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DeathF0X

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Everything posted by DeathF0X

  1. Internal test version 1.1 #1.1 + Added support for non addon user, they will see subtitles * Clients with enabled addon(server side version) will hear sounds now * Functions only called on the server now (remoteExec 2) https://drive.google.com/file/d/0B_1uewp6gdVULUk0R1Q4cE9uY2s/view?usp=sharing Workaround for the subtitles so far: [[], { fox_suicide_bomber_fnc_client_sound = compileFinal' _object = _this select 0; _sound = _this select 1; _talker = param [2,"Man:"]; _text = param [3,"....."]; if( isClass (configFile >> "CfgPatches" >> "fox_suicide_bomber") )then{ _object say3D _sound; }else{ [_talker,_text] call BIS_fnc_showSubtitle; }; '; }]remoteExec ["BIS_fnc_spawn", -2 ,true]; .... if(_isServerOnly)then{ // Server only _nearPlayers = nearestObjects [position _bomber, ["Man"],15]; { if( isplayer _x)then{ [_bomber,"suicide_bomber","Man:","Allahu Akbar"] remoteExec ["fox_suicide_bomber_fnc_client_sound",owner _x]; }; } forEach _nearPlayers; }else{ [_bomber,"suicide_bomber"] remoteExec ["say3D",-2]; [_bomber,true] remoteExec ["setRandomLip",-2]; }; ....
  2. If you use the "server only" checkbox the function will be executed on the server with a additional param telling the function to disable the soundpart. Even if some players had the addon, nobody will hear the "Allahu Akbar" cause the server skipped it. But i think i can fix that in the next release. Planned is also subtitles for the clients, server only version.
  3. //-Update-\\ Addon v1.0 Download Tutorial Youtube Civilian Config (Req. CBA) Download EricJ Taliban Config (Req. CBA) Download Sample mission coming soon. visit http://shira.at for more infos and testing builds.
  4. Status update: Skipped the release of #0.4 Next will be #0.5 Sample Mission Tutorial video(unlocked at release https://youtu.be/wdLTiVxsViU ) Optional config pbo for Zeus civilians(Req. CBA) Optional config pbo for Zeus Ericj Talibans(Req. CBA) Fixed hint at start Static car bomb, engine on, boooom CBA`less Changed Ares delay to 60s(until its fixed) and check for hasInterface Eden support for civilians Server only support: , needs more testing
  5. Dirty method example with arsenal and randomization: class CfgPatches { class fox_somali { units[] = {"fox_somali_base","fox_somali_tigr_3camo","fox_somali_KORD_high_MSV","fox_somali_2b14_82mm_msv","fox_somali_Ural_MSV_01"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"fox_core","cba_xeh"}; }; }; class defaultUserActions; class DefaultEventhandlers; class EventHandlers; class CfgVehicleClasses { class fox_som_men { displayName="Somali Terrorists"; }; class fox_som_veh { displayName="Somali Vehicles"; }; class fox_som_static { displayName="Somali Statics"; }; }; class CfgFactionClasses { class fox_somali_terror { displayName="Somali Terrorists"; priority=5; side=1; }; }; #define UNIFORM(NAME,DN,PIC,TEX,SOLDIER,LOAD,WEIGHT) \ class ##NAME##: Uniform_Base \ { \ author = "Splendid Modder"; \ scope = 2; \ displayName = ##DN##; \ picture = "\A3\characters_f\data\ui\icon_##PIC##_ca.paa"; \ model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; \ hiddenSelections[] = {"camo"}; \ hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\##TEX##.paa"}; \ \ class ItemInfo: UniformItem \ { \ uniformModel = "-"; \ uniformClass = ##SOLDIER##; \ containerClass = Supply##LOAD##; \ mass = ##WEIGHT##; \ }; \ }; class cfgVehicles { class I_Soldier_base_F; class B_Soldier_base_F; class O_Soldier_base_F; class fox_somali_base: I_Soldier_base_F { scope=2; side=2; displayName="Somali Soldier(RND)"; uniformClass="U_BG_leader"; faction="fox_somali_terror"; vehicleClass="fox_som_men"; author="nzdfcrash"; identityTypes[]= { "LanguageENGB_F", "Head_Euro" }; headgearList[] = { "",0.5, "H_Bandanna_gry",0.5, "H_Bandanna_sgg",0.5, "H_Cap_blk",0.5, "H_Cap_oli",0.5, "H_Cap_grn",0.5, "H_Shemag_olive",0.5, "H_ShemagOpen_tan",0.5 }; class EventHandlers: EventHandlers { // The function must be triggered to benefit from the randomization, its usage is documented in its header (see link