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zkb1325

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About zkb1325

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  1. Zargabad Life Framework

    Updated original post with a link to a basic guide to get you started https://www.igfgaming.net/guide/zargabad-life/
  2. Introducing Zargabad Life Framework for ARMA 3! This open framework is a completely custom recreation of the original ARMA 2 OA Zargabad Life with some improvements. After more than two years of development, I am pleased to announce it is ready for the ARMA community to download and use. Features Here are just some of the many original features you can find in the mission: Feel nostalgic again with original A2 Zargabad Life styled menus, items, and features. Customizable mission that can be adapted to any map with any addons. Use specific equipment to collect resources. Fishing and mining make a return. Buy a factory - turn those precious minerals and resources into useful items that allow you to craft more goodies. You can also rely on capitalism and export your manufactured items for cold hard cash. Shops with limited stocks are back. Dynamic item supply and demand pricing are functional features. Buy factories and export items to keep the market afloat. Citizens can vote for a mayor, and officers can vote for a commander. Hover over a name and see how many votes they have. Illegal workers and workplaces are back to make your experience more… enjoyable. Customizable stat saving and automatic stat resets on a configurable cycle. The time until the next stat reset is also conveniently displayed in the main info menu. Completing patrol and delivery missions. This also handily utilizes the ARMA task system. Get rich quick by robbing gas stations and banks. Bank robbers beware, dye packs are functional… Police have access to a dynamic computer in vehicles - utilize city cameras with civ and sat cam, check warrants, issue warrants or pardon civs, and more. +more In-game images of menus, effects, and more: https://imgur.com/a/czSJiqB Check out the easily customizable config: https://pastebin.com/sk33HkxQ Why use this framework? My framework is a change of pace and is something new in ARMA 3 - not something you hear all that often anymore. Arguably, the greater majority of life servers in the ARMA community utilize the exact same framework with minor modifications. Zargabad life helped kickstart the now massively popular ARMA gamemode. This framework has been in development for more than two years, and is an almost 1-1 recreation of the original Zargabad Life mission. I have designed this framework to be modular, customizable, and easy to understand. The basic configurations are all contained in one file, making it effortless to start your own server. Furthermore, this mission has been designed so that it is not required to be hosted on Zargabad - with some adjustments, this framework can be hosted on any map with any addons. I have partnered with the International Game's Federation [www.igfgaming.net] who have provided a forum area to allow for Zargabad Life server owners to post server advertisements, support requests, scripts, and more. Please note that all official support requests will be handled on the IGF website, you can join by clicking this link [www.igfgaming.net/register]. What can I do with this framework? You can do pretty much anything as long as you don't change the author. Change the map Change what addons are used Change the UI's Change how stats are saved Change shops and factories Change anything else you want in the framework besides "author = "ZKB1325";" found in description.ext file. License and Monetization Agreement Licensed under Arma Public License Share Alike (APL-SA) https://www.bohemia.net/community/licenses/arma-public-license-share-alike Monetization Agreement You may monetize the Zargabad Life Framework as long as you adhere to the following conditions. - Under absolutely no circumstances may you alter, remove, other otherwise modify "author = "ZKB1325";" found in description.ext file of the Zargabad Life Framework. Download Info & Official Server Try it before you download it! Check out the official ARMA 3 Zargabad Life server, hosted by IGFGaming. play.igfgaming.net:2302 The required addons to play on the server (CUP), can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1582012008 You can download my Zargabad Life Framework on IGFGaming’s forum. IGFGaming’s forum: https://www.igfgaming.net/zargabad-life-framework-download/ There is a basic guide to get you started located on the IGFGaming's forums here: https://www.igfgaming.net/guide/zargabad-life/ Stat Save Info Optionally Zargabad Life Framework can use INIDBI2 for stat saving over restarts. By default stats do not save over restart, this can be configured in settings.hpp. Information and download for INIDBI2 can be found here. https://forums.bohemia.net/forums/topic/186131-inidbi2-save-and-load-data-to-the-server-or-your-local-computer-without-databases/ X64 extension for 64 bit servers https://forums.bohemia.net/forums/topic/186131-inidbi2-save-and-load-data-to-the-server-or-your-local-computer-without-databases/?page=6&tab=comments#comment-3129196 Support If you have any questions about this mission, please leave a comment below or join me on IGFGaming’s Discord server. https://discord.gg/yZqtyYD Bug reports, scripts, addons, suggestions, and other related posts should be left in the appropriate section on IGF’s Forums. https://www.igfgaming.net/forum/166-zargabad-life-server-framework/
  3. Killing Grounds

