AudioRejectz
Member-
Content Count
8 -
Joined
-
Last visited
-
Medals
Community Reputation
1 NeutralAbout AudioRejectz
-
Rank
Private
-
Potential features to be added.
AudioRejectz replied to Some101's topic in TAKE ON MARS - SUGGESTIONS
Would love to have to build some form of shuttle to get the rovers collected samples from the surface to a shuttle in orbit -
Hi, i have an issue with a fog script i am running. Every time a player joins the server the fog kind of flickers off for a second and then comes back on. But it happens for everyone on the server and spoils the whole effect. I was hoping someone could have a look at it and see if i have done something wrong. The code is an edited version of that in PMC-Reaction This is my fog script setviewdistance 500; bis_fog = 0.7; setviewdistance 550; 0 setovercast 0.9; 0 setrain 1; //0 setfog 0.8; 0 setfog bis_fog; [] spawn { _delay = 3; sleep 0.01; while {true} do { _delay setovercast 0.9; _delay setrain 1; _delay setfog bis_fog; sleep _delay ; }; }; That is triggered by this in my ini // Extra actions: if (!isDedicated) then { [] execVM "weather\effects.sqf"; }; Cheers
-
Nuke Classnames?
AudioRejectz replied to XxToXiiC's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just for admins attention, this guy is known not only for hacking. But also stealing arma2 cd keys and selling them. This can also be seen by doing a simple search for him on google and include DayZ in your search -
Added custom colorCorrections and particle effects
AudioRejectz replied to AudioRejectz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
They have troubles reading, let along being able to help with this -
Added custom colorCorrections and particle effects
AudioRejectz posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, i have been messing with colorcorections and particles in game to add atmosphere in the init.sqf This is a video of how it looks on my system cI-92bmvyvQ Now when i try to put it onto our server it dosnt work correctly. Basically the //---Wind & Dust work. But the Fog / colourcorrect / film grain and ash particles dont work. Even though they do in the editor as you can see in my video I know that i have fucked up somewhere when i put it into the init.sqf but as i am still learning im kinda stuck, anyone any ideas. This is my init.sqf startLoadingScreen ["","RscDisplayLoadCustom"]; enableSaving [false, false]; cutText ["","BLACK OUT"]; instance = 10; //The instance hiveInUse = true; initialized = false; previousID = 0; arr_spawns_alt = [[[8401.41,18601,0],[8200.65,18597.6,0],[8399.73,18806.3,0],[8204.42,18799.4,0],[8374.1,18975,0],[8204.16,18905.5,0],[8097.43,19001.1,0],[8201.47,19071.2,0],[7998.67,19091.4,0],[8193.43,19291,0],[8000.37,19291.5,0],[8202.77,19503.3,0],[8000.07,19398.4,0],[7901.34,19504.8,0],[8108.82,19594.5,0],[8067.63,19734.5,0],[7885.56,19702.8,0],[7735.23,19796.4,0],[7735.23,19796.4,0],[8119.11,19982.3,0],[7849.48,20059.1,0],[7699.22,20225.4,0],[7897.05,20197.3,0],[8154.46,20248.9,0],[8201.28,20404.1,0],[7983.36,20429.1,0],[8191.29,20498.1,0],[8405.5,20595.7,0],[8499.21,20695,0],[8654.67,20609.2,0],[8915.86,20692.8,0],[8801.14,20395.1,0],[9096.56,20539.4,0],[9306.28,20602.6,0],[9281.48,20410.9,0],[9500.22,20401.9,0],[8990.57,20284.6,0],[8900.36,20198.9,0],[9105.58,20092.9,0],[9401,20298.1,0],[9703.18,20291.4,0],[9915.17,20203.4,0],[9722.76,20012.3,0],[9304.08,19901.3,0],[9403.25,19700.5,0],[9603.96,19797.5,0],[9497.97,19594.5,0],[9538.56,19