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NeoArmageddon

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Everything posted by NeoArmageddon

  1. NeoArmageddon

    cheater or not?

    I looked closely and it seems perfectly fine. He is just moving his mouse too far. Why do you think that would be a hack (it is definitly not a cheat)? That would make no sense at his sway movement is making him miss the other player with the first shots. I would expect an hack to make one aim better, not much worse At 0:25 it takes him about 10-15 bullets to hit the other player in 4m from the hip. That is actually a pretty bad aim.
  2. NeoArmageddon

    cheater or not?

    Looks fine to me. That guy is just spraying and praying a lot. At your timecodes it looks more like he is startled by spotting somebody and than starts shooting (sometimes even in the wrong direction) and only aiming after starting to shoot.
  3. What I was trying to say is, that he can't unpbo something, take the config, change values and repack it. That is the same as editing a p3d and reupload it. RHS was a typo, but my text also applies to RH. Absolutly right, but you need permission, if you unpack a pbo, change stuff in the config, and repack it as is. That is what I understood what Blitzen is doing. For private use nobody would mind of course. The best way for a config patch/compat is to overwrite values in a config (that is what I meant with patching) and not unpacking -> changing a value in cpp -> repacking. When this is the config you want to patch: class CfgPatches { class SomeAddon { name = "Some Addon"; requiredAddons[] = {}; units[] = {}; weapons[] = {"SomeWeapon"}; }; }; class cfgWeapons { class SomeWeapon { something = "blah"; anarray=["blah","blub"]; anumber = 1; //More }; }; You are creating a new config with your own cfgPatches and dependency on the SomeAddon class. Later you add the existing config class and only overwrite the values you want to change. Otherweise your compatibility patch may break when the patched addon gets an update. Your config: class CfgPatches { class MyCompatAddon { name = "Some Compat Addon"; requiredAddons[] = {"SomeAddon"}; units[] = {}; weapons[] = {"SomeWeapon"}; }; }; class cfgWeapons { class SomeWeapon { anarray=["blah","blub","with","more","entries"]; //Just as example }; }; Works the similar with subclasses (for the rails in this particular case). Hope that clears up, what I meant.
  4. On a side note: You don't edit the configs as one, for that you would need permission and/or evn cause incompatibility problems with other mods. What you want to do is create your own addon config and "patch" the config values from RH config there by using the same classnames and RH pbo as dependency. Maybe even the += operator will work for silencers.
  5. NeoArmageddon

    co10 Escape

    Good idea. Will put a config lookup on my todo list.
  6. NeoArmageddon

    CUP server issue

    Your server is a windows host. Just remove CUP and redownload it completly. Looks like the download is corrupted. Make sure to only use the official CUP DL mirrors.
  7. NeoArmageddon

    co10 Escape

    Thta sounds like some of your people have older or newer versions of the terrains installed.
  8. NeoArmageddon

    co10 Escape

    The newest development build contains some additions by @belkon to make escape work with ACE medical. Testing and feedback would be awesome. The Build has #128 (There are mission and addon builds available)
  9. NeoArmageddon

    co10 Escape

    Opening a LAN server and play for yourself should work but will be very hard to beat (as the mission is designed wirh coop in mind).
  10. NeoArmageddon

    co10 Escape

    For the first one it is Massi's addon collections and RHS. The zombie missions are not supported anymore but they used "Zombies & Demons" AFAIK.
  11. NeoArmageddon

    How much Arma have you played?

    Steam says I have 2,504 hours in A3 on record since release. But I played all other titles before nearly as frequently (or maybe more as A3) but not with Steam. So when I extrapolate my playtime in A3 to all titles back to the OFP release in june 2001 I get around 8757 hours in all armaverse games (not counting Take On, DayZ and Carrier Command).
  12. NeoArmageddon

    co10 Escape

    Thanks for your commend. Would love to have you back working with us on Escape!
  13. Instead of just complaining about CUP Sahrani, why don't you do something constructive and write your objective problems with it down in the CUP bugtracker?
  14. NeoArmageddon

    co10 Escape

    Ruha is already in but we noticed some huge performance problems (seem to be related to some corrupt objects in that map). That is the reason we did not included it in the last release.
  15. NeoArmageddon

    co10 Escape

    When you are playing solo, yes, as there is no respawn.
  16. NeoArmageddon

    co10 Escape

    Please hide long logs in a Spoiler-tag. This looks like your servers scriptengine is bugged as those error messages don't make any sense (defining a variable throws undefined variable). Make sure you are not starting your server with -init commandline parameter and you don't have a mission rotation/autostart mission configured in your servers config. These are known to break a lot of scripts (engine bug most likely).
  17. Make a ticket in our bugtracker and attach some screenshots.
  18. NeoArmageddon

