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loki

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Everything posted by loki

  1. howdy, anyone that is familiar with iniDB: http://forums.bistudio.com/showthread.php?150293-iniDB-Save-and-Load-data-to-the-server-or-your-local-computer-without-databases! ...and needed a demo on how to save data to their server. here is a quick example i made for my echelon project. this demo saves all gear (weapons and ammo.. and stuff) and the last saved position for a test.. there are a few other variables i save.. just to show what 'could be' saved in a mission or for server admins. it could be optimized more.. but it is a demo after all ;) https://www.dropbox.com/s/5ju2hbpews94589/%5BiniDB%5D_test.Stratis.zip requires: http://www.armaholic.com/page.php?id=19440
  2. JTAC (Joint Tactical Arma Campaign) is proud to announce its first release of part of the engineer module from the JTAC game mode. This is just a fraction of the capability of the engineer and explosives specialist classes and of the JTAC game mode as a whole. This module lets the player attach explosive satchels and explosive charges to most any object on the battlefield while also giving the player the ability to choose which explosives to detonate. The module is activated by a quick reaction key (~) and controlled by the mouse cursor. It was designed for quick use and accessibility due to the scenarios this would be used in. If you enjoy this very small release from JTAC and would want more releases. Please show your support for JTAC and vote on us on make arma not war and spread the word about JTAC. http://makearmanotwar.com/entry/7XLDnJUqCY#.U4viZvldWt9 https://www.facebook.com/JTAC.Arma3 Dedicated tested JiP tested be sure to watch in 1080. * this is an alpha https://www.youtube.com/watch?v=Tie-fBLT3Pw&feature=youtu.be ty to steam user for this video: Sathron_The Milkman this is being done in hopes of getting some feedback of the flow and ease of use. known issues: there are still some anomalies in the code. TO USE: place a f7 module JTAC Engineer on map place either an engineer or explosives unit on the map hit play IF the keybind menu pops up.. then you need to set you keys. make sure you remember which key will open the menu otherwise if keys are set then it will just run without the popup. what you need to know: when you select a set charge, you can move the slider to set the amount of time. THEN hit the timer button. underwater is clunky as hell.. but im pretty sure its an engine thing.. using cursorTarget you must be looking towards the center of an object. so take your time when setting charges underwater to make sure you have a clean set. (SET WILL BE GREEN) Arma Public License (APL) http://www.bistudio.com/community/licenses/arma-public-license so here it is: @JTAC.addons whats new: this is a self contained system that should work with any other systems. custom input added new charges added to the list. this requires the JTAC_engineer module on the map. ability to set custom classes and GUID's for editor *important.. i HAVE NOT signed this yet. i would like it tested before people blindly toss shit on their dedicated. :) thx to: Team JTAC LOKI - core HYWEL - input systems J0NES - configs and addons form aramholic link: http://www.armaholic.com/page.php?id=25946 https://www.dropbox.com/s/ssea1ej2nu3yluy/%40JTAC.zip
  3. also i should mention.. TO USE: place a f7 module JTAC Engineer on map place either an engineer or explosives unit on the map hit play IF the keybind menu pops up.. then you need to set you keys. make sure you remember which key will open the menu otherwise if keys are set then it will just run without the popup. also.. when you place the module you can add new classes and GUID's for master players. and you can shut off the hint from the module as well.
  4. @ Imperator_Pete thx.. and the ability to rotate explosives is in there.. just not turned on yet. next release. and yeah..lol.. the pen. we was looking for a small physX object to simulate gravity.. we are make an invisible physX object for this and use in other things JTAC does. @ WickerMan thank you as well as for the keys.. yes i am being slow as piss about them.. i don't want 30 server admins complaining i missed something silly... most likely they will be in the next release since these functions are almost done. :)
  5. ok.. sry for the delay.. the team had to think about how we wanted to release the modules for JTAC. completely redone. *IMPORTANT* DELETE ANY AND ALL PRIOR SCRIPTS / ADDONS so here it is: @JTAC whats new: this is a self contained system that should work with any other systems. custom input added new charges added to the list. this requires the JTAC_engineer module on the map. ability to set custom classes and GUID's for editor *important.. i HAVE NOT signed this yet. i would like it tested before people blindly toss shit on their dedicated. :) https://www.dropbox.com/s/ssea1ej2nu3yluy/%40JTAC.zip thx to: Team JTAC LOKI - core HYWEL - input systems J0NES - configs and addons form @foxhound / armaholic.. please delete the script version and move this to addons. ty @ and mod.. please move this thread to addons released ty
  6. ok thanks. *obsolete USE ADDON version
  7. @chondo999 the script version is still config to standard Rsc_* i havent pushed the new version yet. however the addon version shouldn't conflict with anything. @Bravo93 i am assuming not an american keyboard? its the key right under escape. far top left. the custom keybinding is done and in.. i will push the new script and addon version later tonight when i have time to double check its compatibility with VAS and the other popular addons.
  8. @ kklownboy mmmm.. thats not a bad idea.. i know it just kinda floats out there. @solentis ctd?.. that the first i have heard of that.. can you give me info? was you playing vanilla or what mods did you have running.. was this SP / local MP / or dedicated? the more info i have..the faster i can try to recreate the issue and fix it.
  9. the custom keybind suite for it and jtac is done.. i add it in the next release with server sigs. keep the feedback coming. thank you for the release on Armaholic and PlaywithSix
  10. new file: PBO things to know: this was put into pbo form via requests. i have renamed all the Rsc_ GUI stuff.. there should be no conflicts with others work. *there is no sig as of yet.. im not done with this. if anything is broken.. let me know. https://www.dropbox.com/s/2743o6o9sep42e1/%40JTAC_expToObj.zip
  11. thx foxhound now the explosives mod is nearing completion.. here is another small part of the engineers as a whole. :)
  12. new version: alpha 6 whats new: interface changes abort button for timed explosives (still a little funky) internal code restructure *next version will have user key binding option.. its done.. just didn't put it in yet. ** ill put this in a addon soon.. i just want it solid before it is set loose in peoples games. :) keep the feedback coming! good bad or ugly.. this needs to be the best possible.
  13. thanks and.. yep.. thats a good idea.. and no your not blind..:)
  14. little clearer about cursorTarget underwater if needed.
  15. :) i really appreciate the comments. here is v5 alpha whats new: basic timer function underwater function what you need to know: when you select a set charge, you can move the slider to set the amount of time. THEN hit the timer button. underwater is clunky as hell.. but im pretty sure its an engine thing.. using cursorTarget you must be looking towards the center of an object. so take your time when setting charges underwater to make sure you have a clean set. (SET WILL BE GREEN) test this out and let me know. ill make changes as needed.
  16. thanks :) timer function added.. after some trials... seems to be working.. as usual.. 1st you make it work.. then you make it pretty.
  17. thanks and yes.. i will make addon form when i push the next release.
  18. yep.. hmm.. i suppose i can do a combo of distance and setPos then.. so sloppy to have to code that way if so.
  19. that was the initial route taken when this was being built. problem is (from my tests).. is cursorTarget does not allow for placement 'anywhere' on an object. intersect allows the player to trace the contour of said object. which allows placement of explosives in all the little nooks and crevices. (doom on any who don't sweep thier vehicles when im playing :biggrin_o: ) with that said.. when underwater.. i do think i'll have to go the cursorTarget route. though at this stage.. im not convinced 110% on the best and most reliable way to meet my criteria.
  20. thx autumn normally i wont release anything til its completed.. but im trying something new this time. community feedback as i build. sooo... here is an early release. this is being done in hopes of getting some feedback of the flow and ease of use. Things to remember: features NOT added yet: timer add sets of charges to groups for sequential detonations. known issues: there are still some anomalies in the code. the underwater intersect function is NOT finished.. so it doesn't work! sometimes the set charges listbox will return the wrong charge name. BUT the selected set charge will still be correct. this is tested for Dedicated AND JiP have fun.. any ideas for features OR feedback.. send my way.. :) and a giant thank you to [AW]conroy for his help with this.
  21. unless the editor output file was included.. you'll have to either make one or edit it by hand. example of editor output: /* #Ludefy $[ 1.063, ["rGUI_hud_countDownTimer",[[0,0,1,1],0.025,0.04,"GUI_GRID"],0,0,0], [1000,"",[1,"",["0.858518 * safezoneW + safezoneX","0.176983 * safezoneH + safezoneY","0.126975 * safezoneW","0.612032 * safezoneH"],[-1,-1,-1,-1],[-1,-1,-1,1],[-1,-1,-1,-1],"","-1"],[]], [1100,"",[1,"",["0.865987 * safezoneW + safezoneX","0.193984 * safezoneH + safezoneY","0.112037 * safezoneW","0.578031 * safezoneH"],[-1,-1,-1,-1],[-1,-1,-1,-1],[-1,-1,-1,-1],"","-1"],["sizeEx = 0.025;"]] ] */
  22. loki

