Jump to content

tonic-_-

Member
  • Content Count

    726
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by tonic-_-

  1. Yes, that's right. A donation system was originally implemented in Altis life but it was a system carried over from the Stratis life that I wrote for a community and lets not forget that it was implemented before the EULA was changed and was removed the day it was requested by Bohemia from all future builds. I'm not 'Butt hurt' over anything. I have been here longer then you and been playing the ARMA series for over 6 years, I have created and worked on the three biggest game modes / mods for the ARMA series in the past two years so I have no reason to be 'butt hurt'. I am here to provide enjoyable content for others because I enjoy it but time after time I am ripped off by people in a profitable gain when I spend hundreds of hours working on it where as they spend around 8 modifying it. Further more since you want to bring up the licensing I used specifically for Altis life let us not forget the most crucial part that I have enlisted as my wish which is: All of my code is not to be used outside of the mission in another ‘Life’ like mission And as Darkhorse 1-6 pointed out you are directly breaking the creative commons license that it is under. I will say it again, the only thing I have ever asked is that you remove my work with is at an estimated rate without looking at it around 75% of the mission file used to play this mod and I have asked this because as pointed out you are using my work in a commercial way and without my permission to use my work in something other then what it is which is Altis Life. The biggest way that the arma modding community works is asking people for their permission to use their work with yours, we have a trust system that runs here.
  2. Sigh Did I give you permission to use my code in it? No. My code is the primary source of functionality that pieces it all together to make it playable. I've said it multiple times to stop using my code and yet you guys continue to clearly not care. You talk about being in good terms with Bohemia's EULA and only using content that you have permission for or own but you don't. Just because it is code does not mean that I don't have rights. The reason why I am posting is to let the rest of the ARMA community here on the BI Forums know that you do not care about any rules or respect any of the content makers. Constantly trying to defend your selves and this project with lies really does grind my gears. A lot of people already know that this is nothing more then a glorified Altis life with mods in attempts to monopolize it. You want to do right by content makers? Start by dropping all of my code entirely, not just renaming variables and changing it around slightly but removing my code entirely. You want to monopolize upon it and climb your way to fame then write your own stuff. That is my two cents towards this big scheme.
  3. tonic-_-

    TAW View Distance Script

    Well finally after a year and a half later they finally fixed the scripting command setObjectViewDistance so now the menu when the next patch is released will support changing the Object rendering distance as well as syncing it with the current view distance.
  4. tonic-_-

    Altis Life RPG

    The flashbangs in vanilla is just an eventhandler for Fired which checks if the unit threw GrenadeHand_stone (Stone). If he did then it tells clients in the network to execute the function for the flashbang effect. You can find them in: core\fn_setupEVH.sqf core\functions\fn_onFired.sqf core\items\fn_flashbang.sqf
  5. tonic-_-

    Altis Life RPG

    Good bye forums
  6. If you are not the server it will not execute. Testing locally and it should work but in a dedicated environment it will not work. Other then that it looks fine from a glance.
  7. tonic-_-

    Cuttext Issue

    You could probably try assigning a layer ID. I have had it happen a few times but it is hard to reproduce.
  8. tonic-_-

