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SpaydCBR

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About SpaydCBR

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  1. Hi all, I was wondering if someone could help me modify the way the sector module handles captures. Currently, if you set the "Ownership limit" to 1, and your team owns it, all the other team has to do is touch it and it will go to a neutral owner until they fully capture it. I want to modify this so that you can't lose it until the enemy teams captures it 100%. I don't want any neutral states. Also, if there was a way to do this while keeping everything else about the sector module the same like its attributes and UI elements that would be ideal. Setting the Ownership limit to 0.5 gets rid of the neutral state problem but then there could potentially be an issue of ownership going back and forth too frequently when it's being contested, and i think that would just be annoying, especially since I have stuff getting enabled and disabled upon capture of these sectors.
  2. Hi Larrow, I finally had a chance to try out your mission after a pretty busy few days. It seems to be working great! I tried it from the MP editor and on a local dedicated server and every time I respawned I saw the updated loadout in the correct spot, amazing! I haven't had a chance to test it with a friend yet. I looked through your code a bit and I'm surprised how much work it required. If I really wanted to nitpick, and I do :D , is that the new inventory icons in the respawn inventory menu don't get updated even though the "details" are correct. However, clicking on another loadout then clicking back will update said icons correctly. Is that something that can be fixed so that it shows the updated icons the first time? Also, a big THANK YOU!!!
  3. //description.ext class CfgRespawnInventory { // I'm actually using #include "loadouts_west.hpp" // but the following is the content of that file class Rifleman { displayName = "Rifleman"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name role = "Assault"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MXC_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Aco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class MG { // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it. displayName = "MG"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; role = "Support"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_Mk200_F", "Binocular" }; magazines[] = { "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Aco", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class Sniper { // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it. displayName = "Sniper"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; role = "Recon"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_LRR_F", "Binocular" }; magazines[] = { "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_LRPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_GhillieSuit"; backpack = ""; }; #include "loadouts_east.hpp" }; class CfgRoles { class Assault { displayName = "Assault"; icon = "\A3\Ui_f\data\GUI\Cfg\RespawnRoles\assault_ca.paa"; }; class Support { displayName = "Support"; icon = "\A3\Ui_f\data\GUI\Cfg\RespawnRoles\support_ca.paa"; }; class Recon { displayName = "Recon"; icon = "\A3\Ui_f\data\GUI\Cfg\RespawnRoles\recon_ca.paa"; }; }; initServer.sqf //initServer.sqf //Assign car limits ... //Initialize dynamic groups ... //Initialize assault loadouts [west,["Rifleman",5]] call BIS_fnc_addRespawnInventory; [east,["Rifleman",5]] call BIS_fnc_addRespawnInventory; //Initialize support loadouts [west,["MG",8]] call BIS_fnc_addRespawnInventory; [east,["MG",8]] call BIS_fnc_addRespawnInventory; //Initialize recon loadouts [west,["Sniper",2]] call BIS_fnc_addRespawnInventory; [east,["Sniper",2]] call BIS_fnc_addRespawnInventory; //Player connected handler ... //Player disconnected handler ...
  4. I can't remember that stuff off the top of my head and I'm at work right now, so I'll post them when I get home tonight. Thanks! If it helps for now, basically I have 3 custom roles ("Assault", "Support", "Recon"), and 1 custom Loadout/Inventory for each role respectively ("Rifleman","MG,"Sniper" - these are the display names and class names). These are just to test, there will be more in the future but I think there will always be only those 3 Roles, just more loadouts for each role. In the initServer.sqf I have something like [west, ["Rifleman",5]] call BIS_fnc_addRespawnInventory for each of the Loadouts in the order they appear in CfgRespawnInventory. I believe that's it. Everything looks and works as it should. I'd just like people to be able to modify these dynamically using the VA and keep the same look and feel for a better presentation and keep the correct limit count on those loadouts, since they have limits too if you noticed in that addRespawnInventory call. In my head I imagined I would just have to get the reference to the current inventory I loaded then update it or re-create it when I quit the VA. Sounded simple. I tried looking through all the respawn inventory code this weekend myself. I actually learned a lot but didn't really get anywhere :( Again, I'll post all that stuff you requested when I get home tonight.
  5. This thread was very helpful. May I make one request? Is there any way to dynamically change an existing loadout? Meaning, I have custom Roles and RespawnInventory loadouts in the description.ext file, Let's say I have a "Medic" loadout under the "Support" role for example. The player selects this loadout, spawns, then proceeds to a nearby ammo box that starts the Virtual Arsenal with items I've whitelisted for medics. The player makes his changes to his loadout, closes the VA, goes to play for a bit and dies. Upon respawn, is there any way for the "Medic" loadout under the "Support" role to now be updated with the changes the player made in the VA in his previous life? I tried using https://community.bistudio.com/wiki/BIS_fnc_saveInventory and https://community.bistudio.com/wiki/BIS_fnc_setRespawnInventory which seems to work fine, but even if I use the same name as an existing loadout it just creates a new loadout with the same name under a "Default" role.
  6. Ah yes, I just found out that a vehicle changes locality to the client that is driving it. Thanks killzone_kid!
  7. Thanks for the info guys. So basically I want to make sure any commands a client sends to the server is properly configured in CfgRemoteExec? What about something like MP event handlers, are they safe to use, as opposed to managing regular event handlers? Like "Killed" vs "MPKilled" to run code upon someone's death. Or is BE really just good enough that I don't have to worry too much about this?
  8. I was just wondering, is it any "safer" (from hackers) to run code on server rather than on clients? Like is it any less exploitable to create a vehicle on the server rather than on the client even though its effects are global and would work either way? Maybe that's a bad example but I think you get the idea of what I'm trying to ask. I have absolutely no idea how hackers manage to inject their own code into a game.
  9. Ah, that seems to have worked. Thanks! Would you mind explaining why the regular "Killed" EH wouldn't work?
  10. I've added a "Killed" event handler to a vehicle created by the server. It seems that if a client destroys the vehicle, its EH doesn't trigger. Why such? I thought vehicles and damage done to them were global.
  11. SpaydCBR

