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About slayer_mop

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  1. slayer_mop

    Hunter'z Persistency Module

    Hey k.Hunter, No problem, i've worked on the problem I encountered, indeed the problem with player reconnection seems to come with the initialisation. I've increased the wait time and players are now rightly loaded. For the "vehicle with 2 identical turrets" problem, I was not able to correct it. For the last thing that I was asking, i've come across and made what I wanted and a little bit more : To manually save i've made an Ace self interaction (in initPlayerLocal.sqf) for the logged Admin : //Database private _action = ["Database", "DataBase", "\A3\ui_f\data\igui\cfg\simpleTasks\letters\D_ca.paa", {}, {serverCommandAvailable "#logout" || !isMultiplayer}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions"], _action] call ace_interact_menu_fnc_addActionToObject; _action = ["Sauvegarde", "Sauvegarder", "\A3\ui_f\data\igui\cfg\simpleTasks\types\download_ca.paa", {[] remoteExec ["Hz_pers_fnc_saveGame", 2]},{true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions", "Database"], _action] call ace_interact_menu_fnc_addActionToObject; I also wanted to have ACEX FORTIFY tool's object placed saved so i made this (initPlayerLocal.sqf) : ["acex_fortify_objectPlaced", { (_this select 2) remoteExec ["Hz_pers_API_addObject", 2]; }] call CBA_fnc_addEventHandler; The problem with saving fortify tool's objects is that you can't "remove" them with the fortify tool after the mission loading. So i created another ace interaction wich is added to the objets in an array "opexObjets" (initPlayerLocal.sqf) : opexObjets = ["Land_CamoNetB_NATO_EP1","Land_Camping_Light_off_F","Land_TentDome_F","Land_Sleeping_bag_F","Land_Campfire_F","Land_CampingTable_white_F","Land_BagFence_Round_F","SatelliteAntenna_01_Sand_F","Land_PortableWeatherStation_01_sand_F","OmniDirectionalAntenna_01_sand_F"]; _action = ["Delete Object", "Démonter l'objet", "\A3\ui_f\data\igui\cfg\simpleTasks\types\box_ca.paa", {(_this select 0) spawn btc_fnc_action_deleteobjetinit;}, {true}] call ace_interact_menu_fnc_createAction; {[_x, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass;} foreach (opexObjets); Hope this will help some players that wanted the same features ! Thanks again for your work and the many possibilities with it.
  2. slayer_mop

    Hunter'z Persistency Module

    Hey K.Hunter, I'm testing a lot your mod recently for a campaign i'm making. Here's the issues i've found : - When a vehicle has two turrets which are the same, for example a 3CB BAF land rover GPMG (UK3CB_BAF_LandRover_WMIK_GPMG_Sand_A), the save will only store one of the turrets, making the second one with no ammo after the load. - When a player disconnect during the mission (between two saves), and reconnect right after : On the first reconnection : The player will be teleported where he disconnected, medical state is loaded, but the loadout is erased and the default placed unit loadout is loaded (for example, if the playable unit place is a Survivor, loaded loadout will be Survivor's one) On the second and next reconnections : the player is righlty loaded, loadout, medical and position is OK Another thing I have in mind is the possibility to make a save with an ace interaction. What i'm thinking of is the enable certain players to save the game (creating a new debug_console_* file) whenever they want. What function of your mod should I call on the execute of ace interaction ? Hz_pers_fnc_saveGame.sqf ? Thanks once again for your awesome work.
  3. slayer_mop

    ARMA 3 Addon Request Thread

    C.O.S mod from Sakuraba (on workshop)
  4. slayer_mop

    Hunter'z Persistency Module

    Oooh OK ! I didn't understood how the process was really working depsite reading the Readme. It's now crystal clear and works perfectly. Thanks again for your help and for your awesome work.
  5. slayer_mop

    Hunter'z Persistency Module

    Hello K.Hunter ! Unfortunately, I can't get your persistency module to work... I'm launching your example mission : Hz_persistency_example.Altis so init.sqf is OK. I'm having the "Warning Message: Script \Hz_cfg\Hz_pers\Hz_pers_saveFile.sqf not found" error although i have the -filepatching parameter in my dedicated server (launching with TADST). What I tried is to create the Hz_pers_saveFile.sqf in the targeted directory which cause the error to disappear but the persistency still doesnt work.. Can i have some help ? Thanks !
  6. slayer_mop


    Hello Gemini, I am currently using your OPEX mission and i'm so thankful of your awesome work !! I would like to improve your fnc_ambientEnemyAttacks.sqf script. The thing that annoy me with "attacking player position" is that I find it too punishing if Enemy side doesn't even know about player and player position. What i'm thinking of is to use "knowsAbout" command, if Enemy side has knowledge about player then you can spawn the attacking squad (of course if all other conditions are already valid). Going deeper, we could also have some civilian letting the Enemy side knowing about player (like informant) with a random chance of informing Enemy side. Would be great to work together on my proposition if it please you and if you have time. Keep up on your great work and good luck for you next update of OPEX. Thanks