Jump to content

SirMrE

Member
  • Content Count

    48
  • Joined

  • Last visited

  • Medals

Everything posted by SirMrE

  1. Awesome, Thanks!. Haha, I am with you on that one! Much appreciated guys!
  2. Yea I have initialised it, though both in the map file: supremacy.altis/InitPlayerLocal.sqf: if (!isDedicated) then { ["InitializePlayer", [player]] call BIS_fnc_dynamicGroups; }; supremacy.altis/initServer.sqf: if (isDedicated) then { // Initializes the Dynamic Groups framework ["Initialize"] call BIS_fnc_dynamicGroups; }; When I hit "U" it shows up and works just fine, so I reckon its all good to go. I run the dedicated server locally on the same computer as the game. Pressing U is fine, but I just thought I would make a navigation option as well for those who are not aware of it being enabled and available. (Or in case they don't have it bound)
  3. Thanks a lot, I think/hope I am in the right direction now! My problem is now, if I try the following: onButtonClick = "closeDialog 0; player action [""TeamSwitch"", player];"; the game crashes due to memory access violation. Am I missing something here? Is the syntax I am using for "action" wrong? Thanks again, I really appreciate the help with this
  4. It's been a bit since I have done any arma scripting, so I cannot say for sure if this works, but hopefully you will understand that idea behind it. I am at work, but procrastinating (when I posted this) - so I might not answer right away to any replies :P. private["_tractor","_loop"]; _tractor = "RDS_Zetor6945_Base"; _loop = true; // loop until we tell it to stop while {_loop} do { private ["_crop"]; // check for nearest crop on every loop so we always check and get the closest one to the player at every moment. _crop = nearestObjects[getPos player,["CUP_A2_p_wheat_ep1"],1] select 0; // if the player is no longer in the tractor, kill the loop (we check what vehicle the player is in, "vehicle player" it will return the player object if in no vehicle). if (vehicle player == player) then { _loop = false; } else { if (player distance _crop < 10) then { deleteVehicle _crop; _tractor addItemCargo binocular; }; // might as well save a few cycles (helps to keep the server running a bit better) - no need to hammer it if its not needed. sleep 0.2; }; }; Quick edit: using waitUntil as stated in the previous answer might not be a bad idea, though you should break it if the player leaves the tractor/vehicle. Edit edit: actually waitUntil might be a bad idea (let me know people). As I believe it will run quite a lot of times a second. Might be a better option to just sleep within the while loop as in the above code snippet.
  5. Hey, Sorry about the lack of replies. I haven't had a lot of time since Jan 3rd so I haven't been logged in to the forums. Please note this framework is, a framework. If you need anything from it or want it to work differently then you have to add it or extract it yourself. It's open source for a reason :). I am happy to help where I can but please note that this is not the only thing I do in my limited free time. Thanks!
  6. Thanks for the clarification! I think it's good to know why or for reference if anyone was wondering. EDIT: By the way, let me know if you want me to link your credit somewhere else :). Thanks!
  7. No problem I will try answer then all to the best of my ability! I am not aware of any compatibility issues with other 3rd party mods, but with that said, I have not done anything to implement or make sure any other 3rd party mods will work with this (I am still discovering how all that works and not to make things compatible with each other). I initially wanted to make a gamemode for ARMA 3 called "Supremacy". Basically territory control-like system where the more you control the more access to equipments or like you get. I wanted to learn how to do this so I thought I might as well just do it from the ground up to really get to understand how to work with this scripting language. Instead of just making this game mode, I decided to make a framework for others to use as well and to create their own things with (inspiration was Altis Life and Wasteland). Right now there is not really an "admin" panel. I made a teleport script and that is about it! haha. I want to make a web-facing control panel for this at some point, but that is sort of low-ish priority. So to sum up what this framework is made for: Others to see how to make things like this, use of the code or the whole thing (within the license's scope). But also to allow people to quickly throw together new game modes, test ideas or just build a big FFA war zone (grouping system is expected in 0.5.0 - 0.6.0). I hope this answered your questions. Sorry I cannot be more direct with my answers when it comes to 3rd party mods etc. I just dont actually know for sure!
  8. Seems like the ExtDB2 plugin is not setup properly. Did you copy the sql_custom_v2 directory as well and made sure the file in there ("spmc.ini" by default) is the same name as the mysql connection you setup in your extdb config? EDIT: I see the folder structure is a bit wrong on the release. the ExtDB folder structure should look like this: (file) @extDB2 / extDB2.dll (file) @extDB2 / extdb-conf.ini (dir) @extDB2 / extDB / (dir) @extDB2 / extDB / sql_custom_v2 / (file) @extDB2 / extDB / sql_custom_v2 / spmc.ini Hope it helps - I will update the release today.
  9. NEW RELEASE Version:0.4.0 - Download link in OP. Features/Changes: Added item spawn in buildings (careful, can take a long time to init server if you increase % too much). Added comments to each value in the config. Added more configurable options, like sell percentage, to the config. Added skill and experience system. Added names to the loot markers which are visible in debug mode. Added progress bars. Added revival and healing system. Added vehicle repair Added many other passive abilities and functions as part of the skill/experience system. Added ammo to price list. Added ability to synchronise animations. Network optimisations when selling items and vehicles. Network optimisations to saving player data. Updated ExtDB2 to the latest (66) version. Bugfixes: Fixed some minor issues where final compiled scripts where defined twice, server side. Fixed an issue where the handgun items would not load from the databse. Fixed an issue where the hangun would not equip if you didn't have a primary weapon. Fixed a bug while loading the players money from the database. Fixed an issue where pricing where not checked client side (protentially saving a large number of requests). Fixed an issue in the extdb-conf.ini file not loading the correct database details. Fixed an issue where you would not respawn propperly if deconnecting and rejoining the server. Fixed sell prices for vehicles and items being calculated wrong. Fixed the purchase price not being calculated correctly. Fixed selling vehicles now confirmes server side like equipment (so money saves). Fixed the issue with vehicle sales not being done properly and validated. Fixed an issue where vehicle loot and supply crate loot tables where switched.
  10. SirMrE