    Timer Script

    of course rename the function to your name. and i do run the hud's from both spawn.. calls.. and keypresses. example code: // RONIN // by loki // Mar. 2014 // // countDownTimer_playerKeyPress.sqf // ----------------------------- // countDownTimer // // nice little hint to see what key is pressed for onKey commands // waituntil {!(IsNull (findDisplay 46))}; // _keyDown = (findDisplay 46) displayAddEventHandler ["KeyDown", "hint str _this"]; // The primary display uses IDD 46. (eg: findDisplay 46). // This will return displayNull on a dedicated server (so be sure to check isDedicated if using this in a waitUntil condition). // // http://community.bistudio.com/wiki/findDisplay // ----------------------------- [] call compile preProcessFile "RONIN\rGUI\countDownTimer_hud.sqf"; if (!isDedicated) then { //using (scroll lock) to open and close for test (findDisplay 46) displayAddEventHandler ["KeyDown", " press_pStatsKey = player getvariable ['press_pStats',true]; publicVariable 'press_pStats'; keyDown = (_this select 1); if (keyDown == 70 AND press_pStatsKey) then { cutRsc ['default','PLAIN']; player setvariable ['press_pStats',false]; publicVariable 'press_pStats'; } else { if (keyDown == 70) then { [] spawn fn_hudcountDownTimer; player setvariable ['press_pStats',true]; publicVariable 'press_pStats'; }; }; " ]; }; OR //start the countDownTimer [] spawn RONIN_fnc_countDownTimer; edit: and just for shits and giggles.. i do have all my hud functions in the cfgFunctions proper. always helps to be neat. class RONIN { class rHUDs { class countDownTimer_hud { //RONIN_fnc_countDownTimer_hud description="rHUDs: Function for countDownTimer_hud."; file = "RONIN\rGUI\countDownTimer_playerKeyPress.sqf"; }; }; };
  23. loki

    Timer Script

    it seems on a dedicated that everything needs fired up once to set it for the local players... so i always start my hud's in the initPlayerLocal.sqf and then shut it back off.. seems to be the only way to get it to work on a dedi.. could be wrong though. [] spawn RONIN_fnc_countDownTimer_hud; sleep 0.1; //ALL PLAYER HUD'S OFF FOR STARTUP cutRsc ['default','PLAIN']; all mine work on dedicated.. no problems.
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