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jshock

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Posts posted by jshock


  1. On 8/6/2020 at 12:08 AM, Scarlett_The_AI said:

    IDK anymore, it goes back and forth for me in working on players and not working on players...

     

    Sorry for the super delayed response. That is some extremely weird behavior that I haven't encountered before aside from your situation.

     

    We can start with some screenshots of your general mission setup and all the module settings and see if there's just one setting off or something like that.

     

    Next step, which would be more tedious is to diagnose something from the debug logs if you put down the debug module and enable all the logging setting within it. Then send me your rpt for both a client and the server itself after trying to run the mission (preferably when the mod fails to populate properly for all players).

     

     

    On 7/19/2020 at 3:05 PM, silentkiller* said:

    I wonder if you can find useful pieces from this other mod: https://github.com/assaultboy/ChemicalWarfare that seems to be discontinued?
    Like the integration with the medical ACE, more gears, the gas IEDs / shell mortars, the ability to put masks with the ACE interaction to the allies... I dunno

     

    I think I've looked into this mod before and just didn't pursue much further. I know he was still replying to people on the workshop a few months ago, not sure of the status now though. Haven't seen any concrete evidence of complete discontinuation, but again haven't been around much to see either.


  2. The indirect solution to the mask override is so far the only thing. I haven’t had the motivation to really dig into the environmental effects, so that’s why it’s disabled, I would like to do it at some point. I can try and look at adjusting the layer the mask overlay is on to free up the command menu, etc.


  3. On 5/27/2020 at 5:23 AM, mickeymen said:

     

     

    I suppose this is the easiest and fastest way. Thanks.

    Here is my test mission, it is minimal and will not take much time for your analysis.

    It was simple, unrelated to my mod (it happens in the editor), and has been an issue that has been reported before but I can't find a direct fix for it. When you have edited the loadout of a character to include goggles (the mask) and go to preview/play the user's identity overrides what the loadout goggles were with what the user's profile has saved as a preference for their character. There seems to not be a resolution to this still, from my short search.

    But what you need to do to work around it is to export the loadouts from arsenal and then apply them either via the unit's init fields or via the init/initPlayerLocal.sqf. Otherwise everything else seems to be working just fine, the reason you kept dying was simply because you didn't have a mask on after spawning in.

    • Thanks 1

  4. From the two screenshots, yes those settings seem fine. And my point was you didn’t have to doubly define the gear if you also chose the “include contact gear” option.

     

    I don’t know why you had to make the point that you have a licensed game...did you not at some point?

     

    My assumption is that there is a setting or something off that you haven’t included in your original post. So the next step is one of two things: you put down the debug module and enable both options there then run the game and send me the RPT or if you aren’t running any mods (aside from mine) you can send me the zipped mission file so I can take a look. A third option I suppose is you can download my mission off the workshop and pull it out so you can open it in the editor and see how I have things setup there too.

     

    It is a process to figuring things out when we aren’t sitting next to each other. Just going BAAAHHHHH this thing isn’t working, whyyyyyy!!! Isn’t very efficient and doesn’t help me, help you and is honestly a little annoying. I get that I don’t have an example or showcase type mission readily available for people to take a peek at but I’ve got over 7500 subs on the workshop who seem to have figured it out in some capacity. In most cases when people are having similar issues to yours it’s a small adjustment and everything is working again. 

     

    And it may well be the case that I accidentally moved something around on my end that messed up, but at the moment I don’t believe that’s the case.

    • Thanks 1

  5. 6 hours ago, Scarlett_The_AI said:

    Just a small question, in the recent update was anything changed that would effect how the mod works in a multiplayer situation? Currently having a problem where AI are unaffected by any contamination areas. Unsure if it is a problem with my host or what right now.

     

    Nothing was changed on that front this update and given that mickeymen seems to have the opposite issue, something funky is going on but I can’t say for sure if it’s my mod or something else at this point.

     

    21 hours ago, mickeymen said:

    Please somebody tell me how to make it work?

    I can’t save my character’s life in the danger zone.

