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Graz

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Posts posted by Graz


  1. It's worse then that.

    I have recently become aware that in addition to icewindos units, the dayz-origins team had been using a fair amount of other peoples work, without credit and selling their services for money.

    So Far:

    The day/night cycle was taken from another mod (Dayz redux) without credit

    Many of their 'surivor-made' units are taken from Dayz 2017, with no acknowledgement. I wouldn't be surprised if code was stolen from 2017 either (I haven't confirmed either way)

    Bugfixes I created for Taviana Island have been put into the map, not released publicly and no credit is given.

    Icewindo's Hazmats are being used without his permission (afaik) and no credit is given. (These may have been taken out, not %100 sure)

    Some (small) Dayz Namalsk coding was taken aswell, with no credit given

    What's really scummy is that someone would make this kind of thread, then turn around and support a website that is doing exactly the same stealing.

    Absolutely poor form but Taviana has been a cursed, sub-par map from day 1 because of ego and greed. It's a shame, because it had such potential as a map!!!


  2. I've been trying to initiate an an storm by using a public variable as a boolean.

    It's for multiplayer, with JIP on a dedicated server. The server handles the probability of a storm occurring and the client executes the effects. It all worked perfectly without the variable, but now it's not returning anything. This is the first time I've use a public or global variable so I'm sure I've just made a rookie mistake! Here's the code:

    mission init.sqf:


    //Storm pulse
    if (isDedicated) then {
    [] execVM "weather/storm_pulse.sqf";
    };
    //Storm
    if (!isDedicated) then {
    [] execVM "weather/storm.sqf";
    };
    [/Code]

    This is the storm_pulse.sqf

    [Code]
    //Storm testing
    while {true} do {
    sleep 120;
    Grazstorm = True;
    publicVariable "Grazstorm";
    };
    [/Code]

    And the loop and call in storm.sqf

    [u]This isn't the whole code, just the relevant parts[/u]

    [Code]
    [] spawn {
    _delay = 3;
    sleep 0.01;
    while {true} do {
    if (Grazstorm = true) then {
    _delay setovercast 0.9;
    _delay setrain 1;
    _delay setfog bis_fog;
    sleep _delay ;
    };
    };
    };
    //It's called again here
    while {true} do {
    if (Grazstorm = true)
    then {
    //A metric ton of code I've removed
    };
    sleep 0.2;
    };
    [/Code]

    I have no idea how this isn't working!!! Squint didn't have any errors and the effects worked perfectly until I put in these checks. Does anyone know where I've ballsed up?


  3. Would take a bit of trickery. You can't give (from what I know) non scoped optics NVG option. I would suggest taking a picture of the holo sight as it is now and turn that into a scope with 0 zoom and transparent edges (I.E what would be black is transparent.)

    Then you could add the Mode {NVG} option. Will take some work and tricky.

    That's not a bad idea, it would require a significant rework.

    Would it be easier to just have the holo as NVG and everything else outside as black? How would I go about doing that.


  4. Actually it's just the scope used in the SCAR sniper above:

    		class StepScope {
    			opticsID = 1;
    			useModelOptics = 1;
    			opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};
    			opticsZoomMin = 0.087666;
    			opticsZoomMax = 0.035972;
    			opticsZoomInit = 0.087666;
    			memoryPointCamera = "eye";
    			opticsFlare = true;
    			opticsDisablePeripherialVision = true;
    			distanceZoomMin = 100;
    			distanceZoomMax = 100;
    			cameraDir = "";
    			visionMode[] = {"Normal"};
    			discreteDistance[] = {50, 100, 200, 300};
    			discreteDistanceInitIndex = 1;
    		};
    	};
    

    I'm not seeing which part limits the vision to the scope or sets the Scope to only show NVG. :(


  5. I'm not seeing anything that answers the question in there:


    class SCAR_H_STD_TWS_SD : SCAR_H_LNG_Sniper_SD {
    scope = public;
    model = "\Ca\weapons_E\SCAR\mk17_std_tws_sup_grip";
    modelOptics = "\Ca\weapons_E\LWTS_optic.p3d";
    opticsPPEffects[] = {};
    visionMode[] = {"Ti"};
    thermalMode[] = {0, 1};
    opticsZoomMin = 0.1606;
    opticsZoomMax = 0.1606;
    opticsZoomInit = 0.1606;
    distanceZoomMin = 100;
    distanceZoomMax = 100;
    dexterity = 1.68;
    displayName = $STR_EP1_DN_SCAR_H_STD_TWS_SD;
    picture = "\Ca\weapons_E\data\icons\mk17_std_tws_sup_grip_CA.paa";
    UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
    irDistance = 100;

    class OpticsModes : OpticsModes {
    class StepScope : StepScope {
    opticsPPEffects[] = {};
    opticsZoomMin = 0.1606;
    opticsZoomMax = 0.1606;
    opticsZoomInit = 0.1606;
    memoryPointCamera = "eye";
    distanceZoomMin = 100;
    distanceZoomMax = 100;
    visionMode[] = {"Ti"};
    thermalMode[] = {0, 1};
    };
    };
    [/Code]

    It's interesting that it uses the StepScope, I'm not sure what that is O.o


  6. I've been hoping to add NVG to an Eotech Scope.

    Using visionMode[] = {"Normal","NVG"}; works, but it illuminates the whole screen.