    Server Side .pbo

    Good luck with that one. If it is functions what you could do which is how myself and Sa-Matra do it is you create functions on the server and then transfer it over the network with publicVariable which is the most basic way to do it but so long as you have a client-side call (mission) the ones that have half a brain can always trace it and dump it via diag_log. When you involve a database into the mix for persistent stats then it creates a lot more work for them. Look at Altis life & life_server, it's a server-side PBO unpacked that used to contain client-side functions that are transferred over the network as well as server-side code that I didn't want in the mission its self. When I say used to contain client-side code I mean as in it was previously Stratis life and it is how I did it for both stratis life & Wasteland to prevent people from snatching it before release. A lot of stuff in KOTH is handled server-side and then clients are made aware of changes but money and stuff is still stored client-side. The code is just so obscured you won't notice it at a glance.
  9. It passes the players entity/object. If you need to know their name or PID then you can use correct scripting commands to fetch it i.e getPlayerUId, name etc etc etc.
  10. Due to me being tired and not wanting to read a whole lot but I take it you are trying to create some sort of blacklist/whitelist type of functionality for when a player connects it is checked by the server and if the player isn't allowed it does whatever it needs to do? If so there is something else you can do. You can create a file in the mission directory called initPlayerServer.sqf, this file is executed once a player connects and fully initializes (Including JIP) and then tells the server to run that passing their object/slot & a bool. It is exactly like initPlayerLocal.sqf but this one is meant for only the server to execute when the client initializes. It would probably be much more effective for you then using onPlayerConnected as you don't have to loop through a list of units trying to find that person as his unit is passed exactly like initPlayerLocal.sqf Not a lot of people know about initPlayerServer.sqf because it is not openly documented but it is apart of the MP Framework, been there since its creation. Params passed to initPlayerServer.sqf: Index 0: Player Object Index 1: Bool (Is the client JIP)
  11. The only thing I have ever found out about what the fuelConsumptionRate does is: //ammount of fuel needed for 1 second, so far used only for RTD heli fuelConsumptionRate = 0.01f; The value "0.01f" is applied to all vehicles in CfgVehicles via class All, it is pretty much the default value. fuelConsumptionRate as it is described above is only implemented for Helicopters, the consumption rate for everything else runs off a default hard-coded value of 0.01 in the engine. The way fuel is drained (from my limited reading in some areas of ... something..) the consumption of fuel (depends on the type of vehicle) is generally based upon the RPM of the vehicle, other vehicles like jet it is based upon thrust and other things. Certain vehicle types take in the account of the damage state of certain things such as helicopters take in fuel consumption rate based upon engine RPM, damage state of rotor blades, damage state of engine and hull (body) where as cars only take in the RPM & Damage state of the fuel container. The implementation of fuelConsumtionRate I believe is from Take on Helicopters seeing as it is only applied for Helicopters and as we know a lot of Take on helicopters stuff was already implemented into ARMA 3 since alpha. Hopefully once the Helicopters DLC is released and the full implementation of take on helicopters stuff is done they will change this hard-coded stuff in the engine for regular cars and tanks to what the helicopters use, a person can dream but this is bohemia.. What I have said is all based upon what I have been reading in the engine and experimenting with since the Alpha but we shall never truly know unless one of the developers chimes in on this conversation, also it seems to me f is based upon a fraction of the value.
  12. Hmm, Since it has been openly admitted that you are planning on using my code for something entirely else other then Altis Life RPG I would like to point out the terms of usage for when you use my code from that, in this case the framework its self. As you may be aware it's under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. The terms of usage which are being broken: * The branding of the mission is to stay ‘Altis Life RPG’. This means you cannot modify it to say something else. i.e Atlis Life by YOURCOMMUNITYNAME/TAG. Everything about the naming / branding is to be left untouched. Clearly that part is being broken :\ * All of my code is not to be used outside of the mission in another ‘Life’ like mission. It is to stay the Altis Life RPG Framework / my framework or you don’t use it and direct branding. Some of the work that I have done is allowed to be used outside of the framework its self which you must ask for my permission first, there may be confusion upon direct branding but that doesn't matter in this particular situation. What the gist of it comes down to is to have the common courtesy to ask my permission to use my framework in something other then Altis life. But at this point in time it is starting to become whatever, people have came and taken my work and used it for their own gain time and time again and I've been getting the short end of the stick for years now so at this point I expect things like this to happen. Now I am not here to start a flame war or any of that but I thought it would be nice to point out that what you are doing with my code is wrong. Now as for the tools being broken, there is a simple solution for that. Don't use their tools, everyone uses Mikero's PBO Project for packing their addons because Bohemia can never do it right but thankfully Mikero has always been there to save us from their tools. Honestly in the most respectful way possible if you came here trying to start / promote a known issue that has been around forever (before ARMA 3) then good luck with that as I doubt anything will ever change, hundreds of people have complained about their packing tools for years and nothing has ever changed. If you want a real tool set that won't fail you unless of course it was user error just go with Mikero's tools because at this point in time you are barking at a dead horse. Mikero's PBO Tools: https://dev.withsix.com/projects/mikero-pbodll/files
  13. I actually been wanting to use something which only has real use in VAS and that is configClasses so I forced myself to touch it and.... Previous speed: "Cfg Processed: CfgWeapons | Time to complete: 0.233032" "Cfg Processed: CfgMagazines | Time to complete: 0.0509033" "Cfg Processed: CfgVehicles | Time to complete: 0.461914" "Cfg Processed: CfgGlasses | Time to complete: 0.0100098" New speed: "Cfg Processed: CfgWeapons | Time to complete: 0.188965" "Cfg Processed: CfgMagazines | Time to complete: 0.0280762" "Cfg Processed: CfgVehicles | Time to complete: 0.0610352" "Cfg Processed: CfgGlasses | Time to complete: 0.0109863"
  14. tonic-_-