above) init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};"; }; faceType="Man_A3"; icon="iconMan"; rank="Private"; nakedUniform="U_BasicBody"; weapons[]= { "rhs_weap_akm", "Throw", "Put" }; magazines[]= { "rhs_30Rnd_762x39mm", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green" }; respawnweapons[]= { "rhs_weap_akm", "Throw", "Put" }; respawnmagazines[]= { "rhs_30Rnd_762x39mm", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green" }; Items[]= { "FirstAidKit" }; respawnItems[]= { "FirstAidKit" }; linkeditems[]= { "V_HarnessO_brn", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "V_HarnessO_brn", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; }; class rhs_tigr_3camo_msv; class fox_somali_tigr_3camo : rhs_tigr_3camo_msv { scope=2; side=2; crew = "fox_somali_base"; typicalCargo[] = {"fox_somali_base"}; editorSubcategory = "EdSubcat_Cars"; vehicleClass="fox_som_veh"; faction = "fox_somali_terror"; author=" RHS | FOX "; }; class rhs_KORD_high_MSV; class fox_somali_KORD_high_MSV : rhs_KORD_high_MSV { scope=2; side=2; crew = "fox_somali_base"; typicalCargo[] = {"fox_somali_base"}; editorSubcategory = "EdSubcat_Turrets"; vehicleClass="fox_som_static"; faction = "fox_somali_terror"; author=" RHS | FOX "; }; class rhs_2b14_82mm_msv; class fox_somali_2b14_82mm_msv : rhs_2b14_82mm_msv { scope=2; side=2; crew = "fox_somali_base"; typicalCargo[] = {"fox_somali_base"}; editorSubcategory = "EdSubcat_Turrets"; vehicleClass="fox_som_static"; faction = "fox_somali_terror"; author=" RHS | FOX "; }; class RHS_Ural_MSV_01; class fox_somali_Ural_MSV_01 : RHS_Ural_MSV_01 { scope=2; side=2; crew = "fox_somali_base"; typicalCargo[] = {"fox_somali_base"}; editorSubcategory = "EdSubcat_Cars"; vehicleClass="fox_som_veh"; faction = "fox_somali_terror"; author=" RHS | FOX "; }; class I_Quadbike_01_F; class fox_somali_Quadbike_01_F : I_Quadbike_01_F { scope=2; side=2; crew = "fox_somali_base"; typicalCargo[] = {"fox_somali_base"}; vehicleClass="fox_som_veh"; faction = "fox_somali_terror"; author=" RHS | FOX "; }; class O_Boat_Armed_01_hmg_F; class fox_somali_Boat_Armed_01_hmg_F : O_Boat_Armed_01_hmg_F { scope=2; side=2; crew = "fox_somali_base"; typicalCargo[] = {"fox_somali_base"}; vehicleClass="fox_som_veh"; faction = "fox_somali_terror"; author=" RHS | FOX "; }; class I_Heli_light_03_unarmed_F; class fox_somali_Heli_light_03_unarmed_F : I_Heli_light_03_unarmed_F { scope=2; side=2; crew = "fox_somali_base"; typicalCargo[] = {"fox_somali_base"}; vehicleClass="fox_som_veh"; faction = "fox_somali_terror"; author=" RHS | FOX "; }; }; class Extended_InitPost_EventHandlers { class fox_somali_base { fox_somali_base_init = "(_this select 0) execVM '\fox_somali\functions\fn_uniform.sqf';"; }; }; /////Groups class CfgGroups{ class Indep{ class fox_somali_terror{ name = "Somalis"; side = 2; class Infantry{ name = "Infantry"; class fox_somali_sq2{ name = "Rifle Squad (2)"; side = 2; faction = "fox_somali_terror"; icon = "\A3\ui_f\data\map\markers\nato\n_inf.paa"; class Unit0{ side = 2; vehicle = "fox_somali_base"; rank = "CORPORAL"; position[] = {0,0,0}; }; class Unit1{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {0,-5,0}; }; }; class fox_somali_sq4{ name = "Rifle Squad (4)"; side = 2; faction = "fox_somali_terror"; icon = "\A3\ui_f\data\map\markers\nato\n_inf.paa"; class Unit0{ side = 2; vehicle = "fox_somali_base"; rank = "CORPORAL"; position[] = {0,0,0}; }; class Unit1{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {0,-5,0}; }; class Unit2{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {+5,-5,0}; }; }; class fox_somali_sq6{ name = "Rifle Squad (6)"; side = 2; faction = "fox_somali_terror"; icon = "\A3\ui_f\data\map\markers\nato\n_inf.paa"; class Unit0{ side = 2; vehicle = "fox_somali_base"; rank = "CORPORAL"; position[] = {0,0,0}; }; class Unit1{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {0,-5,0}; }; class Unit2{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {+5,-5,0}; }; class Unit4{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {-5,-10,0}; }; class Unit5{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {+5,-10,0}; }; }; class fox_somali_sq8{ name = "Rifle Squad (8)"; side = 2; faction = "fox_somali_terror"; icon = "\A3\ui_f\data\map\markers\nato\n_inf.paa"; class Unit0{ side = 2; vehicle = "fox_somali_base"; rank = "CORPORAL"; position[] = {0,0,0}; }; class Unit1{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {0,-5,0}; }; class Unit2{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {+5,-5,0}; }; class Unit4{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {-5,-10,0}; }; class Unit5{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {+5,-10,0}; }; class Unit6{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {-5,-15,0}; }; class Unit7{ side = 2; vehicle = "fox_somali_base"; rank = "PRIVATE"; position[] = {+5,-15,0}; }; }; }; }; }; }; Script: _soldier = _this; if(!local _soldier)exitWith{}; removeAllWeapons _soldier; removeAllItems _soldier; removeAllAssignedItems _soldier; removeUniform _soldier; removeVest _soldier; removeBackpack _soldier; //Uniform _uniformArray = [ "U_C_Poloshirt_blue", "U_C_Poloshirt_tricolour", "rhs_uniform_gorka_r_g", "U_BG_Guerrilla_6_1", "U_BG_Guerilla1_1", "U_BG_Guerilla2_3", "U_BG_Guerilla3_1", "U_BG_leader" ]; _soldier forceAddUniform (_uniformArray call BIS_fnc_selectRandom); _vestArray = [ "V_TacVestIR_blk", "V_BandollierB_blk", "V_BandollierB_rgr", "V_BandollierB_oli", "V_TacVest_blk", "V_TacVest_camo", "V_I_G_resistanceLeader_F" ]; _soldier addVest (_vestArray call BIS_fnc_selectRandom); _soldier addItemToVest "FirstAidKit"; for "_i" from 1 to 2 do {_soldier addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {_soldier addItemToVest "SmokeShell";}; //Weapon _weaponArray = [ ["rhs_weap_akm","rhs_30Rnd_762x39mm",5], ["rhs_weap_akms","rhs_30Rnd_762x39mm",5], ["rhs_weap_m16a4","rhs_mag_30Rnd_556x45_Mk318_Stanag",5], ["rhs_weap_pkm","rhs_100Rnd_762x54mmR",2], ["rhs_weap_svdp_wd","rhs_10Rnd_762x54mmR_7N1",5], ["srifle_DMR_06_olive_F","20Rnd_762x51_Mag",5], ["rhs_weap_ak74m_plummag_npz","rhs_30Rnd_545x39_AK",5] ]; _w = _weaponArray call BIS_fnc_selectRandom; _weapon = _w select 0; _magazine = _w select 1; _magazineAmount = _w select 2; _soldier addWeapon _weapon; for "_i" from 1 to _magazineAmount do {_soldier addItemToVest _magazine;}; if(random 100 < 20)then{ //add igla or rocket _rocketArray = [ ["rhs_weap_rpg26","rhs_rpg26_mag",1], ["rhs_weap_rpg7","rhs_rpg7_PG7VL_mag",3], ["rhs_weap_igla","rhs_mag_9k38_rocket",2] ]; _rArray = _rocketArray call BIS_fnc_selectRandom; _rlauncher = _rArray select 0; _rammo = _rArray select 1; _ramount = _rArray select 2; _soldier addWeapon _rlauncher; _soldier addBackpack "rhs_sidor"; for "_i" from 1 to _ramount do {_soldier addItemToBackpack _rammo;}; for "_i" from 1 to _magazineAmount do {_soldier addItemToBackpack _magazine;}; }; _soldier addWeapon "rhs_weap_makarov_pmm"; for "_i" from 1 to 3 do {_soldier addItemToUniform "rhs_mag_9x18_12_57N181S";}; //Standart _soldier linkItem "ItemMap"; _soldier linkItem "ItemCompass"; _soldier linkItem "ItemWatch"; _soldier linkItem "ItemRadio"; if( isClass(configFile >> "cfgPatches" >> "task_force_radio") )then { //tfar _soldier linkItem "tf_fadak_3"; }; if( isClass(configFile >> "cfgPatches" >> "ace_main") )then { //ace3 for "_i" from 1 to 2 do {_soldier addItemToUniform "ACE_fieldDressing";}; for "_i" from 1 to 2 do {_soldier addItemToUniform "ACE_morphine";}; for "_i" from 1 to 2 do {_soldier addItemToUniform "ACE_epinephrine";}; }; _id = ["PersianHead_A3_01","AfricanHead_02","PersianHead_A3_02","AfricanHead_03","PersianHead_A3_03","AfricanHead_01"]; _soldier setFace (_id call BIS_fnc_selectRandom ); fd Arsenal Export: _soldier = _this; if(!local _soldier)exitWith{}; ARSENAL EXPORT HERE REPLACE PLAYER WITH _soldier !!!!
  6. [this] call AdvLog_fnc_factoryInit;
  7. Any news ? project sounds very interesting.
  8. Dev build for only Server side version, not tested, no access to my server atm. DO NOT REUPLOAD !!! ONLY FOR TESTING [_bomber] remoteExec ["fox_suicide_bomber_fnc_prepare", 2]; *removed sound *replaced hint with diag_log *minor changes *no ares support, only call function https://drive.google.com/open?id=0B_1uewp6gdVUbDBUOTllYzZQYWM