    Does anyone know how to make is so the holo scope is the only thing displayed in NVG?

    A visual (shoddy MS paint) representation is changing this

    http://imageshack.us/a/img43/9204/arma2oa2013013017275053.jpg

    arma2oa2013013017275053.jpg

    Into this

    http://imageshack.us/a/img405/6953/arma2oa2013013017274459.jpg

    arma2oa2013013017274459.jpg

    I've no idea where to start so any help would be geatly appreciated.


  7. It's easier then it looks, but you need to know what your doing.

    If your ok with depboing and repboing (which will wreck any .bisign attached to it) it's very simple, as you can just copy+paste the vehicle throw a _custom to it's class name and go from there.

    Creating your own mod will need external references, so you'll need to reference the soldier then build your own.

    Make a copy of things like wheeled.pbo and wheeled_e.pbo (the common and expansion wheeled vehicles) and look at how they do it.

    A really good example to look at is the TK vehicles, as they are taken (via references) from the regular vehicle bases.


  8. I recently made a really, really simple script for time changing.

    Essentially it just advances time from dusk (when it goes pitchblack) to moonrise, the reason is to eliminate pitch black game-play.

    I attempted to test it by using the 3d editor, setting the time in intel to 18:30 and then executing the script in the init line of an object. I'm hoping the issue is in how I tested it.

    The script is really basic, I'll post it here:It uses a while do loop and runs every 5 minutes.


    //moonrise
    while {true} do {
    private ["_timeG"];
    _timeG = daytime;
    if (_timeg >= 17.5 && _timeg <= 21.5) then {
    setDate [2008, 11, 20, 21, 35];
    }
    else {hint "time is ok!"};
    sleep 300;
    };
    [/Code]

    No errors but it doesn't change the time. The only two commands I'm using are daytime and setdate.

    Is it my testing or is there something wrong with the script?

    What's the best way to test if a script like this is working?


  9. The title says it all.

    I've tried a few ways, dropping vehicles on them, spawning grenades using a script.

    It doesn't feel very efficient, is there a way to set the damage on buildings in the editor? I'm talking about the buildings that come with maps, not ones you put in yourself! In particular I'd like some partial destruction to the buildings, similar to if they'd been hit by a tank shell, does anyone know a way to do this?


  10. Graz,

    You can create an addOn that replaces CfgTownGenerator with your own towns and objects; you should just need a config.cpp that overrides (rather than adds to) the CfgTownGenerator class (so that the Chernarus towns aren't there), and an entry in CfgPatches >> your_addon_name >> requiredAddons to ensure that your config.cpp entries override the DayZ ones.

    (And JollyResQ and Gnat, the DayZ people are used to 200Kb mission files, and there's morons running around in that community saying that you should never download a large mission file from a DayZ server because they lead to BattlEye bans)

    Thanks for the heads up Ian, looks like I have some work to do!!!

    The main reason I wanted an addon is so that it's streamlined, the number of people that run the map is a few thousand and as an addon it's much more stable.

    The map I'm using is Celle and it's very 'clean' for a town that's been ravaged by war!

    As a point of interested, if I did build a military camp in the cfgTownGenerator will the buildings come up on the in game map?

    How can I toggle stuff to show in the map? I'd like most of it to show up, but there's a plant I wouldn't mind being unmarked!


  11. Be careful doing that kind of stuff.

    Most people are ok with you using their stuff: PROVIDED that you take the time to write them an email and ask. Some people work really hard on models/textures and it's a little upsetting to see someone use it with no kudos. I can't help much with the modelling but getting permissions will keep you out of trouble :)


  12. This is without any errors but no idea if it will work as the correct elements might not be in the arrays - you would have to give us more info:

    This looks like DAYZ stuff - parts for building a car?

    You've got me, I was bored and wanted to see if I could make a script for building cars. I'll give you the run down.

    The script:

    Checks for the ingredients: 2x Wheels, 2x Scraps

    If the BYBox has the ingredients: It removes them and then runs runs a spawning script.

    If BYbox doesn't have the parts, the script tells you to get lost.

    I wanted to to integrate the create vehicle script into it but I wanted to get this working first.

    Any help would be reall appreciated :)

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