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Slay No More

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About Slay No More

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    Lance Corporal

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  1. I hope you are doing well George. Been thinking of you recently friend. I hope the best for you and your family. 

  2. I wish I knew how to do that, I've forgotten how to use forums it seems. I've taken too long of a break from any kind of platform like this lmao.
  3. That's basically the goal of these scripts. The idea is to basically avoid all the other damage EXCEPT gun fire and rocket fire, I like vehicles tanky on missions, but allowdamage false is just way too much protection. It makes it un-fun. It's the entire reason hopefully we can get to the bottom of it.
  4. Thanks to you as well and thank you for replying to my post / thread! I have prepared a demo mission to sort to give you the same view of things that I have so hopefully you can see how the issues are occurring. I swapped the if statement with your first suggestion. As you can probably see with this demonstration here, the effects work on land vehicles, but not so much with aircraft. I'm hoping you are able to spot something obvious seeing it in action as its intended. Please note, the version I used in this snippet is different from the original first post, below the download URL I will post the tested version. http://uppit.com/awz22wpqv5fz explosionarray = []; player addEventHandler ["GetInMan",{ params ["_unit", "_role", "_vehicle", "_turret"]; //if (driver _vehicle != _unit) exitwith {}; if (_vehicle getVariable ["alreadyprotectedunderscripts",0] isEqualTo 0) then {//variable check to stop spam maybe _vehicle setVariable ["alreadyprotectedunderscripts",1,true]; _vehicle addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; explosionarray pushbackunique _projectile; //systemchat _projectile; if (_projectile in ["", "HelicopterExploSmall", "FuelExplosion","HelicopterExploBig"]) then { if (_selection isEqualTo "") then {damage _unit} else {_unit getHit _selection}; }; }]; }; }]; player addEventHandler ["GetOutMan",{ params ["_unit", "_role", "_vehicle", "_turret"]; if (count crew _vehicle isequalto 0) then { _vehicle removeAllEventHandlers "HandleDamage"; _vehicle setVariable ["alreadyprotectedunderscripts",0,true]; }; }];
  5. Thanks for fixing my whoopsie lmao. Merry Christmas to you and all who reads this.
  6. Hey @pierremgi or @Rydygier I was wondering if maybe one of you or maybe both of you could assist or help me with a perplexing issue here I ran into with a script I had made, perhaps one or both of you know what's wrong? I've attempted to make a script which disables damage for all vehicles from impact and wrecking and it works for land vehicles in regards to tree impact and vehicle to vehicle impact but the same logic doesn't apply to aircraft. Aircraft explode when coming into the same types of collisions and even when blocking all of the incoming damage which can be viewed when putting _projectile into the console. I've been stumped for months on it, tried asking around to no avail so I'm desperate with a tag, I'd like to add eventhandlers are completely new to me, I used to get the desired effects using while loops and I know now its bad.
  7. Hello, I'm trying to make it so all vehicles survive impact damage (from wrecks), but can get killed from everything else. The script works fine on land vehicles, it even de-activates on its own, but helicopters don't seem to abide by the same rules, even after blocking the damage types that they give off during various wrecks, but it almost always seems to be fuel damage or something else still destroying it. I can throw a vehicle with the following setvelocitymodelspace function to enduce a strong wreck, the land vehicles remain alive, the helicopters even if its a soft slide still explode like vanilla. vehicle player setVelocityModelSpace [55, 55, 0]; I wish I understood what to do with the script at this point, Vandeanson assisted me and helped me with his knowledge of eventhandlers and helped me get to this point, which functions as I wanted, but the game seemingly doesn't allow it to work the same for helicopters so I'm stuck at a complete stand still trying to think of some way to protect helicopters as well without the proper knowledge. explosionarray = []; player addEventHandler ["GetInMan",{ params ["_unit", "_role", "_vehicle", "_turret"]; //if (driver _vehicle != _unit) exitwith {}; if (_vehicle getVariable ["alreadyprotectedunderscripts",0] isEqualTo 0) then {//variable check to stop spam maybe _vehicle setVariable ["alreadyprotectedunderscripts",1,true]; _vehicle addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; explosionarray pushbackunique _projectile; //systemchat _projectile; if (_unit iskindof "air" && _projectile in ["", "HelicopterExploSmall", "FuelExplosion","HelicopterExploBig"]) then {_unit allowdamage false; }; if (!(_unit iskindof "air") && _projectile in ["", "HelicopterExploSmall", "FuelExplosion","HelicopterExploBig"]) then { if (_selection isEqualTo "") then {damage _unit} else {_unit getHit _selection}; }; }]; }; }]; player addEventHandler ["GetOutMan",{ params ["_unit", "_role", "_vehicle", "_turret"]; if (count crew _vehicle isequalto 0) then { _vehicle removeAllEventHandlers "HandleDamage"; _vehicle setVariable ["alreadyprotectedunderscripts",0,true]; }; }];
  8. Slay No More


    GMAN thinkin' he's slick
  9. Slay No More


    Was this in the mod for ages but not properly hooked up?? I'd always have issues of running over zombies and them throwing my car a mile away.
  10. Slay No More

