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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. Slay No More

    Ravage

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

    Ravage

    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.
  3. 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.
  4. Slay No More

    Ravage

    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.
  5. 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;
  6. 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.
  7. 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.
  8. Slay No More

    [Release] SCCLoot

    Is this script \ mod still being developed?
  9. Slay No More

    (EDS) Slay's Expedited Drone System

    I'm gonna release em as scripts eventually, they're finished and 1:1 with workshop, minus the RPG elements that my mission has, the mission has it so you have to earn unlocks to get em like I had mentioned, but I had no idea how to do it in a standalone mod without requiring players to re-earn them on relog / reconnect. Not sure when I'll post the scripts but it won't be too long. Kinda want to earn some workshop clout first 😋, but it will definitely get released.
  10. Slay No More

    (EDS) Slay's Expedited Drone System

    Sorry for the double post, but I wanted to let everyone know I released another mod since this one was so positively recieved, I hope you guys would take a gander at my other new standalone mod, it marks my second standalone mod.
  11. So people liked my last post, so I decided to slice another piece of my mission and serve it to the community in the form of a standalone. This time, I bring you, Slay's Battlefield / Modern Warfare Inspired Parachute System now named (EPS) Slay's Expedited Parachute System, it will delete your backpack, equip and then open a chute, protect you till landing, then give the player back their backpack and all respective gear it had. Status: WIP Features: The ability to open a chute without one equipped The ability to land safely at any speed without dying The ability to cut the chute you currently have if you open it up at say, a mile up, you can cut it, and redeploy it whenever you wish, or smack into the ground and die, completely up to the end user. Planned Features: Bindable button. Usage: Press Space Bar while falling. Media: Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2264418816
  12. Slay No More

    (EDS) Slay's Expedited Drone System

    Still hurting, but I've been wearing arm braces to bed for the last 3 weeks, cranking up NSAIDs, no surgery yet, finally this Friday I get into the doctors for nerve testing, the symptoms I was having are definitely not like they were, but still there for sure. Still makes life difficult, I would have had this stuff done sooner if I A, knew how to do standalones and B didn't have to take breaks for my wrists. Pic of my new arms: In my mission which these scripts are taken from, the player has to spend about 3+ in game hours or so grinding out XP to purchase the perk requirements for various drones, there was 5 levels, and a the first stage, access to the recon drone is avalible only, then medical drones at level 1, level 2 the medical ugv and rollers unlock, so on and so on. I couldn't think of a way to do this in a mod format sadly, so I stripped all of that RPG elements out and left it raw so to speak. I think I may have fixed it by adding DEBUGINFORSLAYSINFO = false; to the init of the mod, hopefully solving it, but it almost appears its missing a bracket.
  13. Slay No More

    (EDS) Slay's Expedited Drone System

    Hello everybody, I didn't want to post back unless it was news regarding the mod, which this happens to be. I decided to focus my attention on it the last few days, get it ready for standalone as well as actually learn the method required to make standalone mods, all that was managed, it sadly required an additional rewrite due to the mechanics of the other mission lingering and causing issues, not to over sell the mod or anything, but it is ready for playing. Had a few tests already, but no one tested the workshop version. I'm open to suggestions, the mods not encrypted or anything. May post a direct download on here, or armaholic eventually. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2263559431 Explanation on why I changed the mods name:
  14. Slay No More

    (EDS) Slay's Expedited Drone System

    I'd like to apologize to everyone waiting on this, I developed Carpal Tunnel and I'm awaiting surgery to try to return to a normal life style, one which I made stuff for arma frequently. Before the Carpal Tunnel came on strong I re-wrote the scripts for the drones, fleshed it out a bit more, but I haven't gotten around to making it stand alone, my wrists are aching just typing this sadly, my accuracy with typing is bad due to the pain which causes incorrect button presses adding to the headache, I hope to get this mod out before the years end since its finalized basically, just needs a few finishing touches. Hopefully I get the surgery and hand function returns to normal. Sorry again, I know people are waiting on this, I was looking forward to everyone trying it and leaving feedback. I may just post what I have as a script version as it sits, but I kinda wanted to do standalone as the first release, followed by scripts later.
  15. Slay No More

    (EDS) Slay's Expedited Drone System

    I absolutely welcome input! I just cannot promise I possess the skills to do some things. But, in terms of what you suggested I kept the drones third person avalible just so its toggleable by the server owner, I believe when the server locks first person it locks the drones if I'm not mistaken, I'll also take a look at adding setcaptive to the script, once I read the wiki and its intended function and how it could be used in the script, I suppose you're suggesting "executing" the setcaptive off the drone flier till the drone is dead, right? Edit- I read the wiki page for setcaptive, I know right away what you want me to do with it, I'll add it to the scripts for sure. Edit2-I tested if enabling force first person or disable third person work on the drone and it does, I'm going to leave this as is so its at discretion of the server administrator UNTIL I can learn how to make a module, if a server module can be created, maybe better customization can be added such as disable third person separate from the servers settings.
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