    Sorry for the delayed response i've been busy with other things. Thanks for reminding me that "EntityKilled" I have updated the Killing Grounds Server addon to now use the missionEventHandler for both vehicles and AI being killed. Like you said there is no such thing for "handleDamage" so that is still an eventHandler that is needed if you wish to receive a reward for destroying vehicles. The "handleDamage" eventHandler is needed for safe zones and to reward the correct person when the vehicle is destroyed because there are times you hit a jet with a missile but doesn't destroy it right away and ends up crashing. Added screenshots to the original post and if someone records anything I'll be sure to ask them if it's ok to post it. To port to another terrain is fairly simple but kind of time consuming. First you would want to move the playable units and everything that's directly around the playable units to the terrain you want to use and make sure to copy all the files from an existing mission except the mission.sqm to your new mission folder. You will want to edit the capture zones in Main Config file or errors could appear. Then if there are any custom buildings that you want to spawn loot in you will want to look at this guide. And last but optional is placing down mission modules. If you're adding content from another mod like IFA3 then you will probably want to set up the gear to spawn in the buildings by following this guide. Then add gear and vehicles to the item config and then to the shop config which can get time consuming. A WW2 version does interest me but I'm not interested in investing the time to do it, at least not any time soon. If you or anyone else want's to make a WW2 version or any other version (RHS, Unsung) then feel free too and I can include the mission file as part of the Killing Grounds Server addon with credit.
  4. Killing Grounds

    There are no plans to add recruitable AI, while it's an interesting idea it would conflict with things like the group system and they probably won't attack any one at will because all the players are independent. I didn't have any plans fro wandering enemy AI but it does sound like a good idea and I'll look into adding it. While you can add other addons and scripts be careful of any that might alter how units and vehicles take damage mainly ACE. Also because the way the eventHandlers are added to the AI and vehicles any addon or script that creates AI or Vehicles will not reward the player for killing it. There is a function I created to add multiple eventHandlers with ease and can be found here. The function to be ran with a "HandleDamage" eventHandler on a Vehicle is "ZKB_Client_fnc_Vehicle_HandleDamage". The function to be ran with "Killed" eventHandler on a vehicle is "ZKB_Client_fnc_EH_VehicleDestroyed". [_newvehicle, [["HandleDamage",{_this call ZKB_Client_fnc_Vehicle_HandleDamage;}],["Killed",{_this call ZKB_Client_fnc_EH_VehicleDestroyed;}]]] remoteExecCall ["ZKB_Client_fnc_EH_AddEventHandlers", 0, _newvehicle]; For AI there is a "Killed" eventHandler so the player can be rewarded for kill them. "ZKB_Client_fnc_EH_AIKilled" [_solder, [["Killed",{_this call ZKB_Client_fnc_EH_AIKilled;}]]] call ZKB_Client_fnc_EH_AddEventHandlers; I know some addons that add dynamic AI have the ability to run code on the units when they spawn so you can input the above.
  5. Killing Grounds

    If you're talking about the actual mission files they are also located in the Killing Grounds Server addon. If you need help getting to them look at step 1 though first part of step 5 here in the guide. If you're not looking for the mission files and just want to be able to download the mod from other than the steam workshop then the answer is no. Unless you have a good reason why because I would prefer not having to worry about updating the mod in multiple places then yes I can upload it to a dropbox.
  6. Killing Grounds