    Blastcore: Phoenix 2

    Just wanted to stop by and say OS you sure have blown my mind, keep up the great work and I'm very excited for Blastcore: Phoenix. The GBU explosions were simply amazing and I must say I never thought I would see explosions some what close to real life in a video game, especially not ARMA!
  15. tonic-_-

    Altis Life RPG

    What GAME is Altis Life for? You know that thing you bought on steam.. As for a mod why was my thread moved out of user missions and into ARMA 3 - Multiplayer?
  16. That was not actually a serious thing, I would probably do it for free given that I started Wasteland and all. I would just need to get familiar with the file structure. From what I read you already use a iniDB implementation and swapping that out for extDB would not actually be that much of a challenge unless of course its implementation is pretty bad.
  17. Realized that I put this in the wrong thread (So many AiA threads o.O) but I actually just tested the config changes and it seems to work fine. Don't know about the dev-build but should work on that as I don't think they're changing around the userActions on buildings but can't confirm that.
  18. I have only one question (still downloading) are you able to lock the doors on the old buildings? Or do I still need to do my own config entries for that -_-
  19. Even though I have given up on this I see some people still want to contribute to it and other things so just because I want to be selfish and move on doesn't mean that it should effect everyone else. So with that if anyone wants to make changes to VAS etc etc I have setup a github repo for it and will merge pull requests and even give repo access. https://github.com/TAWTonic/VAS
  20. tonic-_-

    How much Arma have you played?

    2,822 hours since the first hour of alpha release. 782 is play-time rest is well you know.
  21. tonic-_-

