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Everything posted by jshock
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Lol, I thought they were fine before, have you gotten any better config side with all that or just texturing? But I was planning on pushing in some of the ones you made into this as well.
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Well, this makes things just that much more interesting: I will be looking into this in the future.
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Mr. Skellingtons CBRN Defense Units
jshock replied to Heinrich Kramer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's appreciated Mr. Skellington, it's funny because I was getting close to asking you if I could incorporate it into my WIP Contamination Area Mod. Thanks for your time and work with this mod, I've I had fun with it! -
It's been a minute hasn't it Anywho...... To give you an idea of what has been done/will be done since I have come back from my hiatus: ~Different sound when within the hot zone, that sound plays faster when in close range of originating contam object ~JSHK_contam_dummyObject ("the aha moment": used to hold all the necessary information about the areas, allows for extreme expansion on what this mod can accomplish down the road) -The whole four layered marker perimeter system has been completely done away with ~Separate modules for detector settings, debug, mask settings, and the global settings (other gear, damage etc.) ~Remove contam and safe area modules (with sister functions), you can now name the areas and use that reference to delete them on the fly ~Handle teamswitch for singleplayer ~User defined cold/hot/object zone detection radius ~Mask breathing speed based on stamina of player, optional setting ~PVEH for function execution (only approved functions) ~Made whole detector movable ~Scaled detector size down by a factor of 1.25 ~With the help of the dummy object, you can now, through each Contam Area module, define the "MOPP Level" that is required for that area -No Gear -MOPP 1: Mask Only -MOPP 2: Mask and Uniform -MOPP 3: Mask, Uniform, and Vest I'm aware that there is a MOPP 4....butttttttt limitations of Arma...... I'm trying to get most everything area creation/deletion, information updates/sharing to be done completely on the server for multiplayer purposes. Currently disabled until I can rework them into the new system and create a way to cleanly bring into focus as you come into the area and take out gradually as you leave the area are the environmental effects and color filters. -I may enable these filters when the "make the whole map contaminated" feature is enabled until I can get it working the way I want Currently reworking the damage system handling to allow for user input on rate of damage (for those Vanilla players out there) and time to death (when using ACE). I have attempted to start working on Zeus implementation....I haven't hit a roadbloack per se...but I have to learn a lot on the fly looking at BIS stuff along with other folks addons to see how they accomplished it, so that will still take quite a bit of time until I can get the time to get the hang of it. 90% my issue with this whole thing is a mixture of completionist (when it comes to getting every possible thought and idea into it) and semi-perfectionism that slows me down to a crawl, right as I finish something I think of a better way to do it and/or think of something else that needs to be done before I'm ready for it to go out. At this point I think I've kept you all so far on the back-burner that it's time to get something out there, so hopefully I can pull through for you all.... Shock Out. --Another side note, as far as my own gear and such....I've got to figure some of that stuff out still as well, however, if you have not come across it yet I highly recommend you look into this mod for all your gear needs until I can get my shit together (or maybe I find a way to team up with them, I don't know we'll have to see).
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I've been able to work on it a bit here in the past weeks, but got busy again here recently. I will attempt to release a workable version soon, maybe the next few weeks? It will be missing a few features listed as "done" due to them needing a complete rehaul.
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Scripting Introduction for New Scripters
jshock replied to Ranwer135's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, correct, sorry read past that :). You would remove "this" in the trigger condition field and replace it with what you have there, "mStart == 1".- 97 replies
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Scripting Introduction for New Scripters
jshock replied to Ranwer135's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When you put a '_' in front of a variable name it makes it local to the script you are running it in, so in your case "_mStart" is local to the init.sqf. So all you need to do is change "_mStart" to "mStart" in both instances and you should be good to go (barring any notion that this is in multiplayer).- 97 replies
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Check distance to nearest player (Mulitplayer!)
jshock replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Condition: {if (_x distance hostage < 5) exitWith {missionNamespace setVariable ["executingPlayer",_x]; true;}; false;} count allPlayers > 0 OnAct: tempVar = missionNamespace getVariable ["executingPlayer",nil]; if (!isNil "tempVar") then {[hostage] join (group tempVar)}; tempVar = nil; missionNamespace setVariable ["executingPlayer",nil]; This may be a little messy and there may be a better way of doing it, but I'm doing this quickly from my phone, so if it doesn't work or there is a better way hopefully someone else can help :). -
Check distance to nearest player (Mulitplayer!)
jshock replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
{_x distance object < 5} count allPlayers > 0 -
Correct, see if that works, if it doesn't I'm not too sure why it wouldn't......but I've been out of the scripting game for some months now so....