409.6,0],[9716.33,19497.7,0],[9812.99,19692.7,0]],[[4019.42,6356.66,0],[3885.74,6441.42,0],[3627.36,6476.23,0],[3447.86,6537.82,0],[4062.69,6624.22,0],[4327.89,6719.37,0],[4380.21,7371.52,0],[4109.74,6787.41,0],[3710.97,6599.69,0],[3263.29,6531.64,0],[3824.59,8055.27,0],[3649.52,7962.57,0],[4207.17,7819.19,0],[3070.67,7826.18,0.001],[3189.24,6757.61,0],[4744.44,7728.05,0],[4402.13,7478,0],[4607.71,6646.82,0],[4433.69,6153.01,0],[4512.63,6688.07,0],[4449.69,8000.62,0],[4108.86,6532.78,0],[4669.18,6031.18,0],[4524.06,6177.92,0],[4799.35,6566.98,0],[3097.9,6621.89,0],[3158.32,6869.78,0],[2963.38,6764.66,0],[2733.29,6996.52,0],[2542.32,6576.83,0],[2799.13,6579.82,0],[2452.71,6840.6,0],[2496.4,6955.43,0],[3102.87,7317.3,0],[2945.37,7224.94,0],[3121.37,7761.26,0],[2862.07,7839.67,0],[2547.44,7862.79,0],[2455.68,7723.02,0],[2721.23,7523.38,0],[2930.22,7527.76,0],[3104.41,7586.93,0],[2774.93,7651.96,0],[2521.31,7900.24,0],[2516.84,8046.29,0],[2806.55,7922.47,0],[2545.56,7489.7,0],[2468.38,7272.27,0],[2682.77,7142.22,0],[2537.4,6941.18,0]],[[3412.17,7922.35,0],[6544.10,4700.80,0],[7674.88,3408.30,0],[9305.27,1905.47,0],[11602.08,383.86,0],[11285.17,2307.04,0],[10124.68,4188.57,0],[10834.32,6071.59,0],[9642.36,6554.14,0],[8729.80,6532.97,0],[7447.90,8751.99,0],[6606.06,10236.27,0],[5537.96,10161.5,0],[4840.43,8574.13,0],[7703.58,5597.83,0],[10234.39,7817.56,0],[10640.3,6861.75,0],[8561.85,3333.7,0],[8705.99,5150.78,0],[9015.23,4299.58,0],[6704.3,9718.05,0],[10762.5,674.399,0],[7444.85,6990.47,0],[8714.29,8649.08,0],[9968.79,3305.49,0],[12946.82,8454.67,0],[14704.23,7451.44,0],[15975.83,7435.72,0],[16063.51,6248.43,0],[18420.04,5038.24,0],[18329.51,6552.88,0],[17703.17,12301.36,0],[16270.75,15830.58,0],[14328.09,19114.85,0],[12764.12,19450.96,0],[10594.29,19899.37,0],[15254.05,13006.66,0],[15596.24,14841.83,0],[11377.4,14732.1,0],[12986,11815.1,0],[14482.6,12370.3,0],[17416.2,6974.35,0],[16620.8,9284.97,0],[16130.4,11242,0],[14082.3,13049.5,0],[14995.7,8502.94,0],[16456.9,8427.66,0],[10822.1,16799.5,0],[13168.2,14812.1,0],[12637.6,13335.9,0]]]; call compile preprocessFileLineNumbers "\z\addons\my_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\my_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\my_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\my_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 1.0; player_build = compile preprocessFileLineNumbers "tweaks\player_build.sqf"; player_recipeBook = compile preprocessFileLineNumbers "tweaks\player_recipeBook.sqf"; player_remove = compile preprocessFileLineNumbers "tweaks\player_remove.sqf"; spawn_loot = compile preprocessFileLineNumbers "fixes\spawn_loot.sqf"; execVM "screen.sqf"; "colorCorrections" ppEffectAdjust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 0; //"colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; "colorCorrections" ppEffectCommit 3; "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false]; "filmGrain" ppEffectCommit 5; 0 setFog 1; 0 setOvercast 0; skipTime (random 24); 60 setRain random 1; //--- Wind & Dust [] spawn { waituntil {isplayer player}; setwind [0.201112,0.204166,true]; while {true} do { _ran = ceil random 5; playsound format ["wind_%1",_ran]; _obj = vehicle player; _pos = position _obj; //--- Dust setwind [0.201112*2,0.204166*2,false]; _velocity = [random 10,random 10,-1]; _color = [1.0, 0.9, 0.8]; _alpha = 0.02 + random 0.02; _ps = "#particlesource" createVehicleLocal _pos; _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _obj]; _ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0]; _ps setParticleCircle [0.1, [0, 0, 0]]; _ps setDropInterval 0.01; sleep (random 1); deletevehicle _ps; _delay = 10 + random 20; sleep _delay; }; }; //--- Ash [] spawn { waituntil {isplayer player}; _pos = position player; _parray = [ /* 00 */ ["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 1],//"\Ca\Data\cl_water", /* 01 */ "", /* 02 */ "Billboard", /* 03 */ 1, /* 04 */ 4, /* 05 */ [0,0,0], /* 06 */ [0,0,0], /* 07 */ 1, /* 08 */ 0.000001, /* 09 */ 0, /* 10 */ 1.4, /* 11 */ [0.05,0.05], /* 12 */ [[0.1,0.1,0.1,1]], /* 13 */ [0,1], /* 14 */ 0.2, /* 15 */ 1.2, /* 16 */ "", /* 17 */ "", /* 18 */ vehicle player ]; _snow = "#particlesource" createVehicleLocal _pos; _snow setParticleParams _parray; _snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0]; _snow setParticleCircle [0.0, [0, 0, 0]]; _snow setDropInterval 0.01; _oldPlayer = vehicle player; while {true} do { waituntil {vehicle player != _oldPlayer}; _parray set [18,vehicle player]; _snow setParticleParams _parray; _oldPlayer = vehicle player; }; }; player setVariable ["BIS_noCoreConversations", true]; //enableRadio false; "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; if ((!isServer) && (isNull player) ) then { waitUntil {!isNull player}; waitUntil {time > 3}; }; if ((!isServer) && (player != player)) then { waitUntil {player == player}; waitUntil {time > 3}; }; if (isServer) then { hiveInUse = true; _serverMonitor = [] execVM "\z\addons\my_server\system\server_monitor.sqf"; }; if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil my_loadScreenMsg"}; my_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\my_code\system\player_monitor.sqf"; _null = [] execVM "tweaks\player_addActions.sqf" }; // Extra actions for Taviana: if (!isDedicated) then { [] execVM "kh_actions.sqf"; }; -
Add your own custom sounds
AudioRejectz posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, im hoping someone can help with this. I have some custom sounds in my mission file, and i am trying to set them up so they have something like a 5% chance of activating the trigger At present i have this: I created a folder called sounds i put into my mission file, in there i have scream.ogg and scream2.ogg I created a description.ext file and used class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {scream,scream2}; // Definition for each sound class scream { name = "scream"; // Name for mission editor sound[] = {\sounds\scream.ogg, 0.4, 1.0}; titles[] = {0, ""}; }; class scream2 { name = "scream2"; // Name for mission editor sound[] = {\sounds\scream2.ogg, 0.4, 1.0}; titles[] = {0, ""}; }; Now in my mission.sqm i have class Sensors { items=1; class Item0 { position[]={7795.5649,83.821281,9173.4346}; activationBy="WEST"; interruptable=1; age="UNKNOWN"; class Effects { voice="scream"; }; I just have no idea how to randomize the chance of the trigger, does anyone know how i could do this please Kind Regards -
Jungle Wars: Island of Lingor
AudioRejectz replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So when asked from the server code and your reply was "We are not releasing the DayZPanthera or any other server code as they contain proprietary information, thank you for your offer anyways." Care to elaborate, as it dosnt sit right with what your saying above. You obviously knew what you was doing, especialy with doing it and restricting the maps to your hosted servers