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Everything posted by Rosso777
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Player handicaps possible?
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this is a great idea. I will try all this and report back. Thanks! -
Player handicaps possible?
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thoughts on this? Do I even need to add the standard players to this if their damage is "normal" (set to damage * 1)? nul = [] spawn { sleep 1; switch (getPlayerUID player) do { case "3168468746512": { // noob player player addEventhandler ["HandleDamage",{ params ["_unit","_selection","_damage"]; _damage * 0.5; }]; case "5413546843212": { // veteran player 1 player addEventhandler ["HandleDamage",{ params ["_unit","_selection","_damage"]; _damage * 1; }]; case "6544164161261": // veteran player 2 player addEventhandler ["HandleDamage",{ params ["_unit","_selection","_damage"]; _damage * 1; }]; default {}; }; }; }; }; -
Fixing Inventory Order
Rosso777 replied to Rosso777's topic in Exilemod (Unofficial)'s General Discussion
I figured that was the case given the lack of info out there. Thanks, @chernaruski! -
When you are in an inventory (storage, self, vehicle, etc.) and removing items, the items suddenly move up/down the inventory list. I find this to be infuriating. Has anyone ever had any experience with adjusting this so items stay in their current order regardless of quantity?
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Goal: To ONLY activate the SIDE channel when a player is inside a comms truck (specifically THIS vehicle: "B_GEN_Offroad_01_comms_F"). If they're not inside the vehicle, only the DIRECT channel is active. Attempt: In the mission file's init.sqf, I have the following: [] spawn { if (typeOf vehicle player == "B_GEN_Offroad_01_comms_F") then { while {true} do { 1 enableChannel true; }; sleep 2; }; }; But no matter how I reconfigure this, I cannot seem to get it to work, even though it seems so simple. Any insight is greatly appreciated!
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Is player in a specific vehicle?
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Interesting. Is this possible with persistent vehicles also? -
Max Tides / G.O.S Al Rayak
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That did the trick, my man, Thanks!! -
Hello all, I am trying to flood my current map (Al Rayak) on a dedicated server and I cannot seem to crack the code. I have tried using Arma Tides Manager but I get no effect. Not sure if I have the map classname incorrect or what, so I am at a loss. In the aforementioned addon, it seems like all that's inside the pbo is a config file that reads: class CfgPatches { class Arma_Tide_Manager { units[] = {"pja310"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"pja310"}; }; }; class CfgWorlds { class CAWorld; class pja310: CAWorld { class Sea { MaxTide = 50; }; }; }; *Note: pja310 is the name of the mission file pbo. Has anyone successfully flooded a map and can see what is off here?
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Max Tides / G.O.S Al Rayak
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are you running Sullen Skies from the server addons folder or only client side? -
Max Tides / G.O.S Al Rayak
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I will give this a go this week and report back. Thanks, man! -
Hey guys. I run a small private dedicated server for my family, so there's only 3 of us who play on the server. I am trying to reconfigure the respawn so that it identifies the player's UID and then spawns them in their own personal spawn location (within an array of possibilities). I know the general idea of how the IF-THEN format should go, but I am braindead on how to configure this. (Admittedly, this is a (albeit SAD) deconstruction of the ExileMod respawn code, if it looks familiar to anyone). So, I have the list for each player's camps, identified by the _private PLAYERNAMECampSpawns but I'm not sure on how to set that to an array that the system will know to 1) identify the player by UID, then 2) identify their list of potential spawn points. I was going to go down the route of: _spawnAreaPosition = getMarkerPos _PLAYERNAMECampSpawns for each player (there's only three of us so no major effort), but I know there is a way to keep it cleaner and more efficient (maybe at this point in my learning I shouldn't care about such things and just work on getting things to WORK 🙂). If anyone can offer any guidance here, even a BIKI link to get me a bit further, I'd be grateful. Thanks as always. Note: This is just a PIECE of the script; didn't want to be obnoxious with the post size.
