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56Curious

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Everything posted by 56Curious

  1. 56Curious

    Viking PMC - Official Mod

    Version 1.0.9 Released. Viking PMC Official Mod Added: New PBO VKN_Identities incl. new faces for players to use. Added: Retextured FV 510 Warrior (Woodland) and FV 510 Warrior (Desert) retextured variants for BLUFOR. Added: New images for factions within Viking, ODIN, THOR, LOKI, VIS and BALDER - https://imgur.com/a/qKQ19yj Updated: Legion Forest Collection. Updated: fn_respawnPositionSafeZone to enable all factions. Also rewrote for optimisation. Updated: Roles and Ranks custom configs. Updated: LOKI Cap Viking PMC Official Mod - Extensions Added: LOKI Vests Added: Hawaii shirts for the summer season. Discuss this update in the discord here. View the code and extra info on updates via github here.
  2. 56Curious

    Viking PMC - Official Mod

    Version 1.0.8 Released. Viking PMC Official Mod Added: Custom sounds for a mission, available for all users Added: fn_respawnPositionSafeZone - adds safe zone on respawn positions for BLUFOR - Function will support all factions in Version 1.0.9 Fixed: fn_cameraSetup error Fixed: Mission Template Tool Viking PMC Official Mod - Extensions Added: RHS Bag retextures (Olive and Black) Discuss this update in the discord here. View the code and extra info on updates via github here.
  3. 56Curious

    Animation dump

    Hiya, first of all, really nice animations. Having some trouble getting a few to work, only 5 sets are showing, but there are files for things like "AnimSlashKnife" etc. - any ideas on getting these to work?
  4. 56Curious

    Viking PMC - Official Mod

    Version 1.0.7 Released. Viking PMC Official Mod Added: Wooden Crate Added: LOKI Uniforms (Woodland and Tan) Added: LOKI Vests (Woodland and Tan) Fixed: Missing Backpacks on gear Viking PMC Official Mod - Extensions Added: LOKI Helmet Fixed: Textures on police vehicles. Discuss this update in the discord here. View the code and extra info on updates via github here.
  5. 56Curious

    Viking PMC - Official Mod

    Version 1.0.6 Released. Viking PMC Official Mod Added: Cazador Uniform Added: Cazador Headgear Added: Cazador Vest Added: Helmets into NV slot for use with diving gear Added: DDPM Shirt and Sweater Added: G36 Support (Not useable but configs are all setup - model still needs work but is useable) Fixed: Vest textures missing. Fixed: Pictures on some assets were missing (Gear type) Fixed: Civilian Shirts not displaying correct textures. Fixed: An error in the loading screen displaying message to user. Fixed: Text in function: VKN_fnc_missionTemplateTool Fixed: Texture glitch on VKN_Vest_V_HarnessO_drk_F - Fixed after BI fixed in A3 Version 1.92 Updated: Halt Framework Updated: Splash screen information Viking PMC Official Mod - Extensions Added: retextured shemaghs (black + all accessories) Added: Greek Faction Added: Abu Bakr Faction Added: custom retextures of Van, Offroad, Hatchback and Tahoe (Greek police) Updated: FIR Insignias to delete them (extensions) Updated: Adjusted how faction: The Cartel has it's custom retextures applied Updated: Dependency on factions Fixed: Missing units from VKN_Extensions_Characters config.cpp file Fixed: Viking Factions to be updated to new configs using the new, updated gear Fixed: issue with Greek Police Gear not displaying Discuss this update in the discord here. View the code and extra info on updates via github here.
  6. Is there a way to test if a player has loaded before executing some code or a command that is ran when the player exits the loading screen? Baisclly, some players load slower than their initPlayerLocal for some reason and therefore they're not seeing the whole intro?
  7. 56Curious