    Group disbanded EH?

    I found this in the code for BIS_fnc_dynamicGroups. /** * Event for player group being disbanded */ case "OnGroupDisbanded" : { private ["_group", "_who", "_oldLeader"]; _group = _params param [0, grpNull, [grpNull]]; _who = _params param [1, objNull, [objNull]]; _oldLeader = _params param [2, objNull, [objNull]]; if (!isNull _oldLeader && {!isNull _who} && {_oldLeader != _who}) then { [["LocalShowNotification", ["DynamicGroups_GroupDisbanded", [name _oldLeader], _who]], "BIS_fnc_dynamicGroups", _who] call BIS_fnc_mp; }; // Log if (LOG_ENABLED) then { ["OnGroupDisbanded: %1 / %2 / %3", _group, _who, _oldLeader] call bis_fnc_logFormat; }; }; It doesn't help me though does it? It looks like it just shows a notification for when a group gets disbanded. I can't run my own code when it happens like for other event handlers right?
  12. SpaydCBR

    Group disbanded EH?

    Thanks, but I don't think I see anything on there that helps me. I want to check if a group doesn't exist anymore.
  13. I'm using the BIS dynamic groups system and was wondering if there's an event handler for when everybody in a group leaves it so that group no longer exists (disbanded). I want to be able to delete objects that were assigned to that group if the group gets disbanded.
  14. Ah, thanks. I installed PBO Manager and seems to work well on Windows 10 if anyone else was curious. Now I'm trying to figure out how to view these .paa files. Google mostly mentioned TexView 2. I installed it but it doesn't work. It crashes every time I try something. The only other one I found was a photoshop plugin, but I'd rather not go that route. Do you know any other tool that can easily view .paa files?
  15. Hmm, forgive me, but where exactly is ui_f_data.pbo and how do I depbo it? EDIT: I found the file, but I'm still not sure how to depbo it. I tried using a tool that used to work for Arma 2 (Pbo View), but doesn't seem to work for Arma 3. Says "It seems that it isn't ArmA pbo". What tool do you guys use?
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