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jshock

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Everything posted by jshock

  1. That was already on the internal list I've started ;).
  2. Well, I got Ltf's picture working, looks pretty good, both on the dropdown and on the module, but Zagor, I was still getting the same thing with yours for whatever reason...who knows I'm not photo expert...
  3. This. ^And you have to realize, that video was made when I first put together this whole idea (pre-addon mind you), so yes, all I have on is a "gas mask", but that "mask" is a patrol cap, which wouldn't actually do much good...it was all 100% for testing and media purposes. I'm trying my hardest to be generalized, at times it's difficult, but I could have an area "contaminated" with radiation, so I would need full body suit and mask, or maybe just a smoggy area, would need just a mask. That's the future concept for this, because if I keep it generalized, I save myself some workload in the future (at least with brainstorming) because I don't have to keep expanding on a vary narrow concept, but if this can handle anything from full blown nuclear radiation to a simple gas line breaking, the possibilities are plentiful. With that said, like what was posted earlier here, I plan on implementing gear checks extending to the uniform and vest, and then possibly even allowing for mission makers to define specific loadouts for specific areas. Side Note: Thanks for the icon updates, I'll mess with them later today :D. Side note to my comments above: I am a scripter, no modeller, that's why I am asking for someone to do that for me, but it isn't required by any means, because with this general system I've got going you can run with any mods that have that type of gear and just define it within the module.
  4. I like the look of them, only problem with them atm is, they need to be "square" 256x256, 512x512, etc., secondly, if the background was transparent, it would make it stand out much more :D. See the bottom of this page. I did try it with the middle one (resized it in MS Paint, lol), see below: And as far as the actually module that is placed, idk why it's just a black box, that's what I was getting before as well.....so.....
  5. It's a hopeful plan that I actually forgot about until you just brought it up, so thanks! Can't promise anything, postProcess (for me) is a bit difficult, and the "heavier" effects on MP end up causing major frame drop (from my experience with other scripts, *cough* blizzard scripts). FYI, I did start keeping a list of this stuff so I don't forget :P. Any other developers that are interested in helping me with this and any of the ideas presented here in this thread let me know, I don't mind working with someone (I can't promise my framework, or lack there of, will be understandable, but we can try and work it out). OP updated with information on what I wouldn't mind some assistance on :D.
  6. With this system, you can make everything contaminated if you want to :). And yea, sooner or later any combo will work, I'm starting to think of adding some modularity to the extent that you can define specific combos for specific areas, all on the same mission, instead of what it is currently is, which is just global across all areas.
  7. I'll do the config if you do the model, lol :D.
  8. Another, future...future plan is Zeus integration so you can add new areas on the fly (remove someone's mask, cause why not :D) and whatever other mischievous things we can all think of.
  9. Already done, lol. class ItemWatch; class JSHK_contam_detector: ItemWatch { author = "J. Shock"; descriptionShort = "Used for detecting contaminated zones"; displayName = "Contamination Zone Detector"; }; ^This was one of the main reasons for mod over just a script folder for mission files.
  10. And in pops the idea, create an optional "off chance" mask failure function, hehe :D.
  11. Ok, I believe I've got the locality down (at least for MP, SP I'm still working at it), but the respawn EH is being a bit of a pain in the a** right now for whatever reason....but I've made some progress nonetheless. For now, I'm probably going to leave the detection sound the same until later down the road (I'll probably add an actual Geiger counter sound along with the vanilla 'beep' I'm currently using). I'll probably add in features for all gear (not just headgear/goggles) that way you can decide if it's just an aerosol threat or a full on "no contact with anything" threat. But please keep the ideas rollin, because between brainstorming for this and debugging, I don't have much more imagination left....