     

    1. I placed the Add Contam Area module

    2. created all the radii and timers inside Add Contam Area (everything works well)

    3. created MOPP Level - Level One: Mask Only
    4. Placed the special object attached to the module Add Contam Area
    5. added AI Settings module (I see how a zone affects AI if they don’t use masks)

     

    everything seems to work, but my character always dies, even in any mask in which the AI does not die!

    I try use the mask

     

    G_AirPurifyingRespirator_01_F

     

    and added this name to the Mask Settings module, but the game does not see it.

    My character is constantly dying. Why doesn't the AI die in the same mask as my character, while the mask on my character does not save me?

    It seems to me that something wrong is happening in this mod, since the AI and the player’s person must have equal conditions for survival.

     

    Both players and AI run the same init functions to start damage conditions, so it is weird that one would take damage over the other. I did test each of the MOPP conditions from 1-4 with the gear from Contact without any issues on my end. I presume it may just be a setting or two that needs adjusting in a module, but I would need more info/screenshots to confirm that.


  6. 5 hours ago, GamerOnkel said:

    the mod is very cool, is it possible to decontaminate the Contact dlc showers with the function to bring in the mod?

    I did see it when I was grabbing all the classnames and such and I have had another person  request something similar before Contact was released. I presume it would be possible, but I’m back at work as of today, so I can’t promise a timeline. I was just trying to get a little something out during this virus shitshow.

    • Like 1

  7. UPDATE: v0.5.6 is LIVE

    OP mirror links updated.

     

    Zeus Enhanced is now compatible (and not required). Achilles can still be used if one so desires. I integrated Contact gear into the gear/mask modules, though I have run out of time to attempt some more expansive functionality sadly. ACE damage is now reliant on the presence of the ACE medical status pbo not ACE main, resolving the issue had above...

     

    Changelog:

    Spoiler

    PUBLIC v0.5.6:

        Additions:
            -Added: Basic integration of Contact gear into mask/gear modules (by option)
            -Added: Support for the Zeus Enhanced mod (though Achilles is still backwards compatible)
            -Added: MOPP 4 option support in area module, see tool-tips for details in-game
            
        Changes/Fixes:
            -Changed: Detection of ACE present from ace_main to ace_medical_status to accommodate players that do not use ACE medical
            -Fixed: An issue where the Zeus detection would report as timed out when neither Zeus mod was present
        Removals:
            -None

     

    • Like 2
    • Thanks 1

  8. 3 minutes ago, Harzach said:


    Yeah, but for some reason OP isn't entertaining verifySignatures as an option. I don't get it, but that's their choice to make. Ah, well!

     

     

    Because if a mod doesn't have a signature the server will read it as not apart of the deployed modpack, therefore, verifySignatures wouldn't allow some mods in, nullifying it's effect. Whether that mod is a personal arsenal (or other blacklisted thing) or a mod that he actually wants to run. I've also run into issues with "back" signing other mods that weren't signed originally.


  9. Can't remember if I've shared this before, but I put this together for similar issues in the past with my groups and the assortment of mods that are left unsigned by their creators. It follows similar principals to what @phronk mentioned. I know you aren't asking for this particular approach, but honestly, if you have any sort of say in the unit(s) you're running the server for, just tell anyone who tries to skate the system to screw off. This script includes checks for addons that are/were server intensive when used in a bigger multiplayer setting (Blastcore, etc.), but includes VAA and PA as well, use as you will. It essentially just boots them from the server. It could be changed to add server logs with GUID/name so you can blacklist those players as well, if that is a goal. 

