wrap it all in fnc_addStuff = { }; and add it above below your private command in your code. Then just:
[_objectLaptop] call fnc_addStuff;
along with your allowDamage lines.
Love you so much for your fast help and reply. I get my hands on that and test this.
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Is there a simple way to add a bis_fnc_holdActionAdd to a spawned vehicle on Multiplayer?
Like:
private ["_laptop"]; _laptop = [ ["Land_Laptop_unfolded_F",[12064.168,2454.260,0.810],332.572,[0,0,1],true] ]; { private ["_objectLaptop"]; _objectLaptop = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; if (_x select 4) then { _objectLaptop setDir (_x select 2); _objectLaptop setPos (_x select 1); _objectLaptop allowDamage false; _objectLaptop enableSimulationGlobal false; } else { _objectLaptop setPosATL (_x select 1); _objectLaptop setVectorDirAndUp (_x select 3); _objectLaptop allowDamage false; _objectLaptop enableSimulationGlobal false; }; } foreach _laptop;
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This is a rly nice function wohaaaa!
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Very nice sytem Larrow, as allway you are brilliant! Do you have an idea why some objects get totaly missplaced and other objects are just fine?!
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That fixed it. I have to place at least one zombie for the addon to get written into the mission. This is a very odd bug. The addons are loaded properly on the server but still require to appear in the sqm.
You get help and just ignored it. You call things buggy without any idea. Sorry but thats just sad..
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MrSanchez is right, you have to add the addons to the mission.
Here is a simple Zeus Mission example:
version=51; class EditorData { moveGridStep=1; angleGridStep=0.2617994; scaleGridStep=1; autoGroupingDist=10; toggles=1; class ItemIDProvider { nextID=3; }; class Camera { pos[]={23200.809,169.13719,17780.58}; dir[]={-0.3899157,-0.8864525,0.24933572}; up[]={-0.74681646,0.46281984,0.47755978}; aside[]={0.53873169,1.937151e-007,0.84247786}; }; }; binarizationWanted=0; addons[]= { "A3_Modules_F_Curator_Curator", "A3_Data_F_Curator_Characters", "ryanzombies", "ryanzombiesfunctions" }; randomSeed=15272827; class ScenarioData { author="[RG] Salutesh"; overviewText="Just a simple Zeus mission for Zombies and Deamons."; disabledAI=1; class Header { gameType="Sandbox"; minPlayers=1; maxPlayers=1; }; }; class CustomAttributes { class Category0 { name="Multiplayer"; class Attribute0 { property="RespawnButton"; expression="true"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute1 { property="RespawnTemplates"; expression="true"; class Value { class data { class type { type[]= { "ARRAY" }; }; class value { items=1; class Item0 { class data { class type { type[]= { "STRING" }; }; value="None"; }; }; }; }; }; }; nAttributes=2; }; class Category1 { name="Scenario"; class Attribute0 { property="EnableDebugConsole"; expression="true"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=0; }; }; }; nAttributes=1; }; }; class Mission { class Intel { briefingName="Zombies Zeus"; resistanceWest=0; timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; class Entities { items=2; class Item0 { dataType="Logic"; class PositionInfo { position[]={23400.016,3.1900001,18199.844}; }; id=0; type="ModuleCurator_F"; class CustomAttributes { class Attribute0 { property="ModuleCurator_F_Owner"; expression="_this setVariable ['Owner',_value,true];"; class Value { class data { class type { type[]= { "STRING" }; }; value="#adminLogged"; }; }; }; class Attribute1 { property="ModuleCurator_F_Forced"; expression="_this setVariable ['Forced',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=0; }; }; }; class Attribute2 { property="ModuleCurator_F_Name"; expression="_this setVariable ['Name',_value,true];"; class Value { class data { class type { type[]= { "STRING" }; }; value=""; }; }; }; class Attribute3 { property="ModuleInfo"; expression="false"; class Value { class data { class type { type[]= { "BOOL" }; }; value=1; }; }; }; class Attribute4 { property="ModuleCurator_F_Addons"; expression="_this setVariable ['Addons',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=3; }; }; }; nAttributes=5; }; }; class Item1 { dataType="Group"; side="West"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={23502.537,3.1914389,18201.217}; }; side="West"; flags=3; class Attributes { isPlayer=1; }; id=2; type="b_survivor_F"; }; }; class Attributes { }; id=1; }; }; };
This is wath you need in your mission.sqm:
addons[]= { "ryanzombies", "ryanzombiesfunctions" };
Works for me.
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Can someone upload a basic zeus mission where the zombies are loaded properly?I have tried everything and I can not get it to work on a dedicated server.
I set it up in this way:
Owner: #adminLogged
Name:
Addons: All addons (incl. inofficial)
No syncronistation to units needet, just log in as Admin in game and you can spawn the Zombies.
If i am at home (7:00 AM CTE+1) i can build a zeus mission for you.
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There is a bug, on a dedicated server the zombies will not appear in the zeus spawn list.
Thats not true, just be sure you have enabled all Addons for the Zeus module and you are fine.
@ryandombrowsky
Is it possible to give the Antivirus items a mass/weight?!
Or to diffine it?
Thank you in advance!
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Very nice Update there ryandombrowsky!
Love the new Zombie types and systems!
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I want to release this to the Arma 3 community to test the basic mission features on Multiplayer Dedicated Servers.
I hope to get feedback for improvements/fixes and more.
MISSION INFORMATION
Arma 3 Conquest is a 25 vs 25 PvP Gamemode.
Each team starts with a limited amount of tickets (1000).
Each ticket gives one respawn for the team, which means players can collectively die and respawn a maximum times.
However, the tickets also “bleed†(e.g ticket loss), which means they gradually decline, regardless of how many times the team spawns.
In Arma 3 Conquest, there are several capture points on a map, usually 3, 5 or 7, and it’s usually an uneven number. This means that one team will always have the advantage by at least one flag.
If the enemy controls more flags than your team, it means that tickets on your team will bleed at a higher rate.
When tickets reach zero, the game is over. The first team that reaches zero tickets loses.
Please note that the mission is still in development!
CURRENT MISSION FEATURES- 25 vs 25 PvP Sector Control Gamemode
- Base Respawn
- Vehicle Respawn
- Use Arma 3 Revive System to revive teammates.
- Use Arma 3 Arsenal to setup your loadout.
- Repair and Rearm Vehicles at Bases.
- Anti Baserape/Basekill protection.
- [R3F] Logistics support.
- Halo jump from Helicopters without equiped parachute. Need a heigth of at least 250 meters.MISSION DOWNLOAD
Version 0.0.1 ALPHA
Download from GitHub: https://github.com/salutesh/A3_Conquest
Mission framework that allows for dynamic missions to be assigned to player?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
I am currently still working on something like this for my Exile Mod Server, take a look at this video:
Its still not ready for a realase but maybe i will share it to the forums if i am done with this.