  9. mhh there will be no sounds if i convert the addon to server side only and i need to change some lines. Script version only suicide bomber: Without sound, [this] execVM "fn_prepare.sqf"; fn_prepare.sqf _bomber = param [0, objNull]; _params = param [1, [WEST,["LandVehicle","Man"],20 ] ]; if( !local _bomber )exitWith{}; if( isNull _bomber )exitWith { hint 'No object selected' }; if( _bomber getVariable["fox_hasSuicideAction",false] )exitWith { hint 'Unit is already a suicide bomber' }; if( !(_bomber isKindOf "Man") )exitWith { hint 'Object is not kind of "Man"' }; _bomber playAction "TakeFlag"; _bomber playAction "civil"; _bomber setVariable ["fox_hasSuicideAction",true,true]; [_bomber, _params] spawn { _bomber = param [0, objNull]; _params = _this select 1; _side = _params select 0; _objectsAsTarget = _params select 1; _scanAreaRadius = _params select 2; _targetFound = false; while {alive _bomber AND !_targetFound } do { _playerList = []; //we need to scan for opfer ;) _manArray = nearestObjects [position _bomber, _objectsAsTarget, _scanAreaRadius]; { if( (side _x == _side) ) then{ _playerList pushBack _x; }; } forEach _manArray; if( count _playerList >= 1)then{ _target = selectRandom _playerList; if( alive _target )exitWith { _targetFound = true; [_target,_bomber] call fox_suicide_bomber_fnc_action }; }; sleep 2; }; }; fn_action.sqf _target = _this select 0; _bomber = _this select 1; _expl2 = "DemoCharge_Remote_Ammo" createVehicle position _bomber; _expl2 attachTo [_bomber, [0, 0.15, 0.15], "Pelvis"]; _expl2 setVectorDirAndUp [ [1, 0, 0], [0, 1, 0] ]; _dummy = "Land_HelipadEmpty_F" createVehicle position _bomber; _dummy attachTo [_bomber, [0, 0, 0] ]; _bomber setVariable["fox_suicide_dummy",_dummy,true]; _bomber addEventHandler ["Killed",{ _dummy = (_this select 0) getVariable["fox_suicide_dummy",objNull]; deleteVehicle _dummy; }]; while {alive _bomber} do { [_bomber] spawn{ _c = 0; while { alive (_this select 0) } do { if(_c isEqualTo 12)exitWith{ _explosion = "HelicopterExploSmall" createVehicle position (_this select 0); }; sleep 1; _c = _c + 1; }; }; _bomber doMove (position _target); sleep 3; if(_target distance _bomber < 15)then { _explosion = "HelicopterExploSmall" createVehicle position _bomber; }; }; sleep 1; _deadManSwitch = floor (random 20); if(_deadManSwitch > 15)then{ //DeadmanSwitch _explosion = "HelicopterExploSmall" createVehicle position _bomber; }; deleteVehicle _expl2;
  10. Zeus,3den: drag & drop the suicider into a vehicle, it works, Script: _suicider = createVehicle "suiciderclass"...... [ _suicider ] call fox_suicide_bomber_fnc_prepare; _suicider moveindriver _mycar; In both cases, the suicider will search for targets and drive into it. I added a static carbomb function, if you start the engine you will hear a beep sound 2-3s and booooom. Carbomb function: /* Description: Adds a carbomb to a vehicle, use getVariable "fox_hasStaticBomb" to check if bomb is attached Parameter(s): 0: OBJECT - vehicle Returns: Nothing */ _car = param [0, objNull]; if( !local _car )exitWith{}; if( isNull _car )exitWith { hint 'No object selected' }; if( _car getVariable["fox_hasStaticBomb",false] )exitWith { hint 'Car has static bomb' }; if( !(_car isKindOf "Car") )exitWith { hint 'Object is not kind of "Car"' }; _ehId = _car addEventHandler ["Engine",{ [(_this select 0),(_this select 1)] spawn { _vehicle = _this select 0; _engineStatus = _this select 1; // on == true _vehicle setVariable ["fox_hasStaticBomb",true,true]; if(_engineStatus)then{ [_vehicle,"suicide_bomber"] remoteExec ["say3D"]; sleep 4; _explosion = "HelicopterExploSmall" createVehicle position _vehicle; }; }; }]; _vehicle setVariable ["fox_staticBombId",_ehId,true];
  11. Changelog for the next release, planned on friday: Changelog: #0.4 + optional configs( requires CBA !!!) available for Vanilla civilians and EricJ Talibans( http://steamcommunity.com/sharedfiles/filedetails/?id=668919514 ) + Sample mission * now cba`less again :803: * fixed hint at mission start * AresArchilles delay set to 60s, until the initialization is fixed, - removed civilian config Request can be made until Wednesday evening :ph34r:
  12. Update v0.3 Requires CBA + Editor placeable untit Download link on top /\
  13. No, on client and server needed. v0.2 fixed systemchat output.
  14. Ok, next release will contain more allahu akbars, gonna watch some jihadi videos now, for research purposes only ;)
  15. because of some mimimi from Redphoenix & Pufu i remove the mod from here. if someone still interested, pm me.
  16. DeathF0X