    Apex Framework

    Not sure if this has been reported, but in the description.ext, you have a typo in cfgDebriefing. class QS_RD_end_4 { title = "Reserved Profile Name"; description = "Your profile name is reserved for another a staff member or supporter on this server, please use different profile name!"; picture = "media\images\insignia\comm_patch.paa"; }; Perhaps: description = "Your profile name is reserved for a staff member or supporter on this server, please use a different profile name!"; :)
  8. Enhanced Zeus Gamemaster Created By Curious, Hosted by Requested Everywhere This project is no longer supported by the developer. If you wish to continue development, contact me and I can guide you through the file structure. Please do not publish mirrors or edits without contacting myself personally. Hello everyone! Have you been playing the official Zeus GM mission file and thinking "This is missing something..."? Have you ever seen trolls completely wreck a server with hacks or exploits? Have you had trolling Zeus’s who are really difficult to get rid of? We may have something that you will like! Enhanced Zeus Gamemaster is a intensely edited version of the official Zeus gamemaster game mode created by Bohemia Interactive. There are lots of features that are present and more are planned as time goes on. If you are unsure what Zeus is however, take a look at this: https://community.bistudio.com/wiki/Arma_3_Field_Manual_-_Zeus So time to sell this game mode to you... hehe Features I spent a lot of time collecting common features that players would like to see in Zeus. These would include some of the following: Client-side mod support and full integration of mods like Ares | Achilles Expansion. (More below) Force animations on AI units. Keybinds for common modules and actions for AI. Rework parts of the menus to make more sense from a creation stand-point. Custom mission parameters. Custom Framework for easy integration over maps. Custom server-side "anti-cheat" for monitoring, and acting, on players misbehaving. Magazine repacking. Blacklist Zeus slots. Whitelist Script Execution Module for trusted Zeus's. Custom smoke colours/sizes. And much, much more! (Please refer to the changelogs below.) Some of these features are also in a framework that has been created for this gamemode. It is a combination of two, created with the purpose of the gamemode. These go under the names of "Curious's Framework" and "Enhanced Zeus Gamemaster". Here is some extra information about them. Curious's Framework is the backend functions and bulk of the scripts regarding the players etc. It also deals with some of the GUI scripts. Enhanced Zeus Gamemaster is most of the custom GUIs, custom modules, ZGM-exclusive features etc. as well as being the final front face of the gamemode. Both work together to bring you this gamemode. Modifications Allowed *NOTE: All mods are optional. They're not required but are there purely for the enhanced experience they provide for some players. There are a few mods that the mission file has been fully configured for. These are: Ares | Achilles Expansion Community Based Addons I also have allowed some other mods if the player wishes: JSRS Sound Shacktac UI Blastcore Edited (Standalone) Zeus/Eden Custom Compositions Zeus/Eden Interiors Vana Loadout Manager Tao Folding Map Immerse Pack Advanced Series At the request of players, I can also add more mods that are clientside. Hosting This mission file is currently still under development. There is a semi-stable branch that is now able to be used and up for download. You can find it at: Github *Note - Please download the whole folder, then choose the offical Branch for most users. Some comunities have requested certain things, hence custom branches. If you wish to do this, then you can get into contact with me. if you would like to become an offical branch of this mission file, you can PM me. Please be aware that I will ask more specific questions based on the results in the spoiler. Open to find out what you need to answer if you're interested in hosting this. We hope to see you on our servers soon! Come and join at the IPs below. If you're unsure on how to join a server via direct connect, look at: https://steamcommunity.com/app/107410/discussions/0/135512931362743878/ Server 1 (USA - East | EST) - Currently unavailable Server 2 (USA - West | PST) - Currently unavailable Server 3 (EU | GMT + 1) - Currently unavailable Server 4 (EU | GMT + 0) - Currently unavailable
  9. 56Curious

    [MP Gamemode] Enhanced Zeus Gamemaster

    Mission Changelog - V 1.1.3 - [UPDATED] Adjusted init files to run smoother. - [UPDATED] Changed settings menu to incorp new features. - [UPDATED] Moved file structure to better run with the unit selected. For example Curator scripts run from a Curator file. - [ADDED] Custom images that are chosen randomly. - [ADDED] Curator information on load of the curator. - [ADDED] Earplugs to work in Zeus too. - [ADDED] Ability to choose to skip the intros/loading phase via the settings menu. [CHANGED] Closed support for whitelisted Curators to have access to exec module. WILL RETURN. - [FIXED] Custom modules not loading. - [FIXED] File: initRespawn.sqf - [FIXED] Initial spawn for all players and the way the mission deals with the first respawn. Servers are currently down, but the mission files are still open for download. All updates are to the github.
  10. Hey, how would I create the following to be used for say, the zeus user requiring it only? Like how ares works.
  11. 56Curious

    [MP Gamemode] Enhanced Zeus Gamemaster

    Mission Changelog - V 1.1.2 - [UPDATED] Various scripts to run smoother. - [UPDATED] Better detection of clients running with mods and then apply parms to them. - [UPDATED] Names of GUIs to sync together with it's framework. - [UPDATED] Updated recenty added features because of errors with servers crashing. - [UPDATED] Scripts to better perform in a multiplayer environment. - [ADDED] Custom countdown timer with effects. - [ADDED] More custom EZGM modules into the ARES Zeus menu. - [ADDED] Support for trusted community admins to have access to certain files. - [ADDED] Support for the following maps: ALTIS | STRATIS | MALDEN | TANOA - [CHANGED] Zeus Modules to better incorp the ares menu and offical menu. - [CHANGED] Back-end files and the folder structure for development across maps. - [CHANGED] Zeus and Admin Menu to enable new features. - [FIXED] Various bugs (too many to list AGAIN hehe). Servers will receive this update on the 13th of July 2018. Please be aware servers will go down for this time.
  12. 56Curious