    Yes you can adjust loot spawning in KG_Config.hpp Look for LootSleepTime and LootSpawnChance. LootSleepTime is the delay in seconds between each loot spawn cycle and LootSpawnChance is the chance for loot to spawn on a position in a building. For there being no AI at the mission it could be because they died somehow or they could of ran off somewhere. I'm glad your enjoying it, I'm hoping the mod will catch on and servers start showing up I have yet to play it with more then 15 players and that's only from when I had a friends milsim group help me test but most grouped together so not much action.
  7. Killing Grounds

    Yes you can add DLC or Addon weapons to the default LootTable. The default is there incase there is no LootTable set for the current map the server is running. For more information you can check out My enjin forum based wiki.
  8. Killing Grounds is an open map battle ground where players can go solo or group up and fight other players. Earn money and XP from killing payers or AI or from completing AI missions, then spend the money on better gear or a better vehicle and the Perk Points on Perks received from leveling up through XP. Website: www.a3killinggrounds.enjin.com Screenshots: https://imgur.com/a/cvdW7 Features: Highly customisable Stat Save* Group System Perks* Customisable Aircraft* Capture Zone* AI Missions* Virtual Garage* Vehicle saving to map* Loadout Saving Building Loot* Safe Zones* Spawn Menu* Settings menu that saves between servers * Could vary based on server customization Killing Grounds Client addon Steam Workshop Killing Grounds Server addon (Needed for localHost and Dedicated Server in addition to Killing Grounds Client addon) Steam Workshop Stratis Mission File: Steam Workshop Malden Mission File: Steam Workshop The server addon also has the mission files for dedicated servers as well as the BIKey.
  9. Compared to you're Emita map will it be bigger or smaller?
  10. I'm trying to make a lottery script for a life mission where players go up to an option and enter the lottery. Then every so often it will pick a winner and broadcast who the winner is. The problem I am having is when it gets to the point of picking the winner from an array. There are 2 variables: lotteryarray = []; lotterymoney = 0; I think i got the first script working the way i intended it to but it's hard to tell since the second script does not work right. lotteryplayer = name vehicle player; if ("geld" call INV_GetItemAmount < 5000) then { player sideChat"You need more money to buy a lottery ticket."; } else { ["geld", -5000] call INV_AddInvItem; player sideChat "You bought a lottery ticket for $5000 you can buy more to increase your chance of winning."; lotteryarray = lotteryarray + [[lotteryplayer]]; publicVariable "lotteryarray"; ["lotteryarray", lotteryarray] spawn ClientSaveVar; lotterymoney = lotterymoney + 5000; publicVariable "lotterymoney"; }; The second script is where I'm having problems getting it to select a random name/player. lotterywinner = lotteryarray select floor(random(count lotteryarray)); sleep 5; while {true} do { sleep 10; server globalchat format ["A Lottery winner will be picked in 10 seconds"] call broadcast; sleep 10; server globalChat format ["The Lottery has been drawn and the winner is %1. They have won $%2", lotterywinner, lotterymoney] call broadcast; sleep 1; lotteryarray = []; publicvariable "lotteryarray"; ["lotteryarray", lotteryarray] spawn ClientSaveVar; lotterymoney = 0; publicvariable "lotterymoney"; ["lotterymoney", lotterymoney] spawn ClientSaveVar; }; I have tried multiple ways of this: lotterywinner = lotteryarray select floor(random(count lotteryarray)); But it results in say either "ANY" or "NULL". Any help is much appreciated.
  11. MP mission PBO's

    i have windows 7 and im trying to figure out the same thing. but i cannot find it.
  12. i got the same question but i want one team respawn lets say 5 seconds and the other team respawn 60 seconds
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