Jump to content

Ranwer135

Member
  • Content Count

    1177
  • Joined

  • Last visited

  • Medals

Everything posted by Ranwer135

  1. Ranwer135

    Script MP/JIP Compatibility

    Thank you so much guys for your great help! :D I will open up an offline dedi server with those changes (as well as a couple of improvements to some functions), and will let you guys know if any thing happens. ;) Edit: Okay, I reviewed the code and I realized man_q_randomizer.sqf is for randomizing the clothing of Quest units (which are dead, scattered throughout the map to acquire Quests). The zombies that spawn in towns are the ones which are naked: (I believe it has got to do with it being uniformClass-less :blink: ) Full config: class CfgPatches { class dss_zombies { units[]= { "dss_zombie1" }; weapons[]={}; requiredVersion=1; requiredAddons[]={"A3_Characters_F"}; author[]= { "Ranwer135" }; }; }; class CfgFactionClasses { class DSS_ZMB_FCT { icon="dss_zombies\icon\dss_zmb_faction_ca.paa"; displayName="Zombies"; priority=10; side=2; }; }; class CfgVehicleClasses { class DSS_ZMB { displayName="Zombies"; }; class DSS_ZMB_I { displayName="Zombies"; }; }; class CfgFaces { class Default; class Man_A3: Default { class Default; class DSS_Zed1: Default { name = "Zombie"; displayname = "Zed"; identityTypes[] = {"DSS_id_Zed1"}; head = "KerryHead_A3"; texture = "\dss_zombies\faces\z_white_01_co.paa"; disabled = 0; textureHL = "dss_zombies\faces\hl_white_z_co.paa"; }; class DSS_ShadowZed1: Default { name = "Shadow Zombie"; displayname = "Shadow Zed"; identityTypes[] = {"DSS_id_NTZed1"}; head = "KerryHead_A3"; texture = "\dss_zombies\faces\nt_white_01_co.paa"; disabled = 0; textureHL = "dss_zombies\faces\hl_white_nt_co.paa"; }; }; }; class CfgIdentities { class DSS_id_Zed1 { name = "Zombie"; face = "DSS_Zed1"; speaker = "Male09_F"; pitch = 1.0; glasses = "none"; }; class DSS_id_NTZed1 { name = "Shadow Zombie"; face = "DSS_ShadowZed1"; speaker = "Male09_F"; pitch = 1.0; glasses = "none"; }; }; class CfgVehicles { class C_man_p_beggar_F; class DSS_zombie1: C_man_p_beggar_F { faction="DSS_ZMB_FCT"; scope=2; side=2; vehicleClass="DSS_ZMB"; identityTypes[]= { "Language_EN_EP1", "Head_NATO", "NoGlasses" }; faceType="Man_A3"; magazines[]={}; respawnmagazines[]={}; moves="DSS_CfgMovesMaleZombie"; genericNames="NATOMen"; armor=15; uniformClass = ""; //I believe this could be the reason why he is naked displayName="Zombie"; author="Rawner135"; hiddenSelections[]={"camo"}; hiddenSelectionsTextures[]= {"\dss_zombies\textures\c_clothz_co.paa"}; class eventHandlers { init = "_this execVM ""\dss_code\zeds\zed_follow.sqf""; _this execVM ""\dss_code\zeds\zed_sounds.sqf""; _this execVM ""\dss_code\zeds\zed_init.sqf"";"; }; }; class i_soldier_unarmed_f; class DSS_zombie_a1: i_soldier_unarmed_f { faction="DSS_ZMB_FCT"; scope=2; side=2; vehicleClass="DSS_ZMB"; identityTypes[]= { "Language_EN_EP1", "Head_NATO", "NoGlasses" }; faceType="Man_A3"; magazines[]={}; respawnmagazines[]={}; moves="DSS_CfgMovesMaleZombie"; genericNames="NATOMen"; armor=20; uniformClass = ""; //Same goes here displayName="Military Zombie"; author="Rawner135"; linkedItems[] = {"V_PlateCarrierIA1_dgtl","H_HelmetIA"}; respawnLinkedItems[] = {"V_PlateCarrierIA1_dgtl","H_HelmetIA"}; class eventHandlers { init = "_this execVM ""\dss_code\zeds\zed_follow.sqf""; _this execVM ""\dss_code\zeds\zed_sounds.sqf""; _this execVM ""\dss_code\zeds\zed_init.sqf"";"; }; }; class DSS_zombie_n1: C_man_p_beggar_F { faction="DSS_ZMB_FCT"; scope=2; side=2; vehicleClass="DSS_ZMB"; identityTypes[]= { "Language_EN_EP1", "Head_NATO", "NoGlasses" }; faceType="Man_A3"; magazines[]={}; respawnmagazines[]={}; moves = "CfgMovesMaleSdr"; genericNames="NATOMen"; armor=30; uniformClass = ""; //And here displayName="Shadow Zombie"; author="Rawner135"; hiddenSelections[]={"camo"}; hiddenSelectionsTextures[]= {"\dss_zombies\textures\c_clothz_co.paa"}; linkedItems[] = {}; respawnLinkedItems[] = {}; class eventHandlers { init = "_this execVM ""\dss_code\zeds\nt_follow.sqf""; _this execVM ""\dss_code\zeds\nt_sounds.sqf""; _this execVM ""\dss_code\zeds\nt_init.sqf"";"; }; }; }; My goal for these guys is to have a uniform, but not equip-able. (Much like in DayZ SA, where dead zombies do not carry anything typically) As for the black screen, here is the code, found under dss_missions: /* Author: Rawner135 Description: Custom load screen that reduces lag while loading live scripts. Parameter(s): NONE Returns: NOTHING */ //This jazzes up the custom load screen with a slow, blinking Text dss_mission_textBlinker = { while {PreLoadState == "Running"} do { ["Loading DSS...", 0.0, 0.7, 0.5, 0.5] spawn BIS_fnc_dynamicText; sleep 3; }; }; //Creates camera view, far away from Altis so players can fully load the map disableSerialization; enableRadio false; cutText ["","BLACK FADED", 4.9]; _camera = "camera" camCreate [0,0,0]; _camera cameraEffect ["internal","back"]; _camera camPrepareTarget [8445.52,26290.08,95.18]; _camera camPreparePos [8445.34,25191.04,0.47]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; PreLoadState = "Running"; [] spawn dss_mission_textBlinker; //Loading Custom Screen _ui = uiNamespace getVariable "PBarProgress_Load"; _progressBar = _ui displayCtrl 39302; ("DSS_LayerLogo" call BIS_fnc_rscLayer) cutRsc ["DSS_Logo_MainMission", "BLACK"]; _progressBar progressSetPosition 0.01; 5 cutRsc ["DSS_ProgressBar_Load","PLAIN"]; _progressBarCall = (uiNamespace getVariable "PBarProgress_Load") displayCtrl 39302; sleep 2; //READY //Initialization /* The sleep commands mentioned below should not delay the player any further. However, it is required for future/present functions to work in a scheduled environment. (e.g. loading character's gear using iniDB) */ //Spawn systemChat "Loading Spawn.."; [] spawn dss_fnc_player_spawn; sleep 2; _progressBarCall progressSetPosition (37 / 100); //Survivors systemChat "Loading Survivor's.."; [] spawn dss_fnc_survivorinit; sleep 3; _progressBarCall progressSetPosition (62 / 100); //Client systemChat "Loading Client.."; if (isMultiplayer) then {[] execVM "dss_missions\scenarios\dss_mission.Altis\Server\serverInit.sqf"}; //Checks if scenario is in Multiplayer. If true, it replaces default loadout above with his saved gear "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0.3, 0.3, 0.3, 1.3], [1, 1, 1, 0]]; "colorCorrections" ppEffectCommit 0; sleep 4; _progressBarCall progressSetPosition (100 / 100); //FINISHED! //Launch systemChat "Launching DSS.."; PreLoadState = "Finished"; sleep 3; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 3; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; //The below code appears to be the source of it not returning to 'PLAIN' /******************************/ 5 cutText ["","BLACK FADED"]; cutText ["","BLACK FADED", 0.5]; /******************************/ sleep 3; //Ends Camera scene and returns to player view player cameraEffect ["terminate","back"]; camDestroy _camera; //Destroys camera and returns to player view sleep 2; [] spawn dss_fnc_start; //Initializes scene where he wakes up [] spawn dss_fnc_startfx; //Sound effects for waking up //Screen remains black until map is fully loaded cutText ["Please Wait..", "BLACK"]; enableRadio = true; Line 91 and 92 are the lines of code, which I believe is the source of the screen staying black. :huh: Best Regards, Rawner135
  2. Ranwer135