    Revive & Respawn

    Ohh, thanks you for the tip. I'll give those a look. Appreciate the help!
  11. Hi everyone, I searched around but I didn't manage to find anything which answered my question. I am trying to make a revival script, so when a player dies, another can revive or hit a button to respawn after x secnods. My inspiration is Sa-matra's wasteland, in the sense of when you die, you can wait until you get revived, or you can click respawn and you can no longer get revived and will respawn within n seconds. I can make the dialog show up when the player dies and coding the actual revival script is not the problem. My problem is when the player dies, they immediately respawn or respawn after the n seconds defined in the description.ext. How can I make it so when they die, you just lie there until they click a button, which will then respawn them. I hope I made sense, else let me know and I'll elaborate. Thank you everyone!
  12. SirMrE

    Revive & Respawn

    I tried setting their damage to 0.99 and put then unconscious, but it didn't see to work. They would still respawn after n seconds. I could easily have coded it wrong of cause. The source code is available here: https://github.com/MrEliasen/Supremacy-Framework/tree/dev-unstable if this helps. It's not done at all, but the core logic for the "death screen" should be in place.
  13. Thanks for the tip! That site should work out for me for now at least! Appreciate the reply :)
  14. Hi everyone, Searching failed me, where can I find a list or like with the icons and pictures I can use from the arma 3 data? By this I mean icons and pictures shipped with the arma 3 install, like the vehicles pictures/icons. I know the vehicles icons and like can be found in the item configs, but what about eg. map markers and like? What config should I look at for this? Appreciate any help with this. Thanks! EDIT: I found a lot while digging through the configs, but is where a place where I can see what each icon looks like? Just to avoid having to run through all the icons to try figure out which one would suit my needs.
  15. Hi everyone, I am trying to figure out how to either overwrite the action of a FirstAidKit. Currently the FirstAidKit will heal you to n% and can be used by everyone. I want to either overwrite the FirstAidKits to do a custom action which I will be scripting or somehow make the "heal" action from the FirstAidKit not show in the player's action menu's when hurt. Is this possible or will I need to, somehow, create my own item to achieve this? I am trying to avoid having to make any client-side mods, and only rely on the vanilla (incl. expansions) version of ARMA 3. Appreciate any help with this!
  16. That would be 1.50 yes? Thanks for that additional titbit of info.
  17. Thank you soo much for the help, I appreciate it! :)
  18. Ah cool ok then. I do not intend to fetch the name from database to use in game, that said, I might be in the future (if I do some sort of "clan" or high scrore lists etc). Oh, haha! Nice! I'll keep that in mind then. Sounds like the perfect solutions to me (String_Escape_Quotes) :). Cheers!
  19. About the arrays, I figured it out with the arrays, turns out it was pretty easy to and and "load" arrays from the database :) (Just like you said). Good point on the usernames.. maybe if I do toArray and strip " only and the toString it after? In theory that should work? The usernames are only for the modders to easily see who the data belongs to, it will not be used in the game itself. Thanks for the tips and tricks, appreciate it!
  20. 0.3.2 released. Fixing bugs and addings some minor additional "features". If you are using a version before 0.3.2, it is recommended you upgrade as it fixes a lot of stuff.
  21. Thank you :). Also thank you for making that ext. - took a bit of time to get my head around how to interact with the DB. Once I am more proficient i'll contribute to the Wiki. I was aware of them escaping but they where really just there to convert arrays to strings to be able to easily save in the DB.... thought I just realised as I type this. str _array should work right? and then just toArray _str ? (or something similar like toArray - as it only converts to numbers?) Not sure why I didn't think of this before. Thanks for the heads up and suggestions - appreciated! Ohh briliant! So stoked about this - appreciated!
×