    Script obfuscating

    Correct me if I am wrong, but one can still exchange stuff like authors name even if the scripts are obfuscated. Obfuscating is more geared towards making a scripts logic unreadable and making it hard to reuse parts. Obfuscation is not encryption. If you really want to protect your whole mission from being relabeled and reuploaded, your best bet is DCMA claims. Steam workshop makes this quite easy. Report an upload, include the link to your original release and in a few hourd the reupload is gone and the theft may even get banned from SteamWS.
  19. NeoArmageddon

    Teleporting at Dedicated Sever

    Gate1 and Gate2 variables don't exist at other clients. Make them public: gate1 = "mercenaries_gorka" createVehicle(position player); publicVariable "gate1"; gate2 = "mercenaries_gorka" createVehicle(position player); publicVariable "gate2"; [gate1, ["Yeeehaaw", {player setPos getpos gate2}]] remoteExec ["addAction", 0, true];
  20. NeoArmageddon

    Script obfuscating

    This. One of my larger missions is played, hosted and downloaded thousand times per month and I have only seen slightly modfied versions were people exchanged weapons and units (allowed per license) but I never encountered someone who has ripped stuff out of the mission for use somewhere else. I assumeit is too time consuming to unravel all the modules, scripts and parts to make use of them in other missions. The default "script kiddie" wants fast results, so he looks somewhere else. The serious modder writes me a PM with "Hey, I really like that one script in your mission, mind if you can send me a sandalone version?". Also something that was not mentioned here, and in my opinion it is the biggest objection towards obfuscating script: In a few years you look for that one script you wrote back in A3 (maybe to use in A4 or something like that) but you can't find it on your HDD/backup. So you search it online, download it and unpack it. If the code was obuscated, you are out of luck. Releasing something is actually the second best backup method (after having a real backup of course).
  21. NeoArmageddon

    co10 Escape

    Post your RPT please and make sure you are only loaded what is needed for the mission.
  22. NeoArmageddon

    co10 Escape

    AT is our own internal modset with basically a mixture of CUP, CAF, RHS and some compatibility addons not released. They are packed with the normal missionnwhen dev versions are generated and I am too lazy to filter them from the public folder. Please ignore them, they are not meant to be played (but if you are curious you can checkout the classnames directly in the unitclasses.sqf on git or when unpacking the pbo).
  23. AFAIK that model is already broken in the A2 MLOD pack by BI. I thought it was fixed in the last TP update thou. Which CUP version do you use as base? If it is the newest, can you open a ticket in our tracker?
  24. NeoArmageddon

    ExecVM from triggers

    Just for the record, if a trigger is created in a script and local variables need to be used in the activation call of the trigger, all forms of parsing variables into strings can be used: private["_casSpawn","_casPos","_casGroup","_trg"]; // Setting _casSpawn,_casPos,_casGroup to some values _trg = createTrigger ["EmptyDetector", getPos _casSpawn]; _trg setTriggerArea [20, 20, 10, false]; _trg setTriggerActivation ["CIV", "PRESENT", true]; _trg setTriggerStatements ["this", format ["null = [%1,%2,%3] execVM 'mount.sqf';",_casSpawn,_casPos,_casGroup], "hint 'Test'"]; This will parse the variables into the string and it will become a static expression like "null = [someObject,[2312,54234,234],SomeGroup-1-2-West] execVM 'mount.sqf';" that can be called uncoupled from the script creating the trigger. In some cases, the str command needs to be added to the parameters of format to have the variables added correctly (needed for string to have correct escaping of quotes). When debugging this, it is good to make your called script (mount.sqf) print all parameters and their type into the rpt or chat to check if everything worked as expected.
  25. NeoArmageddon

    Help needed: Quick questions

    Most likely. This is a question that can't be answered as everybody has different taste and expect different stuff from such a game. In my opinion ArmA is the pinnacle of milsim gaming. Than get it from humble!
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