    2017mod - full conversion mod

    Honestly, love the work you guys put into 2017. It is absolutely stunning, keep it up! ;) I'm afraid I will be unavailable for a while, due to getting used to MP environment coding. (Once my mod is all fixed up, I'll see if there's any small tasks you would like me to do :) )
  3. It could be best to mention the Cfg's required addons as well.
  4. Ranwer135

    Script MP/JIP Compatibility

    Well basically I want human interactive functions (including my custom modules) to work on clients, especially the host (not server). However, at the same time, I don't want conflicts upon JIP players such as vehicle creation duplicates, or global uniform removals. Currently, here is a list on what happened upon testing my mod: + = Works; + = Does not work Server (first Arma 3 running. Acts as Host): + System messages duplicate, which means compiles and functions are duping. + Seems to run MP smoothly, but stays on a black screen (with logo as well) which is supposed to fade, using cutText. (beyond this start-up issue, I had no clue what was going on behind the black screen) Client (second Arma 3): + Start-up works perfectly. + Spawns on map perfectly with no black screen. + Custom modules do not work, except for Ambient Spawner. + Loot spawns in buildings. (Na_Palm's script) + Upon unit spawns in towns, they are wearing nothing but underpants. These issues were tested in my newly released mod, DSS: The Mod. (Steam Version) Feel free to unpbo dss_code, as well as my mission to find out what I have done wrong. (I have only been used to the SP environment of arma 3, but I hope its something simple such as adding isServer or isDedicated somewhere along the scripts. :( ) Thank you and I appreciate all your help greatly, Rawner135
  5. Ranwer135

    DSS: The Mod

    UPDATE: DSS Has been released! (Not for the forums though, as I am aware some users may upload it on steam without permission) EDIT: Updated first page for those who are not so Steamy with Workshop. :D Be the first to try out the Mod See you on the survival line! ;)
  6. Hey guys, quick question (Which maybe useful for others to read). What are some ways I can debug my MP code without having to go actually online and/or pay for a dedicated server? (I also noticed Here that the content has disappeared, how come?!?) Also, I was not able to join my own dedicated server as I keep on getting kicked. So since my PC is beastly, I launched Arma 3 two times with different roles: 1st Arma 3: Hosted a server WITHOUT arma3server.exe. 2nd Arma 3: Joined the server as the client. Is this another way of testing client-side for multiplayer scripting? Thanks, :ok: Rawner135
  7. If you are finding mags, then the syntax would be: "ItemClassName" in magazines player;
  8. Low FPS is caused by the workload of the computer, that processes thousands of objects within a distance, not to mention it renders also. This applies to BF as well. In order to have better FPS, objects are deleted within a specific distance. However, antializing, terrain detail, cloud detail and ambient occlusion are also one of the big killers for FPS. Turning your antializing down to 2x will maintain a pretty effect, as well as low FPS. Mostly low FPS is usually caused by how much memory you have or how powerful the graphics card is. But it is all up to you for personalizing the graphics, as It is not always gloom and bloom for the best entertainment. ;)
  9. You will need to find the CfgPatches classname that contains the original units, then by adding that classname to requiredAddons. (It is basically inheriting the original config file, thus allowing changes. Think of it as a security clearance allowing you to go through) To find the proper classname, without visiting the config viewer, unpbo characters_f or characters_beta_f, and open the config that contains the original units. If it does contain the original units, copy the classname in CfgPatches to your requiredAddons.
  10. Ranwer135

    Script MP/JIP Compatibility

    Thanks a tonne, mdcclxxvi! :D (Damn, wish I could owe you a beer :P ) I had no idea that isServer and isDedicated were used for those purposes, thanks again! :D I guess KK might have to update setDir's information on the BIKI, before it confuses more that use the command. One more question, though. Is isServer necessary for filtering commands such as compile or preprocessFileLineNumbers? (I usually have a .sqf file that remembers all known functions for future executions) Thanks Again, Rawner135
  11. Ranwer135

    Zombies & Demons 5.0

    It only affects the daytime, NOT server time. (Server time is the elapsed time your server/mission is running for) However, using the keys - or + will affect the spawn rate. :)
  12. Ranwer135