  12. Hello All, as the title suggests, I have a mod that's currently WIP, and it has a couple of modules to allow for customization and modularity (obviously), everything within the mod including the information provided by these modules and the functions executed by the modules works without issue, however, I get the following error (I get it twice, my assumption is one per each of the modules placed). Note, I'm running only this mod, nothing else. 22:49:51 Error in expression <_fnc_moduleInit_modules",[]]); _modules set [_modules find _logic,-1]; _logicMai> 22:49:51 Error position: <set [_modules find _logic,-1]; _logicMai> 22:49:51 Error Zero divisor 22:49:51 File A3\functions_f\Modules\fn_moduleExecute.sqf, line 52 22:49:51 Error in expression <_fnc_moduleInit_modules",[]]); _modules set [_modules find _logic,-1]; _logicMai> 22:49:51 Error position: <set [_modules find _logic,-1]; _logicMai> 22:49:51 Error Zero divisor 22:49:51 File A3\functions_f\Modules\fn_moduleExecute.sqf, line 52 I'm still relatively new to the whole mod making/module defining world, so I'm sure it's something as simple as a missing config entry for each module, but I cannot for the life of me see what it may be. Here are the .hpp for each module:
  13. Yup, that seemed to do the trick, I don't know if turning that on or off is an issue in the long run, but simple enough fix for the time being, thanks.
  14. Or in the initPlayerLocal.sqf, simply: player setVariable ["ownerID", clientOwner];Then access as stated above by davidoss. Well this will work with the players at least :P, I really should wake up a little before posting sometimes...but anyhow davidoss got you covered.
  15. "Perfect", for singleplayer, would need some work to make it MP compatible.
  16. _missionlaunch = TL addAction [ "<t color='#ff1111'>Mission Insertion</t>", { params ["_unit","_caller","_id"]; cutText ["Inserting Fireteam into the AO","BLACK",4]; _unit removeAction _id; _h = [_unit] spawn { params ["_unit"]; sleep 8; { _x setPos (getMarkerPos "respawn_west"); } forEach units group _unit; cutText ["Approaching the Objective","PLAIN DOWN"]; cutText ["","BLACK IN",2]; }; } ]; Or drop the extra file all together :).
  17. I'm assuming roadsConnectedTo may be returning any, but it could honestly be either that line or when it randomly selects a tempPos, hard to say for sure what could be causing it. Are you on a mod map?
  18. Not without seeing the rest of your code, no particularly, all I can say is that your passing "any" into BIS_fnc_dirTo instead of an object that it can reference to give you a direction to, but the error says that. There is an error somewhere else in the code your using that returns "any" instead of an actual object.
  19. _arrayOfObjects = _array select {typeName _x == "OBJECT"};
  20. Just to throw a bone on this, I've been working on it the past few days and have quite a few features working as they should, I'm just trying to work out some locality kinks and trying to brainstorm up some new ideas as well as develop the originals, along with trying to decide what parts need to be modular and which need to remain static. @Evil Organ, I've looked into the structure of it all, and it would techincally be possible to have it use a custom sound, but for it to be compatible the end user would need to know extra info on the sound (length in particular) to then provide that info so the module functions can alter the status of the sound as it checks to see if the player is in a contaminated zone. Currently, with the vanilla sound I use, it "beeps" every second (give or take evaluative times), and at the moment that one second eval is hard coded. But as I said I can make that modular, but I don't know if people would be willing to jump through the extra hoops just for a custom mask sound, or I could be talking out of my a**, who knows :). Side note: Noticed how the new APEX helments make for a good vanilla alternate mask ;).
  21. I think he means end point, as in final objective, final waypoint, not the end screen. I could help, but my editor skills are lacking since Eden, and this whole idea would be easier if the whole mission itself was scripted (but that's just me :P).EDIT: Nevermind...
  22. I would have to look into it, it may or may not be so easy, if you have your own sound mod I may be able to have a module you can put down to define the class of that sound and use it in place of the defualt, but I'm not sure about an "on-the-fly" custom sound. I'm also not a big config/mod guy, more of a scripter at heart so some things may be easier said than done :P.
  23. Yea I figured something like this must be out there, but wasn't sure if there was a standalone or not. And as far as the custom apparel goes, I figured I can't assume what mods people have and my intent with this was to make it as general as possible so both vanilla and modded players can still enjoy its use without all the unecessary dependencies :).
  24. jshock

    Spike strip help??

    I've never used this, nor do I know the reliability of it, but you could fiddle with this EH: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#EpeContact
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