    [MP Gamemode] Enhanced Zeus Gamemaster

    This is now open to the public in a semi-stable (expect bugs) branch. Please post any errors you find in this page so that they can be fixed ASAP! I hope you guys will enjoy this and I'll continue to develop it!
  13. 56Curious

    Zeus Ping Event Handle

    Oh haha, didn't even see that. Thanks!
  14. Hello, I'm trying to use the Zeus ping event handle to play a different sound. Here is the code for reference: player addEventHandler ["CuratorPinged", { params ["_curator", "_unit"]; _curator playSound "ZeusPingedSpeaker"; {hint format ["%1 Has Pinged Zeus!",_unit];} call bis_fnc_spawn; systemChat "Custom Ping initialized."; }]; However it wont play. I tried replacing with a hint but even the hint doesn't fire. Perhaps I'm doing something wrong here but i've done other EHs without any problems regarding syntaxing anyways. I'm also not getting any errors in RPT or a debug test. If it's possible, I'd also like to detect if it's fired 3 or more times it does something, but I guess this could just be an if. - Curious
  15. 56Curious

    [MP Gamemode] Enhanced Zeus Gamemaster

    Mission Changelog - V 1.1.1 - [UPDATED] Various scripts to run smoother. - [UPDATED] Mission file via the editor with new modules and spawn area. - [UPDATED] Mod list for extra clientside mods. - [ADDED] Complete support for ARES Achilles Expansion and CBA. - [ADDED] Added custom EZGM modules into the default Zeus menu. - [ADDED] Custom loadouts into the respawn menu. - [ADDED] Support for certain people to have access to scripting commands by gaining trust. - [ADDED] Adjusted 'initRespawn.sqf' to better cater for various player types. - [ADDED] Support for various languages for params. - [ADDED] Support for keybinding functions. - [ADDED] Earplug support. - [ADDED] New features into the Zeus and Admin menus. - [ADDED] Ability to apply dynamicly changing weather. - [ADDED] Support for later development. (Such as: 'Custom Zeus structure compositions', 'Auto server switching', 'Zeus Jukbox and automatic audio playing', and more!) - [CHANGED] Zeus Modules to better incorp the ares menu and offical menu. - [CHANGED] Back-end files and the folder structure. - [CHANGED] Introduction feature to better cater to new and existing players. - [CHANGED] Zeus and Admin Menu to enable new features. - [FIXED] Various bugs (too many to list hehe). Servers will receive this update on the 27th of June 2018. Please be aware servers will go down for this time.
  16. 56Curious

    [MP Gamemode] Enhanced Zeus Gamemaster

    Server-Side Change Log - V1.0.2 - Servers will now open secondary servers if the population is high. A new update to the mission will be out soon. - Curious
  17. 56Curious

    [MP Gamemode] Enhanced Zeus Gamemaster

    *Ignore this message*
  18. 56Curious

    [MP Gamemode] Enhanced Zeus Gamemaster

    Server-Side Change Log - V1.0.1 - Fixed an issue where #missions would cause server to crash. - Fixed a missing file causing module not to load correctly.
  19. 56Curious

    Achilles

    Wonderful thank you :D
  20. Hello, Just wondering if it would be possible to have the trigger effect from eden, and take that into zeus. I'm just coming up with ideas at the moment, but plan to impliment something to show a trigger's to the zeus locally. - Curious
  21. 56Curious

    Achilles

    Hello, Using the removeCuratorAddons command, can I remove JUST the script execution module from the interface? OR Using display, to stop that GUI from "working"?
  22. Hello, I have a question about the getVariable command. when a player first connects, they need to run a welcome-esque script before being assigned a variable for them to skip this for future connects. So I have it working if you assign the variable to profileNamespace, obviously, but then comparing it to something that isn't there means it doesn't work. I understand this, it makes sense. However how am I supposed to detect if a player has has a variable there or not? (I'm probably missing something here). So for example (quick mockup) inside say, the initPlayerLocal I could have... switch (profileNamespace getVariable "ReturningPlayer") do { case true: { 0 = execVM "someFileForReturningPlayers"; }; case false: { scopeName "Failsafe"; 0 = execVM "someFileForNewPlayers"; profileNamespace setVariable ["ReturningPlayer",true]; saveProfileNamespace; }; default {breakTo "Failsafe"; hint "Breaking to failsafe";}; }; using default as the fallthrough as it's ran if nothing is there, however this wont work. Tried If else as well but I couldn't get this working. Help is appreciated :) Fixed with a isNil inside the condition.
  23. Thank you for the information! I completly forgot about Tags on my global stuff ahah, silly me. I also see what you mean about crowding the profileNamespace too lol. Will integrate this as it seems to run smoother anyhow and less work for the client, would you like a credit and such or...?
  24. Hmm, might need a reinstall as nothing shows up :/
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