    Script MP/JIP Compatibility

    Hey guys, Since this is about MP functionality, I guess there is no need of making another similar post. I have spent weeks studying KK's teachings of MP scripting, as well as many other helpful pages in this community. However, I do not quite understand where and why I should put isServer or isDedicated, when they mean different for the client. (As well as the functionality of initPlayerLocal, initServer, etc) :huh: How do I turn my code, which is originally SP, into an MP compatible script? I have only specialised in the SP side of coding, so please forgive me as I am fairly new to MP coding. (I have yet to not host a dedicated server, due to technical problems) Kind Regards, Rawner135
  13. Ranwer135

    Slow Motion (setAccTime)

    Try this: (You will have to scroll or using the keys [ and/or ], to access the action menu) player addAction ["Time (Normal)", {setAccTime 1}]; player addAction ["Time (Medium)", {setAccTime 0.5}]; player addAction ["Time (Slow)", {setAccTime 0.25}]; Take note that setAccTime does not work with Multiplayer.
  14. Ranwer135

    DSS: The Mod

    Glad you like it! :D I have been fiddling to get an offline dedi server up, but with no luck. However, trying a technique where 2 actual machines play a role as the client and the host, was not that pretty (Shook me out of my boots when many functions, modules and zeds, failed miserably in both sides). So this kind of issue is not confirmed yet, as it has also somewhat made the vanilla MP missions fail in many other ways. :huh: However, everything seems to work brilliantly in SP. But such as myself and Heleks, we will have to look in the MP side of scripting and compatibility (I will also get in contact with Craig/bobtom, creator of DZS, to see if he has any advice for this kind of learning curve). SP and MP mission will be included still with the release, but the MP mission will act as experimental for in this case of feedback. Since the release date is 1 day away and with little time to find out what is really going on, I will start trying out the new Arma 3 Dedicated Server Tool, found in Steam Tools. (New features, fixes and improvements will be still worked on after release ;) )
  15. Ranwer135

    MP Script Debugging - Question

    Well all it says is "You have been kicked" (arma3server.exe reports that when I connect it is unverified, and would sometimes keep me on the screen forever while another attempt to load a mission from the bank). Here is what I have done: - Opened UDP Ports 2302, 2303 and 2305. - Disabled Firewall. - Launched arma3server.exe, then launched steam in OFFLINE mode. (As well as ONLINE, but my goal is to debug offline) - Restarted PC. - Launched arma3server.exe and arma3.exe as administrator. - Launched server through launcher. - Used TADST2 to launch arma3server.exe. I still have no clue why it does not work. (However, having 2 games on one machine running as the host and client, which worked, somehow turned my upcoming mod, DSS, into a literal nightmare :( )
  16. Ranwer135

    DSS: The Mod

    Cannot wait to release it myself, actually. :P Currently, I am setting up an offline dedi server to test out the code. (Cannot get one up at the moment due to being stuck on the loading screen. Will find a fix so I can start debugging ;) )
  17. I think he means opening the map, and then using the "MOVE" command by clicking anywhere on the map. :blink:
  18. Ranwer135

    WSMODS+WEAPON PACKS help

    Disregard this post as it was a form of Spamming, and I had no right to act like so. For now on, I will report or contact Moderators if a thread is violating Bohemia Interactive's rules. I apologize for anything I have said upon you and/or to any other members out there. I will try to act nice next time I post to any thread. (My posts look a bit authoritive/mean in some occasions, only because I care about the community, not to offend it in any way) Sorry for the inconvenience. Best Regards, Rawner135
  19. I have come across this before in-game, many of the item assets cannot be retextured. :( You can find out which items are texturable, by having this run in your debug: hint format ["%1", getObjectTextures cursorTarget]; For materials: hint format ["%1", getObjectMaterials cursorTarget]; They will return the textures/materials in an array. If ARRAY or [] is shown, then it has no hiddenSelectionTextures / hiddenSelectionMaterials.
  20. Ranwer135