    [WIP] Ace³ Interrogation

    notes: the npc is not killable for preventing abuse, no blood addon etc all vanilla stuff except the bag and the interaction menu and the dummy unit standing left, i could record the same sequence with russian units.... As noted I DONT SUPPORT ANY TYPE OF TORTURE !!! I expect that this thread will be reported and closed.
  17. just awesome :jump_clap:
  18. DeathF0X

    [WIP] Terrain Diyala province Iraq

    Any chance to switch from the JBAD requirements to cup ?
  19. Before 1.60 update i patched the Laptop class Land_Laptop_unfolded_F directly , open spoiler , to add the ability to interact via ace3 interaction. Now with 1.60 patching the Land_Laptop_unfolded_F breaks the config completly, class ThingX; class Land_Laptop_unfolded_F{ 90% of the config is missing.
  20. Hey, since the 1.60 update some of my addons dont work anymore, i patched the laptop for use with ace3. Cant find the failure in my config. It worked before, i hope someone has a solution or can give me a hint for fixing. Thx Phil ------- rpt: config viewer: half of the configs are missing although i patch the base config. config.cpp:
  21. The temporary solution so far: class Land_Laptop_unfolded_F : ACE_RepairItem_Base{ }; class Fox_Laptop : Land_Laptop_unfolded_F{
  22. DeathF0X

    Laggy UI

    Hey, i got some problems with a "laggy ui" after 2-3h of playing online. Example, when i open the zeus interface, the screen goes black for about 30-45s before i can interact. The same with TFAR, when i open radio it takes 10-30s to display the interface. "ESC" menu slowly builds up and a interaction with submenus is not possible. The only temporary solution so far is to reconnect to the server. Phil, Rig: i7 4,4Ghz GTX 980Ti 12GB DDR3
  23. DeathF0X

    Laggy UI

    Feedback for 1.60, ui lags again, need to test the new perf. binaries.
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