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My bad, forgot to copy this over, lol, put the following above the original: #define DIK_F1 0x3B
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Apply locally via initPlayerLocal or other scirpt: (findDisplay 46) displayAddEventHandler [ "KeyDown", { params ["_ctrl", "_dikCode", "_shift", "_ctrlKey","_alt"]; private _handled = false; if (_ctrlKey && !_shift && !_alt && _dikCode == DIK_FI) then { _handled = true; }; _handled; } ];
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Not particularly, but that's because I've been up to my ears in real life dealings ever since I got out for the semester. I'm not entirely sure when I can get back to this and I apologize for that. Only reason I can/know to respond here is because I get email notifications and respond from my phone :).
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Error in Function, Can't Reproduce, Advanced Logging Techniques?
jshock replied to Rabid Squirrel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If that is the only variable throwing errors, primaryWeaponItems is returning null which will definetly happen if the unit is undefined coming into the function, so a check there wouldn't hurt. The other possibility is that the unit doesn't have a primary weapon assigned, though I'm not sure of the behavior of the command and whether or not it will return an empty array or return null. So check the output of that command at the top of the function like so: diag_log format ["***DIAG*** pWeapAttachArray value: %1",_pWeapAttachArray];Which will output to the server's rpt.Or just throw in some extra if statements to see if the unit has a primary weapon or not, other outside issue from the given is if the weapon has no assigned items (aka no accessories), so if you count an empty array and subtract 1, you'll get -1 in return, creating an infinite loop (or it may error out..), just throwing that out there, same goes for the other variables of similar nature. Another issue could be scope, I'm on my phone so it's a bit hard, and your scope looks fine....but a variable being out of scope = undefined error thrown. -
Looks like a possibility for sure, will see, as you can tell I was busier than expected this week...and now it's crunch time leading to finals...so....
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Look at the pinned threads in this forum.
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Nope, still been too busy to sit down and look at it all, this week is really my first week nothing "big" is happening, but we'll see if I can do anything for this mod, no promises.
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Still private alpha, at this point with my RL schedule being a bitch, I may release a public beta missing a few features that I would like, but that way you all can go about making your mission ideas without waiting on my schedule to clear up.
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missionNamespace vs player namespace
jshock replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Setting a variable on the player, is in objectNamespace, so the value only exists when defined and when the object itself exists. missionNamespace is essentially the same thing as "myGlobalVariable = true" and is persistent through respawn/death, so in your case I would recommend missionNamespace over setVariable on the player. Though either would work, depending on your setup for respawn and your general knowledge base on locality and when you can access certain information :D. -
IF-statement within config, possible?
jshock replied to Grezvany13's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
That is the intended behavior behind requiredAddons, the point behind it is to put an optionals folder in your mod so players and server admins have free range to enable/disable ACE compat suff or otherwise. Plently of relatively popular mods do this, so it wouldn't be weird for people. -
Compatible with ACE's medical system, not their CS gas, I could look into that though :). Again, sorry for the lack of any updates recently college hit me loke a train as of late, been busy to no end.
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Remove mod dependency on a mission
jshock replied to extaz93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Security is probably one of the main reasons. -
Name the unit and in the "Owner" on the game master, put the name of the unit.
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IF-statement within config, possible?
jshock replied to Grezvany13's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Other option could be to make seperate pbos for each class from each mod, and in the config in those pbos have required addons for his base pbo and the external mod that the class requires. -
IF-statement within config, possible?
jshock replied to Grezvany13's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
He's talking external mods being enabled (not just his own). Or at least that's how I read it.