     

    //initPlayerLocal.sqf
    [] spawn
    {
        waitUntil {time > 3 && !isNull player && !isNull (findDisplay 46)};
        systemChat "Checking Addons...";
        
        //list of full mod classes
        private _blacklist = 
        [
            "vaa_arsenal","LEA","PA_arsenal","Blastcore_Sun",
            "Blastcore_SmokeCS","WarFXPE","BlastcoreTracers",
            "BloodSplatter","L_ES","LOSounds2Music"
        ];
    
        //list of partial mod classes when a mod has a lot of pbo's, but a normalized nominclature
        private _prefixes = ["DynaSound_","speedofsound_","DragonFyre_"];
    
        private _classes = ("true" configClasses (configFile >> "CfgPatches")) apply {configName _x};
        private _badAddons = _classes select
        {
            _y = _x;
            _blacklist find _y > -1 ||
            _prefixes findIf {_x find _y > -1} > -1
        };
        if (count _badAddons > 0) then 
        {
            //add all bad addons detected into a string a report to the player
            private _kickString = ("Bad Addons Detected: " + (_badAddons joinString " - "));
            systemChat _kickString;
            hintC _kickString;
            //kick them out
            endMission "end2";
        }
        else
        {
            //otherwise, let them in
            systemChat "Addon Check Complete!";
        };
    };

     

    • Like 5

  10. 1. Assuming you don’t need to call any other scripts for JIPs you could do it your way without issue.

     

    2. The first line from above is the same as:

    private _player = _this select 0;
    
    private _didJIP = _this select 1;
    
     
    
    //which is also the same as
    
     
    
    private _player = _this#0;
    
    private _didJIP = _this#1;
    
    

     

    The reason you need to use params or access _this is because those are the parameters being provided to the script when it is executed.

     

    The name of the variables are up to you, but these are self explanatory in nature as to not confuse each other as they are named now. The special variable “_this” is the array of parameters passed into a script, and as you can see in the all three examples there are a number of ways to access that information. The “params” command is cleaner, more elegant, and allows for easy input verification (i.e. data type, etc). But it’s completely up to you and what you’re comfortable with.

    • Like 2
    • Thanks 1

  11. I get what you’re saying, that’s also why I said I should be checking for a different pbo in the ACE framework to autodetect the use of ACE medical, which is my bad and my oversight, which I may fix at some point. Which also seems to be the only thing you didn’t quote from my initial response. I also just really dug back into their mod, since I haven’t been able to follow anything Arma in recent YEARS, and did not know that since the rewrite of the medical system the plug-n-play type “basic” medical system they used to have is gone and may turn some people away from it. But I guess I apologize for not being paid nor have time enough ensure everyone stays as happy as possible. I’m not perfect, my coding is not perfect, which is self evident if you look at older updates, cause go figure I don’t do this shit for a living, but you’re so far the only person that has commented (and that I know) that uses ACE but doesn’t use the medical system, so forgive my surprise when you brought that up. I know that’s a short-sighted train of thought by me since their mod is extremely modular and built by a number of people who actually do code for a living (or if they don’t, they damn well could) and have enterprise level organization and requirements for their entire project, but what can you expect from a guy who’s clearly just addicted to ACE3. Can’t listen to us junkies.

     

    I would point you to this script, since mine just isn’t adequate for you:

     

    or this this mod:

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=1095745477

     

    But they both admit to being ACE addicts up front, seems like there are a lot of us. Guess you’ll just have to write your own system, free from the tyranny of ACE medical. I await your release.

    • Like 1

  12. Well, when you start deleting things from an entire mod that works together errors tend to occur. My mod searches for the presence of ACE and auto enables the ACE medical system when present, so yes there will be errors when you delete parts of it entirely...

     

    That being said, I should probably detect the ACE medical pbo instead of ACE main at this point I guess..

    • Like 1

  13. On 3/9/2020 at 11:47 PM, Scarlett_The_AI said:

    Sorry, I posted to the mod comments before fully reading your description on the mod. ANYWAY, unsure if this is a problem with the new ace but I stood in the contam zone that was set to 1 second for about 30 seconds without dying or getting anything other than the text "*Coughing*". I saw that you said that ACE does remove the notifications but I am unsure if it is currently working with the newest update to ACE. Any thoughts?

     

    Edit: Went into Editor to test and checked my logs folder. This started popping after the amount of time I had set for death to start
    "1:20:45 ACE Medical WARNING: Formerly public function [ace_medical_fnc_setCardiacArrest] has no effect in medical rewrite."

     

    UPDATE: v0.5.5h is LIVE

    OP mirror links updated.

