Jump to content

zafjr

Member
  • Content Count

    262
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by zafjr

  1. zafjr

    [MP] MIL_SniperHuntDM

    Yeah.. I got as far as being able to get the markers working (tried with 14 players just now). However, not all of them get teleported. Some of them get stuck at the starting spawn position. Just to make things work, i HALO dropped them using MCC :p. It was fun, BUT near the endgame, around 30 minutes was spent waiting for the last 2 players to find each other (being stubborn just camping). This may sound disgusting but.. a battleroyale type of enclosing circle/square to force players to meet after a while doesnt sound like a bad idea :p
  2. zafjr

    [MP] MIL_SniperHuntDM

    Oh, hmm well then the dead player markers arent so bad after all. Just the adding more slots part :) (or maybe you can point me in the right direction of which script to edit or something :p got a discord channel?) Happy Birthday! (soon)
  3. zafjr

    [MP] MIL_SniperHuntDM

    Was fun :). - Can you add more player slots? (like 24 slots) Would make for a fun server event for my community. - The markers still update even if youre dead. Would be nice to disable that for dead people, to hasten players finding each other. (because when i edited to add more player slots, enemy markers wouldnt even show up so i guess my Arma proficiency stops there :p )
  4. @Wyqer Just tested. Yup it logged the purchases perfectly. Thank you :D !
  5. would it be possible to add a "log" feature to the buying function? So that the server adds to its rpt log, everyone who makes a purchase.
  6. zafjr

    Achilles

    May we request for an "Add ACE Arsenal full" module? As a companion to the regular Add Arsenal full. The new ACE arsenal has so many useful features. (but also keep the regular "Add Arsenal full" for preference).
  7. Thank you for the update! Would it be impossible to implement a brush tool like in Surface Painter? EDEN could become the tool of choice for terrain makers (in placing objects and vegetation) if it were possible :-)
  8. Can you add the ability to save an object pool? (eg. trees 1, trees 2, small shrubs) So that you dont have to add them again 1 by 1.
  9. Is there a way to script applying medical treatments to take longer? specifically i want to make giving/taking epinephrine shots take much much longer. like 7 seconds. Just for a specific mission.
  10. @jokoho482 Alright thanks for the confirmation! And on an unrelated note, im sorry once again for previously including l_suppress in a modpack i uploaded on the workshop before without asking. If you remember that ;p
  11. @laxemann I know this is a clientside mod but i just want to make sure: Does dynasound send anything to the server or other clients? (does it affect their performance?)
  12. @LordJarhead So that means the JSRS main mod (without the optional reloading and weapon handling sounds) does not affect the server's performance, nor should it affect the other clients?
  13. My friend has made a map for our group. Its based on the real Dalmar island. Its a very small map. http://steamcommunity.com/sharedfiles/filedetails/?id=1132178534 However there is a problem. Whenever stui is turned on, this happens: Half (diagonal) the screen is covered. The only times it isnt covered is when we are in Zeus or if we press J (for objectives), otherwise its covered. We both cant figure out what is causing it. Can anyone here help? Edit: I can confirm that it has something to do with stui_core.pbo
  14. @LordJarhead Does JSRS send anything to the server or affect the server performance in any way whatsoever? (im under the impression that everything is clientside)
  15. Armasync is saving all my other preferences EXCEPT for the Battleye option. I have to enable battleye everytime i run Armasync. I remember this not being the case before. Im pretty sure the files arent set to read only. Any reason why its not saving battleye-enabled for me?
  16. Is it possible to allow ANYONE to acces the production and logistic settings? (instead of just the commander) plssss :p
  17. @major_shepard This is a minor thing, but can you add the ability to run more than one instance? I have 2 separate folders of Armasync on my dedicated server, one for the server and one for the headless client ;). But right now i have to always close it before running the other because only 1 instance is allowed.
  18. Please continue with this @silola. Ive been watching vb-edit videos like once a week, dreaming of what could be.. :)
  19. zafjr

    Dynamic Combat Generator

    I checked all the bodies :-/ didnt contain anything but their clothes (checked inside the clothes).
  20. zafjr

