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jshock

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Everything posted by jshock

  1. Hello Arma Community, I present to you: Shock's Redressing Script Short Description: This script allows for a mission developer to essentially dress units to his/her liking, from insurgent armies, to just about anything. This script is, as far as testing can tell, mod friendly all you need are the classnames. *Confirmed compatiblity with Zeus and EOS systems. Special thanks to: Cuel - Script code Dwringer - Script code Larrow - Script Code JCae2789 - Testing (v1.5b) Usage: Place the JSHK_Redress folder in your mission file. Parameters for the script are as follows: 1- Side - (EAST, WEST, CIV, INDEPENDENT) (default: EAST) 2- Use of special units- (true/false) (default: true) 3- Check for spawned units- (true/false) (default: false) Example call lines for your init.sqf: //For only on mission start (one time redress) null = [EAST, true, false] execVM "JSHK_Redress\redressInit.sqf"; //For continuous checking to redress any "spawned" units null = [EAST, true, true] execVM "JSHK_Redress\redressInit.sqf"; Place the follwing in the descripting.ext file: class CfgFunctions { #include "JSHK_Redress\cfgfunctions.hpp" }; Then the fun part, filling out the gear and other arrays. First go into the JSHK_Redress folder, and open the file named redressInit.sqf. Within that you will see blocks of code exampled below: //Need to exclude certain units/groups, fill out the below arrays! //----------------------------- _indvUnitExclude = [indv1, indv2];//<<Put individual unit's variable names here. _grpUnitExculde = [grp1];//<<Put the group leaders' variable names here. _factionExclusion = ["rhs_faction_msv"];//<<Put faction classnames here (can be obtained using the "faction" command on a unit) //https://community.bistudio.com/wiki/faction //----------------------------- //Gear classnames go below! //----------------------------- JSHK_weaponArr = ["LMG_Zafir_F","arifle_Mk20_F"]; JSHK_uniformArr = ["U_IG_Guerilla3_1","U_IG_Guerilla3_2","U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_leader"]; JSHK_vestArr = ["V_BandollierB_khk", "Vest_V_BandollierB_rgr", "Vest_V_Chestrig_rgr"]; JSHK_headArr = ["H_Shemag_olive","H_ShemagOpen_khk","H_ShemagOpen_tan"]; JSHK_goggleArr = [""]; JSHK_backpackArr = ["B_FieldPack_cbr","B_OutdoorPack_tan"]; //----------------------------- //Special Units Classnames //----------------------------- JSHK_ATunits = ["O_Soldier_AT_F","I_Soldier_AT_F","B_Soldier_AT_F"]; JSHK_Medicalunits = ["O_medic_F","I_medic_F","B_medic_F"]; JSHK_AAunits = ["O_Soldier_AA_F","I_Soldier_AA_F","B_Soldier_AA_F"]; //----------------------------- In the block of code regarding exclusion, any units or factions that you don't want to be redressed place them in one of the three arrays provided. In the block that says "Gear classnames go below!", place all the gear in their respective arrays, default gear is a vanilla insurgent look. In the block entitled "Special Units Classnames", these are your support units, currently supported are AT, AA, and medical, just place the classname of these units in the array (can be mod units). (You can alter these specific loadouts in the JSHK_Redress\fn_Redress.sqf file, PM me for questions in that regard) Download: Changelog: v1.5.2 >>Added functionality to exclude factions of a certain side (so some factions are/are not redressed). v1.5.1 >>Fixed variable name error on special unit arrays in redress process causing script to not work. v1.5b(BETA) >>Added parameter for script support with systems such as MCC/Zeus/EOS/etc. (essentially when units are spawned during mission play time) >>Script structure (moved to file functions) >>Added the ability for user to define special unit (AT, AA, Medical) classnames >>Removed capability to add grenades via the call line (can be altered in the JSHK_Redress\fn_Redress.sqf file) v1.2 >>Added "exclusion" capability of individual or groups of units, so that they are not redressed. v1.17.1 >> Added a goggles array for more redressing options. v1.17 >>Fixed the uniform not being "redressed" issue. v1.15 >>Added the option to redress "special" units (AT,AA,CLS) with proper gear (launchers, medikits), based on classname of the unit. >>Added the option to provide grenades to units. >>Added a vest array, the same as the other gear arrays given. v1.1 >> Made it side dependent, not individual units. Example/shared loadout profiles for the script (please post yours :D ):