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PUID Spawning configuration
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
UPDATE 2: The code above works perfectly. The only reason it does not work for my situation is that it causes each player to spawn at one of their "personal" locations every time they join the server (instead of only when they die/respawn). Is there a way to make this script work only after a player actually dies/respawns? -
[SOLVED] Running scripts server side (a 2nd initServer)
Rosso777 posted a topic in Exilemod (Unofficial)'s Scripts
In my initServer.sqf file (mission folder), I have a collection of simple objects: private _vehicles = [ ["Land_Hotel", [1281.08, 1067.3, 22.8993], [-0.99999, -0.00458476, 0], [0, 0, 1], false], ["Land_Hotel", [1281.29, 1025.94, 22.9204], [-0.999989, -0.00458476, 0.00109177], [0.00109178, 0, 0.999999], false], ["Land_Hotel", [1280.66, 1150.06, 22.9], [-0.999989, -0.00458476, -0.00109182], [-0.00109183, 0, 0.999999], false] (this is just a tiny sample) I am wondering if there is a way to run a second file similar to this format but from the actual server? For instance, I run most of my .sqfs from the server with: [] execVM "\server\scripts\boathouse.sqf"; (listed in the initServer.sqf) I would like to move this massive file (5 MB) to the server so it's not continuously downloaded with the mission file. Is this possible? [SOLVED]: I created a folder in my server's root directory called server, then created a subdirectory named scripts. Inside that folder is a file named island.sqf: This was created using the Exile 3Den plugin, specifically the create initServer feature. The false that I highlighted at the end of each line means that the simulation has been disabled and the objects will take significantly less resources (since this file contains 17,000+ trees/bushes on a small island). I still maintain steady FPS numbers on the server even though I've added in this many objects. Additionally, the last couple lines: sleep 10; [] execVM "\server\scripts\RemoteIslandTroops.sqf"; were added because I included some buildings in the original file and wanted to ensure the buildings loaded BEFORE the AI that would be inside/on top of them would. Hope this all helps someone. -
[SOLVED] Running scripts server side (a 2nd initServer)
Rosso777 replied to Rosso777's topic in Exilemod (Unofficial)'s Scripts
Correction: The initServer is currently 1.5 MB. So how do I go about making a 2nd file like this (using that type of object list's format) that can be run from the server? -
Using the file: ExileClient_gui_selectSpawnLocation_show, I cannot seem to figure out how to ONLY display the RANDOM option of spawn locations, rather than displaying every spawn point and allowing the player to choose. I would like RANDOM to be the only option available... OR if there is an easy way to simply bypass this file and go from Death to Respawn. Any thoughts? FILE:
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How to force Random Spawns?
Rosso777 replied to Rosso777's topic in Exilemod (Unofficial)'s General Discussion
This works like a charm!! Thank you, brother! -
Yes, I know ACE3 exists, but for my small private (dedi) server, we use AGM Medical. The settings are basically fixed in a way that the player goes unconscious instead of dying; 4-minute timer and then must respawn if not treated. For some reason which I cannot quite crack, the system works flawlessly for every player on the server..... except me as the admin. Rarely I go unconscious, but MOST of the time, straight to death timer and forced respawn. Does this resemble anything that anyone has dealt with before?
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Players have max Poptabs?
Rosso777 replied to Rosso777's topic in Exilemod (Unofficial)'s General Discussion
I appreciate the response, @Powerstriker46. I checked the DB as you suggested, yet the default value is '0'. Back to the drawing board for me. -
I’ve converted the exile client’s config.bin using the Arma tools CfgConvert (thanks to master @Larrow) and made a few specific changes. I converted back to .bin and readded/reuploaded to server (also changing the same files on the server’s @Exile client files). For some reason, none of the changes will happen. For example, I added a few tools for opening cans; Canopener was already there, so I simply added Knife, screwdriver, and pliers (using the correct item classnames). Nothing. Am I missing something here? Or should the process of editing the .bin be straight-forward?