    Get variable from Server

    Make it: [[time],"count_down_fnc",WEST,true] spawn BIS_fnc_MP; BIS_fnc_MP takes up to 5 parameters. 0: Arguments 1: Function name 2: Target 3: Persistent (JIP) 4: Execution method (spawn by default, true for call).
  22. Ahh missed that, remove backgroundControls and make controls be MyControl.
  23. Umm been awhile but I think this would work. class DH_Class_Roles { movingEnable = true; idd = 000; onLoad = "uiNamespace setVariable ['DH_Class_Roles', (_this select 0)];"; onUnLoad = ""; controlsBackground[] = {Bg}; objects[] = {}; controls[] = {Bg, Ammo, GL, AT, Marathon, Medic, Engineer, Ammo_Text, GL_Text, AT_Text, Marathon_Text, Medic_Text, Engineer_Text, Ammo_Frame, GL_Frame, AT_Frame, Marathon_Frame, Medic_Frame, Engineer_Frame}; class MyControls { type = 15; shadow = 0; style = 16; idc = -1; x = 0.225 * safezoneW + safezoneX; y = 0.02 * safezoneH + safezoneY; w = 0.55 * safezoneW; h = 0.96 * safezoneH; class Controls { class Bg: DH_RscPicture { idc = -1; x = 0.225 * safezoneW + safezoneX; y = 0.02 * safezoneH + safezoneY; w = 0.55 * safezoneW; h = 0.96 * safezoneH; text = "#(argb,8,8,3)color(0.15,0.15,0.15,1)"; }; class Ammo: DH_RscButton2 { idc = -1; x = 0.25 * safezoneW + safezoneX; y = 0.04 * safezoneH + safezoneY; w = 0.15 * safezoneW; h = 0.12 * safezoneH; text = "Ammo Bearer"; }; class GL: DH_RscButton2 { idc = -1; x = 0.25 * safezoneW + safezoneX; y = 0.2 * safezoneH + safezoneY; w = 0.15 * safezoneW; h = 0.12 * safezoneH; text = "GL Specialist"; }; class AT: DH_RscButton2 { idc = -1; x = 0.25 * safezoneW + safezoneX; y = 0.36 * safezoneH + safezoneY; w = 0.15 * safezoneW; h = 0.12 * safezoneH; text = "AT Specialist"; }; class Marathon: DH_RscButton2 { idc = -1; x = 0.25 * safezoneW + safezoneX; y = 0.52 * safezoneH + safezoneY; w = 0.15 * safezoneW; h = 0.12 * safezoneH; text = "Marathon Runner"; }; class Medic: DH_RscButton2 { idc = -1; x = 0.25 * safezoneW + safezoneX; y = 0.68 * safezoneH + safezoneY; w = 0.15 * safezoneW; h = 0.12 * safezoneH; text = "Combat Medic"; }; class Engineer: DH_RscButton2 { idc = -1; x = 0.25 * safezoneW + safezoneX; y = 0.84 * safezoneH + safezoneY; w = 0.15 * safezoneW; h = 0.12 * safezoneH; text = "Field Engineer"; }; class Ammo_Text: DH_RscStructuredText2 { idc = -1; x = 0.425 * safezoneW + safezoneX; y = 0.04 * safezoneH + safezoneY; w = 0.325 * safezoneW; h = 0.12 * safezoneH; text = "Ammo Bearer - This Class Role allows you to carry more ammo for everything you have. Remember to select the 'Refill Ammo' option at your base to make good use of it."; }; class GL_Text: DH_RscStructuredText2 { idc = -1; x = 0.425 * safezoneW + safezoneX; y = 0.2 * safezoneH + safezoneY; w = 0.325 * safezoneW; h = 0.12 * safezoneH; text = "GL Specialist - This Class Role allows you to mount a under-slung rail to certain weapons. Supported weapons: Mk20 GL, Katiba GL and the MX GL."; }; class AT_Text: DH_RscStructuredText2 { idc = -1; x = 0.425 * safezoneW + safezoneX; y = 0.36 * safezoneH + safezoneY; w = 0.325 * safezoneW; h = 0.12 * safezoneH; text = "AT Specialist - This Class Role allows you to purchase AT and AA Launchers from the Weapon Shop."; }; class Marathon_Text: DH_RscStructuredText2 { idc = -1; x = 0.425 * safezoneW + safezoneX; y = 0.52 * safezoneH + safezoneY; w = 0.325 * safezoneW; h = 0.12 * safezoneH; text = "Marathon Runner - This Class Role allows you to run forever without getting out of breathe or tired."; }; class Medic_Text: DH_RscStructuredText2 { idc = -1; x = 0.425 * safezoneW + safezoneX; y = 0.68 * safezoneH + safezoneY; w = 0.325 * safezoneW; h = 0.12 * safezoneH; text = "Combat Medic - This Class Role allows you to carry more FAKs as well as a shorter revive time on friendly downed players."; }; class Engineer_Text: DH_RscStructuredText2 { idc = -1; x = 0.425 * safezoneW + safezoneX; y = 0.84 * safezoneH + safezoneY; w = 0.325 * safezoneW; h = 0.12 * safezoneH; text = "Field Engineer - This Class Role allows you to repair vehicles and aircraft's out in the field instead of having to RTB (Return To Base)."; }; class Ammo_Frame: DH_RscFrame { idc = -1; x = 0.425 * safezoneW + safezoneX; y = 0.04 * safezoneH + safezoneY; w = 0.325 * safezoneW; h = 0.12 * safezoneH; text = ""; }; class GL_Frame: DH_RscFrame { idc = -1; x = 0.425 * safezoneW + safezoneX; y = 0.2 * safezoneH + safezoneY; w = 0.325 * safezoneW; h = 0.12 * safezoneH; text = ""; }; class AT_Frame: DH_RscFrame { idc = -1; x = 0.425 * safezoneW + safezoneX; y = 0.36 * safezoneH + safezoneY; w = 0.325 * safezoneW; h = 0.12 * safezoneH; text = ""; }; class Marathon_Frame: DH_RscFrame { idc = -1; x = 0.425 * safezoneW + safezoneX; y = 0.52 * safezoneH + safezoneY; w = 0.325 * safezoneW; h = 0.12 * safezoneH; text = ""; }; class Medic_Frame: DH_RscFrame { idc = -1; x = 0.425 * safezoneW + safezoneX; y = 0.68 * safezoneH + safezoneY; w = 0.325 * safezoneW; h = 0.12 * safezoneH; text = ""; }; class Engineer_Frame: DH_RscFrame { idc = -1; x = 0.425 * safezoneW + safezoneX; y = 0.84 * safezoneH + safezoneY; w = 0.325 * safezoneW; h = 0.12 * safezoneH; text = ""; }; }; }; }; That should make the entire dialog scrollable if it exceeds its height & width.
×