  2. What does this mod do exactly? This mod enables you to simulate a biological attack (or anything in your imagination) within a user defined/placed area and the only way you can make it through it is if you have a certain set of gear (all user defined). This mod is modular and allows you to define any headgear/goggles/uniform/vest (check features list for more details) to be considered necessary gear for traversing the area and there is a detector with sounds when you are in the area (similar to a Geiger counter) so you know if you need to have your gear on or not. Create safe zones or vehicles as you please. Zeus integration through Achilles or Zeus Enhanced. The mod will have no outside dependencies, but will be compatible with ACE3 in the sense of how damage is applied over time to the player if ACE3 medical is enabled on the client. See also: JSHK Contamination Gear Missions: Operation Tombstone: Prelude Current version: PUBLIC v0.5.6 Notes/Updates on current version: -Zeus functionality is only present when you are running Achilles OR Zeus Enhanced along with CBA, while they are not dependencies on the overall mod they are required since I'm using their functions. -If you have an issue with the mod, please post or PM me so I can fix it in a timely manner! -I do not know how much time I can dedicate to this mod and its evolution, but I do hope to push updates with cool new features as time goes along. I appreciate your future patience. -I have done minimal MP testing on all fronts as I don't have access to a server like I once did. Please let me know if MP doesn't work... Other Notes: -Make sure that the classnames for the gear DO NOT have quotations in the module input and separate each class with a comma. -To bring up your detector, make sure it is in your active inventory (the watch slot) and press your WATCH key (default is 'O') Changelog: Features List(s): Media: Some of the community members I really can't thank enough for their help and their patience with my unpredictable schedule: Ltf: -Module icon picture -Mask overlay images -Gear textures Evil Organ: -Environmental Effects post process effects code (currently WIP) zagor64bz: -Main Modification Logo and Detector GUI Interface aspects Soolie: -Detector GUI interface and code Mr. Skellington: -For his work on CBRN Defense Units that he has graciously released for public consumption The Achilles Team & Zeus Enhanced Team -For their functionality allowing for custom modules to be made through Zeus on-the-fly DOWNLOAD and SUBSCRIBE: Note: I plan to only release on the Steam Workshop for Arma 3 and a mirror on Google Drive
  3. 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). 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.
  4. No there isn’t, I had thought of taking that into consideration years ago and put it on the back burner and had since forgotten about it until now.
  5. At the moment, it’s just a circle, it’s on my to-do list to incorporate either other marker options, or just allow users to self define.
  6. getPos units playersGroup select (units playersGroup findIf {alive _x}) Finds the first alive unit in the group and uses their position to pass as the mortar target.
  7. 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.
  8. 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.
  9. 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.
  10. Hm, nothing seems particularly out of place there. Though since you enabled the use of Contact masks at the bottom you don’t have to define that mask again above that. The conditions aren’t different unless you change the settings in those respective modules (Player or AI settings modules).
  11. 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. 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.
  12. 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.
  13. 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:
  14. 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.
  15. 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!"; }; };
  16. 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.
  17. Create an initPlayerLocal.sqf and do this: params [“_player”,”_didJIP”]; if !(_didJIP) then { //do what you want for non-JIPs }; https://community.bistudio.com/wiki/Event_Scripts
  18. 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.
  19. 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..
  20. 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.
  21. jshock

    Re texturing Config problems

    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:
  22. 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
  23. 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 😅.
  24. Hm, I’m hoping to have some time on my hands here soon. So maybe I’ll be able to take a look.
  25. 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.
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