     

    Updates the ACE function used to send units into cardiac arrest. Sorry for the delay been busy and honestly a bit burnt out across the board.

    • Like 1
    • Thanks 3

  14. You were actually missing a closing brace and semi-colon on Line 94 (for class bailbonds :  Uniform_Base), the error occurred at the end of the config because the compiler adjusted to use all the other braces available, leaving you one short at the end. Fixed below:

     

    Spoiler
    
    class CfgPatches
    {
        class LS_Uniforms
        {
            units[] = {};
            weapons[] = {};
            requiredVersion = 0.1;
            requiredAddons[] = {"A3_Characters_F_BLUFOR"};
        };
    };
     
    class CfgFactionClasses
    {
        class bailbonds_f
        {
            displayName = "Custom Uniforms";
            icon = "\LS_Uniforms\data\icon.paa"
            priority = 2;
            side = 1; // Blufor
        };
    };
    class CfgVehicleClasses
    {
        class bail_unarmed
        {
            displayName = "Bail Bonds"; // Rename to what you want the sub group of the faction will be. You can have multiple subfactions (VehicleClasses) as long as the class name of the VehicleClass is different. Makes it work with zeus
        };
    };
     
    class CfgVehicles
    {
        class b_survivor_F;
        class b_Competitor_F;
       
        class bailbonds_agent : b_survivor_F
     
        {
            _generalMacro = "b_survivor_F"; //unsure what this does
            scope = 2;
            displayName = "Bail Bonds Agent";
            faction = bailbonds_f;
            nakedUniform = "U_BasicBody"; //class for "naked" body
            uniformClass = "bailbonds"; //the uniform item
            hiddenSelections[] = {"Camo"};
            hiddenSelectionsTextures[] = {"LS_Uniforms\data\bailbonds.paa"};
            Items[] = {FirstAidKit}; /// one First aid kit is good to start with
            RespawnItems[] = {FirstAidKit};
            linkedItems[] = {bailbonds_vest, ItemMap, ItemCompass, ItemWatch, ItemRadio}; /// items directly in inventory slots
            respawnLinkedItems[] = {bailbonds_vest, ItemMap, ItemCompass, ItemWatch, ItemRadio};
        };
       
        class LS_Police_Officer : B_Competitor_F {
       
            _generalMacro = "b_Competitor_F"; //unsure what this does
            scope = 2;
            displayName = "Police Officer";
            faction = bailbonds_f;
            nakedUniform = "U_BasicBody"; //class for "naked" body
            uniformClass = "LS_Police"; //the uniform item
            hiddenSelections[] = {"Camo"};
            hiddenSelectionsTextures[] = {"LS_Uniforms\data\police_uniform.paa"};
            Items[] = {FirstAidKit}; /// one First aid kit is good to start with
            RespawnItems[] = {FirstAidKit};
            linkedItems[] = {police_vest, ItemMap, ItemCompass, ItemWatch, ItemRadio}; /// items directly in inventory slots
            respawnLinkedItems[] = {police_vest, ItemMap, ItemCompass, ItemWatch, ItemRadio};
        };
    };
     
    class cfgWeapons
    {
        class Uniform_Base;
        class UniformItem;
        class V_TacVest_khk;
        class VestItem;
       
    	////////////////////////////////////////////
    	//         Bailbonds Uniform              //
    	////////////////////////////////////////////   
    	 
    	class bailbonds : Uniform_Base
    	{
    		scope = 2;
    		displayName = "Bail Bonds Uniform";
    		picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
    		model = "\A3\characters_f\BLUFOR\b_soldier_01";
     
    		class ItemInfo : UniformItem
    		{
    			uniformModel = "-";
    			uniformClass = "bailbonds_agent"; //would be same as our made soldier class
    			containerClass = "Supply20"; //how much it can carry
    			mass = 80; //how much it weights
    		};
    	}; //MISSING   
    	////////////////////////////////////////////
    	//            Police Uniforms             //
    	////////////////////////////////////////////       
    	 
    	class LS_Police : Uniform_Base
    	{
    		scope = 2;
    		displayName = "Police Uniform";
    		picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
    		model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
     
    		class ItemInfo : UniformItem
    		{
    			uniformModel = "-";
    			uniformClass = "LS_Police_Officer";
    			containerClass = "Supply20";
    			mass = 80;
    		};
    	};
    	   
