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QL

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About QL

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  1. Well, modding is not about delivering complete, tested, polished product. Modding is about having fun. This is my personal opinion, an you can find its reflection in my work(untested, bugged to hell, almost unplayable peace of crap)
  2. The chances are very-very big. For now, the development is stopped for 2-3(maybe more) months due to some problems IRL. After that, I'm going to rework the mod completely from scratch(will be using some DAP's, Levrex's and mine scripts, though). There are some reasons for this: 1. I want some things behave completely different. Editing code is not an option in this case, it has to be rewrited. It is significant part of the mod, so amount of work needed to be done to rewrite it is comparable to rewriting the whole mod. 2. I don't like tinkering in other people's code, I like writing my own. Also, I want to design a clear logical structure for the mod and its scripts(can't guarantee i will be able to handle this task though). 3. My edit of DAP's mod contains numerous bugs for now. That's because, when I started to work on it, I knew literally nothing about scripting. I learned as i go. So some bugs are hidden in its foundation. 4. ArmA 3 looks better, feels better, has more capabilities. A3 is also easier to modify, and, yeah, it has greater community. It has the future. There is many ongoing projects that can be used in STALKER mod(meshcarver's brilliant NOVA ZONA, for example). So, yeah, one day you will be playing STALKER mod on Arma3. ---------- Post added at 20:14 ---------- Previous post was at 20:07 ---------- Do you run singleplayer or dedicated server? I need ~200 last lines of your RPT. Publish in on a pastebin. But I still suspect there's something wrong with the files.
  3. I don't know, the whole thing is very strange. If there was a new version, we'd know about it. Seems like guys from withSIX just made a mistake, and that's all. Anyway, it's interesting what they've put in this update. But unfortunately i dont have Arma (and Windows) installed at the moment.
  4. No, this is one of many errors appeared since 1.63. You can ignore all the "Undefined variable" errors in bis functions.
  5. Unfortunately, your RPT didn't make things clear to me. I tried to launch a server on beta — no success. So you better don't use beta. Also, don't use any other mods with STALKER at the same time. (your rpt told me you were using cba) ---------- Post added at 14:51 ---------- Previous post was at 14:39 ---------- Thanks for your advice. I didn't really look into DAP's code closely, because it generally works and editing it can result in new bugs appearing. For now, I edit it only if I want to add new functionality.
  6. Server's one. Publish last ~100-200 lines of RPT on the pastebin and give me a link. Thanks for testing.
  7. I'm not sure it won't work with beta. I just didn't test it.
  8. Nope. Upload your server's .RPT file, I will take a look. Or you can publish ~200 last lines of your rpt file to the pastebin. That would be faster.
  9. These files should be located in your A2 root folder(i.e. ...\Steam\steamapps\common\Arma 2 Operation Arrowhead). My server files are also in this folder. >kept dying every 20 seconds Every 40 + random(35) seconds, to be precise. Yeah, that means the game didn't find the dll. Kind of "intended behaviour", lol. Btw, have you tried to rejoin the server?
  10. The signed version: http://rghost.net/59277433 Sorry for not doing it before.
  11. 0.81 beta is out. Download: http://rghost.net/59244313 STALKER-DB is the database. It's only for servers. @STALKER folder contains addon files. mission contains the mission file. Changes: 1. Bugfixes. 2. Database now works with unique ids. That means this version is not compatible with the previous one. If you're a server you have to delete both .sdb files. 3. Joining faction feature is back. Implemented skin change when joining a faction. 4. NPC's are not immortal anymore. 5. Some minor tweaks.
  12. Just look how DAP does it for other factions.
  13. Oh, really. Sorry for that. Answer to your question: delete 112th line from init.sqf. It's "player addEventHandler["HandleDamage", {_this execVM "ql_scripts\damage\handle_damage.sqf"}];" ---------- Post added at 14:04 ---------- Previous post was at 14:03 ---------- Purchase box bug will be fixed in next release.
  14. Hi. I think you mod is really GREAT. I also like the idea of tricky anomalies very much, and I've been planning to implement them myself. So, yeah, I'm really interested. Probably I will port my scripts to your mod and use it as a basis for future improvements. ---------- Post added at 20:19 ---------- Previous post was at 20:00 ---------- Seems like you've picked the wrong type for Saiga and other weapons. For weapons, type number must be 1. Read my guide again and try one more time.
  15. I will teach you so you can do it yourself. That would be better for both of us. 1. UnPBO the mission(using PBO Manager or similar program). 2. Open objects.sqf file in QL_SCRIPTS folder. 3. Now you can see QL_WEAPONS, QL_AMMO, QL_MEDICINE, etc. They are item lists. 4. Add the following lines to the end of the objects.sqf: SVOBODA_ITEMS = [ ]; DOLG_ITEMS = [ ]; NEUTRAL_ITEMS = [ ]; 5. Time to add some items to this lists. 5.1. Decide what item you want to add. I, for example, want to add "M4A1_AIM" to "Svoboda". (All the items are listed in QL_WEAPONS, QL_AMMO, etc. Their names are between "") To do this, you need the name of the item, the price(define it yourself), the quantity of the item(how much items are left in the stock), the type of the item(1 for weapons, 2 for exerything else). We already know the name — it's "M4A1_AIM". The price will be 2000, we want the trader to sell only 5 m4a1's, the type is 1. Now it looks like this: SVOBODA_ITEMS = [ ["M4A1_AIM", 2000, 5, 1] ]; 5.2. Now we want to add some magazines, don't we? It will be "30Rnd_556x45_Stanag". We want it cost 400, the quantity will be 25, the type is 2(because it's not weapon). Here's what we have: SVOBODA_ITEMS = [ ["M4A1_AIM", 2000, 5, 1], ["30Rnd_556x45_Stanag", 400, 25, 2] ]; 5.3. Wanna add some medicine? Easy. SVOBODA_ITEMS = [ ["M4A1_AIM", 2000, 5, 1], ["30Rnd_556x45_Stanag", 400, 25, 2], ["QL_Bandage", 100, 15, 2] ]; Now you can tell the trader will be selling 15 bandages by the price of 100 each. 6. Add items you want to DOLG_ITEMS and NEUTRAL_ITEMS. 7. Open "SCRIPTS" folder. There are files "DOLGDEALER.sqf" and "FREEDOMDEALER.sqf". 7.1. Open "DOLGDEALER.sqf". Replace "nil = _dealer execVM "ql_scripts\trade\trader_assortment.sqf";" line with "_dealer setVariable ["QL_TRADE_GOODS", DOLG_ITEMS, true];". 7.2. Open "FREEDOMDEALER.sqf". Replace "nil = _dealer execVM "ql_scripts\trade\trader_assortment.sqf";" line with "_dealer setVariable ["QL_TRADE_GOODS", SVOBODA_ITEMS, true];". 8. If you want neutral traders to sell random items, then you're done. If you want their items to be fixed, complete the next steps. *9. Open init.sqf. It is located in the root mission folder. *10. Replace line "_x execVM "ql_scripts\trade\trader_assortment.sqf";" (it's in the end of the file) with "_x setVariable ["QL_TRADE_GOODS", NEUTRAL_ITEMS, true];". ---------- Post added at 10:31 ---------- Previous post was at 10:30 ---------- If you have any questions, feel free to ask.
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