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Modding exile_client config.bin
Rosso777 replied to Rosso777's topic in Exilemod (Unofficial)'s Problems & Bugs
I appreciate the continued help. I tried your code and it resulted in the player requiring all the tools in the array; they should only require one of them. i also tried: _requiredTools= [["Exile_Item_CanOpener"],["Exile_Item_Pliers"],["Exile_Item_Knife"],["Exile_Item_Screwdriver"]]; which resulted in a strange text glitch in the consume menu. and then I tried: _requiredTools= ["Exile_Item_CanOpener" || “Exile_Item_Pliers" || "Exile_Item_Knife" || "Exile_Item_Screwdriver"]; which resulted in not being able to open an item at all for use/consume. not sure where to go from here. -
Modding exile_client config.bin
Rosso777 replied to Rosso777's topic in Exilemod (Unofficial)'s Problems & Bugs
Okay so if I make an adjustment in the ItemConsume file as you've mentioned, does this look right? -
Modding exile_client config.bin
Rosso777 replied to Rosso777's topic in Exilemod (Unofficial)'s Problems & Bugs
I’m aware of changing the ExileClient codes and calling the overwrites; I’ve done that successfully lots of times. On my private server, all my players have my version of exile (with edits) subscribed to on Steam so they get any updates I make. And the signatures have been adjusted to accommodate for changes. So no issues there. The proper way to convert to cpp, pbo and then add back to main @exile is exactly how I’ve done it, so I’m just not sure why the tools I’ve added are not working. One thing I will add is that I did make a change that showed up at one point— I changed the BambiOverall to a NakedBody so that players spawned in with only underwear. This displayed correctly but was the only working change. I also tried to lower/change the sounds of tree-chopping, and the aforementioned can-opening tools. Nada. if I can change all these things in the CustomCode config, great. But I also want the ability to ADD files that the client preStart precompiles; if there’s another easier way to do this, please let me know. This all started because I wanted to create a mod of the ‘nearestConcreteMixer’ file but as a ‘nearestWaterPump’ instead. -
PUID Spawning configuration
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
UPDATE: I discovered that my previous issue which would not allow the aforementioned suggestion to work was that my Mission.sqm was missing a SpawnZone. It had a SpawnZoneIcon but no actual zone. I am hoping to test the above code this weekend and report back results. -
I see a lot of scripts that require putting some type of variable or eventhandler inside a unit’s init, which in the editor is a piece of cake. But I can’t quite seem to figure out where an AI soldier’s init would be in a mod like A3XAI (https://github.com/Fickdichhard/A3XAI-UPLOAD). Has anyone ever done something like this and can guide me in the right direction?
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Trying to fix Happy's Enigma Revive System
Rosso777 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Been using Happy's Enigma Revive System for a long time on my private family server (origin: https://github.com/hpy/Enigma_Exile_Revive). There are two major issues which I cannot seem to crack given my very limited coding experience. The first issue lies here. Trying to get the "PERFORM CPR" option to show up when looking at a downed player is SO finicky that it flashes here and there and is so inconsistent that it costs lives as we're trying to revive someone and getting blasted ourselves because its so hard to find the option. Here is the original code: Here is a direct link to the full file: https://github.com/hpy/Enigma_Exile_Revive/blob/master/Exile.Altis/Custom/EnigmaRevive/Enigma_RevivePlyr.sqf I've tried SO MANY variations of uncommenting this section (where applicable) and simply trying to make it so if the player is < 3 meters, the option arises (note: the option is coded in the config.cpp and does not have anything to do with distance, etc., so I won't post here. The second issue is that when player's are revived, the lose all of their handgun ammo. Here is the code: Here is a direct link to the full file: https://github.com/hpy/Enigma_Exile_Revive/blob/master/%40Enigma/addons/enigma_exile_revive/compile/Enigma/Exile_RevivePlayer.sqf Something seems wrong with that second line, but no matter which way I've tried it (changing to _HandgunMagazine according to the BIKI), I cannot seem to get players to have their secondary ammo once they have been revived. And even though I think this last piece is an ARMA issue and not a mod issue, I wonder if there's a way to make it so players do not drop their weapons when they die/get revived?