    	////////////////////////////////////////////
    	//            Bailbonds Vest              //
    	////////////////////////////////////////////   
    	 
    	class bailbonds_vest : V_TacVest_khk
    	{
    		scope = 2;
    		displayName = "Bail Bonds Vest";
    		picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_blk_CA.paa";
    		model = "\A3\characters_f\BLUFOR\equip_b_vest01";
    		hiddenSelections[] = {"camo"};
    		hiddenSelectionsTextures[] = {"LS_Uniforms\data\bailbonds_vest.paa"};
     
    		class ItemInfo : VestItem
    		{
    			uniformModel = "\A3\characters_f\BLUFOR\equip_b_vest02";
    			containerClass = "Supply100";
    			mass = 50;
    			armor = 5*0.5;
    			passThrough = 0.7;
    			hiddenSelections[] = {"camo"};
    		};
    	};
    	 
    	////////////////////////////////////////////
    	//            Police Vests                //
    	////////////////////////////////////////////   
    		   
    	class police_vest : V_TacVest_khk
    	{
    		scope = 2;
    		displayName = "Police Vest";
    		picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_blk_CA.paa";
    		model = "\A3\characters_f\BLUFOR\equip_b_vest01";
    		hiddenSelections[] = {"camo"};
    		hiddenSelectionsTextures[] = {"LS_Uniforms\data\police_vest.paa"};
     
    		class ItemInfo : VestItem
    		{
    			uniformModel = "\A3\characters_f\BLUFOR\equip_b_vest02";
    			containerClass = "Supply100";
    			mass = 50;
    			armor = 5*0.5;
    			passThrough = 0.7;
    			hiddenSelections[] = {"camo"};
    		};
    	};
    };

     

     


  15. scope = 2;    // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only).
    scopeCurator = 2;   // 2 = class is available in Zeus; 0 = class is unavailable in Zeus.
    scopeArsenal = 2;   // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal.

    https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide


  16. 3 minutes ago, 3l0ckad3 said:

    Great mod @jshock !

    I have a question, or maybe input, is it, or could it be possible for you to make it possible to use editor placed markers or triggers for contaminated areas, I'm trying to simulate a thermal nuclear aftermath, and I would like the whole northern part of the map to be contaminated, and it would be much easier with rectangle markers or triggers.

    And could you add a geiger counter audio sample 😉 

    Cheers, and thank you for sharing this great idea with the community 🙂  

     

    Appreciate the input. I’ve been extremely busy trying to graduate college recently (shooting to be done by December). Hopefully I will have ample time to look into some fixes/additions in this next year. The geiger counter sound is certainly the topper of the list given the major demand of it. 

     

    Before I took my most recent sabbatical I was probably about to rework the entire system from scratch using scripted EHs, which would allow for much more versatility and condense down a lot of the loops and other events. But I will look into adding the ability to use editor placed markers and/or expand on the types markers that are already available.

     

    Again I apologize for my most recent disappearance 😅.

    • Like 2

  17. 2 hours ago, blade4951 said:

    Is there a way to set the reading number on the Contamination Zone Detector to be higher or lower depending on the MOPP level?

     

    No, not at the moment. I had thought about reworking that calculation so it wasn’t just an arbitrary distance value within the zone but got caught up with life stuff. Your thoughts seem logical enough though.


  18. A PVEH is only ever triggered when the assigned variable is broadcasted via the publicVariableXXX command family.

     

    If you need to ping pong info back and forth there needs to be a separate PVEH on the server and the client where the client requests the info and the server sends it.

     

    Basically the client PVs to the server saying “hey I need this info and here is my unique ID” server queries it and sends it back to the requesting client via publicVariableClient.

     

    On my phone or I would throw an example up.

    • Like 2
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