    (EDS) Slay's Expedited Drone System

    Negative, I wanted it to let servers know what was going on so it didn't get categorized as a cheat. That said, I'm sorry to everyone else I've been sleeping on updating this script and my other releases, there isn't enough time in the day for all the mini-projects and server I got going on.
  11. Slay No More


    Indeed, I started my day by updating the ravage on Serverblend (server host), it went something like this. 1. updated ravage on my local machine, 2. updated the mission.sqm with latest ravage, 3. opened each module just to check for new settings, (I do this every update just to be sure of everything on my end) 4. everything looked okay, saved mission.sqm, 5. restarted server, pushed new mission.sqm (with updated ravage) over, updated ravage on server, 6. started server, it said the error above, it acted like there was a missing mod requirement, I removed all mod requirements, pushed the mission file not requiring mods, tried again, same error. 7. Stopped server, removed ravage, deleted all folders pertaining to it on the Dedi, re-installed the latest Ravage on the server, tried again. No luck. 8. Stopped server, reverted back to old mission.sqm (non-updated SQM), re-installed ravage, no luck. 9. Repeated the reinstall 3 more times, starting from scratch manually removing ravage each time, on the end of the 3rd attempt and with the original mission.sqm (non-updated SQM using old ravage modules inside) it worked. 10. I reloaded the latest updated mission.sqm which used latest ravage, then things all started to work again magically. Not sure if there was a hotfix in between now and then, but it was for sure a head scratcher.
  12. Slay No More

    JBOY Giant v1

    I'd like to give this script out. And to maybe give people some ideas. This is to spawn a giant around you without needing to manually place them. //if !(_playerunit == vehicle _playerunit) then {do something}; _playerunit = playableUnits call BIS_fnc_selectRandom; deleteVehicle host1; //_SpawnPosition = _playerunit getPos [(50 + random 250,50 + random 250),_dir]; _SpawnPosition = _playerunit getPos [60 + random 50,60 + random 50]; _marker = getPos _playerunit; _playerunitpos = position _playerunit; _SidePick = east; giantsgroup = [_SpawnPosition, _SidePick, _classes,[],[],[],[],[_finalAmount, 0]] call BIS_fnc_spawnGroup; host1 = giantsgroup createUnit ["O_sniper_F", _SpawnPosition, [], 0, "CARELESS"]; removeAllWeapons host1; [host1] spawn { //this is intended to give the giant a random skin color, but only works if you modify the giant script itself, therefore this is useless to everyone and commented out /*_colorrandom = selectRandom [["#(argb,8,8,3)color(0.12,0.0598,0.0168,1)",4], ["#(argb,8,8,3)color(0.12,0.1,0.042,1)",4], //["#(argb,8,8,3)color(0.12,0.1,0.039,1)",4], //["#(argb,8,8,3)color(0.12,0.0718,0.029,1)",4], //["#(argb,8,8,3)color(0.0624,0.119333,0.16,1)",2], //["#(argb,8,8,3)color(0.0624,0.119333,0.16,1)",2], //["#(argb,8,8,3)color(0.31,0.00929999,0.00929999,1)",6]]; ["\SlaysRavage\images\03_flesh.jpg",2], ["#(argb,8,8,3)color(0.0496,0.114,0.16,1)",2], ["#(argb,8,8,3)color(0.31,0.00929999,0.00929999,1)",4], ["\SlaysRavage\images\03_flesh.jpg",6]];*/ waitUntil {sleep 1; missionNamespace getVariable ["JBOY_giantInitDone",false]}; [host1] spawn {waitUntil {sleep 1; missionNamespace getVariable ["JBOY_giantInitDone",false]}; [_this select 0, east, 1, position _playerunit] call JBOY_createGiantGroup; //disables VCOM AI from interacting with Giants //(group host1) setVariable ["VCM_NOFLANK",true]; //This command will stop the AI squad from executing advanced movement maneuvers. //(group host1) setVariable ["VCM_NORESCUE",true]; //This command will stop the AI squad from responding to calls for backup. //(group host1) setVariable ["VCM_TOUGHSQUAD",true]; //This command will stop the AI squad from calling for backup. //(group host1) setVariable ["Vcm_Disable",true]; //This command will disable Vcom AI on a group entirely. //(group host1) setVariable ["VCM_DisableForm",true]; //This command will disable AI group from changing formations. //(group host1) setVariable ["VCM_Skilldisable",true]; //This command will disable an AI group from being impacted by Vcom AI skill changes. }; //host1 setVariable ["colorpallet",_colorrandom#0]; //host1 getVariable ["difficulty",_colorrandom#1]; host1 doMove (position _playerunit); host1 setcaptive true; host1 forceAddUniform "U_B_CTRG_Soldier_Arid_F"; }; host1 setspeaker "male01rus"; sleep 5; host1 doMove (position _playerunit); waituntil {getDammage host1 isEqualTo 1}; sleep 35; deleteVehicle host1;
  13. Slay No More

    JBOY Giant v1

    Sounds amazing, I'm excited and thanks for the permission! I will do your work justice. I have some plans for your little guy here.
  14. Slay No More

    JBOY Giant v1

    I'm excited. Would you care if i added him into a mission whenever you released him? I feel like he would best be used for random encounters.