    Dynamic Combat Generator

    @SENSEII Cant complete the following objectives: - Find GPS intel. In the objective area there are dead bodies, cant search them with interact, no one else spawns and nothing happens. - Find Map intel. It says ambush the units and search the enemy combatants of intel. So i eliminated them and tried one by one if they had an interaction point (ace), and none of them did :( . - Deliver Supplies. Sometimes Couldnt drive truck after repairing it :( (could get into drivers seat but engine wouldnt start). - Rescue VIP. Nothing happens when i bring the VIP to the objective location.
  21. @HallyG Thanks man. @R3vo Thank you very much for that new 3den feature ;) I've gotten this working now on my server. There are now 3 NEW locations to choose from, for variety :) . So now thats Ghost Hotel, Panagia, and Syrta. At the starting position any player can manually set where they want the next round to take place in or have it random every round :D. However, it requires ACE currently, and the only reason is for its Spectate function (which any player can access from the starting position, its in their actions). The reason im using ACE is because its spectate function can be called and then escaped from (by pressing escape). With the default Bohemia spectate, i cant find a away to get away from it if you call it as an "alive" player (not dead). Pressing escape doesnt work, and theres no option manually for any player to get out from it. I tried binding ["Terminate"] call BIS_fnc_EGSpectator; to a key, but it seems that while in spectator mode, NONE of the display idd's work, so keydown doesnt work. If anyone can help me figure out a vanilla solution for spectating id be very greatful: - Has to be accessible while the player is alive. - I can call it from an addaction with this: ["Initialize", [player, [], true, true, true, true, true, true, true, true]] call BIS_fnc_EGSpectator; But the player cant get away from spectate mode by his/herself. For now im sticking with ACE Spectate though. Currently making a Takistan version ;). Playerunknown made a very fun little gamemode with this, and id be sad if it didnt get expanded.
  22. I've run into a stumbling block. I'm trying to move Playerunknown's GhostHotel Mission (deathmatch) to a different location. The gametype is very fun as a relaxer after a long stressful op, but it could also use some more variety regarding scenery ;). But i cant figure out the loot location system. Ghosthotel spawns random loot in preset locations (hundreds of them). The locations are stored in an array which looks like this: BRMini_Loot_Offsets = [ [21893.1,21036.6,216.026], [21896.7,21040.4,216.024], [21889.9,21043.4,219.564], [21890,21040,219.564], [21888.4,21033.9,7.56719], [21883.7,21044.3,219.57], [21883.1,21041.4,219.571], [21883.8,21034.4,219.57], [21890.6,21043.3,216.063], etc.... The X and Y coordinates are exactly where loot would spawn, however, the Z coordinates seem to be waaaaaaay up in the air for some reason (and yet the loot spawns on ground level, some inside buildings, some on 2nd floor.). The xyz positions i can provide are normal (like [20278.2,8814.49,0.0610847]), not 200 meters up in the air. So im wondering why the Z coords are so high like that. This is the Loot spawn script he made: //all loot objects attach to masterObject so their positioning is correct 100% of the time _masterObject = "Sign_Sphere10cm_F" createVehicle [0,0,0]; _masterObject enableSimulationGlobal false; _masterObject setdir 0; _masterObject setposatl [0,0,0]; LOOT_OBJECTS = []; _offsetFix = 0.65; _time = time; { _obj = createVehicle ["groundWeaponHolder", [0,0,0], [], 0, "CAN_COLLIDE"]; LOOT_OBJECTS set [count(LOOT_OBJECTS),_obj]; _pos = _x; _z = _pos select 2; _z = _z + _offsetFix; _pos set[2,_z]; _obj attachTo [_masterObject,_x]; //sets position detach _obj; for "_i" from 1 to (2 max floor(random(5))) do { _usedTypes = []; while{true} do { _loot = BRMini_Loot select floor(random(count(BRMini_Loot))); _lootName = _loot select 0; _lootType = _loot select 1; _lootChance = _loot select 2; _lootAmount = _loot select 3; if(_lootChance == 1) then {_lootChance = floor(random(2));} else { //50% if(_lootChance == 2) then {_lootChance = floor(random(4));} else { //25% if(_lootChance == 3) then {_lootChance = floor(random(8));}; //12.5% }; }; if(_lootChance == 0 && !(_lootType in _usedTypes)) exitWith { _usedTypes set [count(_usedTypes),_lootType]; switch(_lootType) do { case 0: {_obj addMagazineCargoGlobal[_lootName,_lootAmount];}; case 1: { _obj addWeaponCargoGlobal[_lootName,_lootAmount]; _arr = getArray(configFile >> "cfgWeapons" >> _lootName >> "Magazines"); _magType = _arr select floor(random(count(_arr))); _obj addMagazineCargoGlobal[_magType,3]; }; case 2: {_obj addItemCargoGlobal[_lootName,_lootAmount];}; case 3: {_obj addBackpackCargoGlobal[_lootName,_lootAmount];}; }; }; }; }; } forEach BRMini_Loot_Offsets; I cant see anywhere there why his Z coordinates have to be so high. I would like to know so i could apply it to new loot locations, and port this excellent fun mission to many different settings and maps. Ghost Hotel Battle Royale - https://steamcommunity.com/sharedfiles/filedetails/?id=325919374
  23. zafjr

    Achilles

    @oOKexOo I dont know if this is possible, but it would be great if, while in Zeus mode, "snap-to-surface" could be toggled off. In Eden this is already present. But Zeus doesnt have this option, and it makes dynamically placing buildings precisely impossible especially on slopes. https://feedback.bistudio.com/T75875 Long requested feature :p
×