    DSS: The Mod

    About that, I have had a discussion with a few of my members, and we agree that the progress bar is too much (However, without HUD or system messages that says 'you are thirsty', how would you know if you are hungry or thirsty?!?). Here is a new update on the HUD. (Please note this is releasing in Early Access Alpha, which means many things will be improved and fixed in due course) I can say, though, that the confirmed release date is 7/10/2015 AEST. ;) Well before releasing it, it will have to be uploaded on Steam Workshop, due to those out there who will upload it there without your permission. (After that, it will then be uploaded on dropbox for the community here) Yes it will be public. But I can say though that the overall size of DSS alone is now 77 MB. But in any case, here is what has been fixed/improved: Tweaked: Animation - Drink Erect. (Adjusted head for smooth movement) Tweaked: Animation - Eat Erect. (Made left hand less jerky) Tweaked: Animation - Drink Crouched. (Made its stance very similar to the vanilla stance) Tweaked: Animation - Eat Crouched. (Made its stance very similar to the vanilla stance) Tweaked: Code - Menu opens after action. (Removed command as it could be annoying sometimes) Tweaked: Function - Chop tree. (Applied some code to ensure no units/vehicles/statics/houses are destroyed when initialized) Tweaked: Dialog - Craft Menu. (Added preview window for displaying pic and info when selecting a required item) Tweaked: Function - Chop tree. (Randomization chance replaced with a count of 5 hits on the tree) Tweaked: Function - Heal. (Matched amount of healing to vanilla first aid kit) Tweaked: Function - Melee. (5x faster by removing some useless code mentioned more than twice) Tweaked: Function - Move object. (Forces player to walk instead of forcing him/her to the ground) Tweaked: Function - Refuel Vehicle. (Applied progress bar and adjusted time for it to fill up) Tweaked: Function - Repair Car/Truck. (Properly repairs each wheel/engine without having to use a randomize function to check) Tweaked: HUD - Humanity. (Removed progress bar to avoid it taking up the screen) Tweaked: SFX - Sounds. (Converted to mono for realistic distance) Tweaked: System - Action brain. (Minimized a bit of code in some areas by applying a stance detector, NOT the same as the command stance) Tweaked: Shadow Zed - Code. (Now only moves if no one actually sees it, rather than having the victim being the focus) Updated First Post Full SITREP - Steam Version
  21. Ranwer135

    DSS: The Mod

    I guess this could be the new revolution of survival mods rising, rather than having a one choice much like BP or EXILE. ;) It was quite a challenge to make, especially when you are trying to record A.I. moving around with the Splendid Camera, while it may do the unexpected thing. (Cheers Moricky :don 12:) I guess the only thing missing to make it more epic was a 'PEGI 16' disclaimer. :lol: With regards to its release, it probably won't be released today (Unknown at this current time due to assignment). However, until the Mod is ready for release, I will be fixing/improving as much as possible in all areas of the mod. Here is a log of what has been recently fixed/improved today: Added: Ammo Box - Contains all items in the mod. Added: Media - Main Menu Video for VR map. Added: Music - Charlie Clouser. (Shithole Theme) Added: Music - Clint Mansell. (Leaving Earth) Added: SFX - 7 Wood impact effects. (for Axe) Added: SFX - 4 Gore impact effects. (for Axe) Fixed: Error - Undefined error in Ambient Music. Fixed: Error - Type issue in Craft Menu. Fixed: Bug - Fill Water was not running for some reason. Removed: Magazine - Zombie Heart. (setVariable is used now) Tweaked: Function - Melee. (Now uses 'switch' to avoid bugs or glitches) Tweaked: Humanity HUD - Whole layout. Tweaked: Module - Humanity. (Now has 3 options to customize: Starting Thirst Level, Starting Hunger Level, and set Starting Levels Publicly) Tweaked: Module - Ambient Spawner. (Shadow Zeds now spawn at night) Tweaked: Shadow Zed - Randomizes animation poses when attacked or followed. Tweaked: System - Changed many 'If' statements to 'switch's. Tweaked: World - Changed default load map "Stratis" to "VR". Tweaked: Zeds - Use setVariable instead of custom magazine in order to tell who isn't a zombie.
  22. Ranwer135

    DSS: The Mod

    Ladies & Gentlemen!!! The official DSS Trailer is here! Check it out below: (Mod is not uploaded yet for release, due to the trailer taking a long time to upload in 1080p) UPDATE: Added: Media - Release Trailer Overhauled: UI - Humanity HUD Tweaked: A lot of code... What's Left: Upload: DSS: The Mod (Early Access Alpha) Side Notes @Humanity HUD - New look on Humanity HUD, what do you guys think? :D
  23. Not quite. But I do know that using a PhysX object could rid of that problem. ;)
  24. Ranwer135

    ARMA 3 Addon Request Thread

    A Skyrim Mod...That'll be epic, rather than little ol ' Life Mod. :p
  25. I know this is a script command, but try this in your mission: while {!isNull myBalloon} do { myBalloon setPos (myBalloon modelToWorld [0,0,1]); sleep 0.2; }; It will raise the balloon by 1 meter every 0.2 seconds. (probably not efficient, but otherwise I have no clue)
×