Jump to content

SirMrE

Member
  • Content Count

    48
  • Joined

  • Last visited

  • Medals

Everything posted by SirMrE

  1. Supremacy Framework Latest Release: 0.6.0 (changelog) - September 2nd 2016 I wanted to learn more about how ARMA 3 modding worked, and there is really no better way than "code to learn". Everything is coded from the ground up, except for the below mentioned 3rd party scripts. Reddit I have made a sub reddit since that might be more useful for a lot of people: r/ArmaSupremacy. Features World loot spawns World vehicle spawns World stationery spawns Dynamic Groups Player spawn/respawn (cities, random, world) Timed, random placement, airdrops Equipment Shops Vehicle Shops Clothes Shops Simple HUD (fps, health and money) Persistent player data (MySQL) Loot spawn in buildings and world loot spawn (vehicles, crates and stationary) Skill & Experience system Revival, heal, repair and other skills. Air drop events Ammo repacking Timed Rewards Maps Altis Tanoa Usage/Installation It uses strictly "vanilla" (including expansions) content. No client-side mods required. Upload the content of the "Dist" folder to your ARMA 3 dedicated server root (where the arma3server.exe file is). Edit the "LaunchServer.bat" files launch parameters to suit your needs. Edit the "@extDB2\extdb-conf.ini" file, adding your database connection details. Import the "@extDB2\spmc_server.sql" to your database. Import any "spmc_server - x.x.x to x.x.X update.sql" files in the correct order (by version). Run the "LaunchServer.bat" file. You can modify the "\Source\supremacy_server\compile\core\config.sqf" to make changes to a lot of the elements in the framework. There is no wiki yet, but I hope to get working on that soon. Using This Framework or some of it's Code? If you do not mind, please let me know! I would love to see what others have made using this framework or some of it's code! License Code released under CC BY-NC 3.0 License. To read the human-readable summary of the CC BY-NC 3.0 License, click here. The license does NOT apply to or included any of the 3rd party material (sounds, code, icons etc). All 3rd party material can be found in the "\3rdparty" directory in the client and server source code. I did not create or own any of the 3rd party material. Please see their credits below and in their files were applicable. Arma Server Monetization You have permission to use this framework on a monetised arma server(s). IMPORTANT NOTE: This does NOT apply to any of the 3rd party material (sounds, code, icons etc). All 3rd party material can be found in the "\3rdparty" directory in the client and server source code. 3rd Party Credits A big thanks to the following people for their scripts, icons, sounds and extensions which are required to make the SPMC framework tick. A special thanks to Kilzone_Kid and Tonic for inspiration and code/resources which I have learn a lot from by reading. Code Killzone_Kid for the Original Airdrop script. Shuko for SHK_pos. Bryan "Tonic" Boardwine for the original async extDB2 script. Karel Moricky for the "numberToText" function. HallyG for the original progress bar script. Extensions Torndeco for ExtDB3.Testing Hallreaver for helping me test all the things!Sounds pierrecartoons1979 for the "purchase" sound. escortmarius for the "purchase_click" sound. qubodup for the original "error" sound. GameAudio for the original "sold_item" sound. Gitietor for the original "skill_learned" sound. EdEditz for the original "reward" sound. Icons Paomedia for the "money" icon. Linh Pham Thi Dieu for the "fps" icon. Visual Pharmfor the "health" icon. Download You can grap the source code and latest release here: https://github.com/MrEliasen/Supremacy-Framework/releases/
  2. Sorry, it's a bit hard to understand what you mean, no offence. Items goes to 100% you mean like ammo in the weapons and so on? The project is open source so if you want to contribute feel free - its on Github. I do not have any intention of making it compatible with 3rd party anti cheat or like, since its something which people can add in themselves. You have to remember this is a framework, really just to kick start other peoples mods or game modes, some hacking/tweaking would be required in the end. That said, again, if you have a solution to this, and want to contribute then by all means do so via github. Appreciate the feedback!
  3. Vehicle storage is coming at some point :). Vehicle locking and unlocking (and lockpicking) is in the notes as well. Items do save already, or do I misunderstand your request? Status bar is kinda already there, in the right side, its not priority to change this - but thanks for the feedback.
  4. Version 0.6.0 released, this is a big update. Special thanks to @Hallreaver for helping me test this framework throughout its development!. Features/Changes: Updated configs to include all (hopefully) new vehicle, items and weapons from APEX. Updated price list, now include all (hopefully) items and vehicles from APEX. Updated clothing shops, so they only sell items for the faction of the player (Config updated). Updated the unconscious system, removing animations and relying more on ARMA 3 official methods. Updated the (long overdue) mission briefing. Updated the github url in all files. Updated all loot scripts. Updated vehicle sell distance from 10 to 25m. Added location saving and spawning. You can now choose players to spawn where the logged out (Config, DB and ExtDB ini - updated). Added magazine repacking (see player menu). Added "<player> was injured by <player>" when becoming unconscious. Added option to enable/disable the abillity to get executed while unconscious. Added blur effect to players who are unconcious. Added black out when killed. Added timed EXP rewards (EXP granting scipt updated, Config updated). Added "reward" sound, used for timed rewards. Added a Zeus menu detection (client side), with server logging. Added a few extra items from APEX to the configs. Changed the air drop smoke duration from 10 to 5 minutes. Changed the UI update interval from 0.25 sec to 1 second. Removed obsolete code from several files. Bugfixes: Fixed various debug logging in files so they only log when debug mode is on. Fixed desk and nato crate not getting removed from unavailable shops. Fixed cloths menu prices being cut off. Fixed bug in playerUnconscious script, potentially breaking the script. Fixed an issue in dbCalls returning data without needing to. Fixed some event handlers not getting removed from corpses. Fixed setting placeables, loot crates, vehicles etc to 0 in the config, will now properly skip it during server initialisation. Fixed "LineMarker" errors. Fixed relogging while unconsious would save your gear. Fixed issue where you would never die form grenades. Fixed bug where player would not eject from vehicle when unconsious. Fixed goggles not saving with gear. Fixed secondary weapon adding a rangefinder on certain occations. Fixed rangefinder not equipping on character load.
  5. Sure, I will make some more calls available to play with :). 0.6.0 is just around the corner, will look into it once it is released.
  6. It needs the server-side code to work, the database is for saving and loading player data. The save and loading is not strictly required, it can be removed if you want to.
  7. The ability to set spawning on things to 0 to skip will be in the next update, to be released within the next 24 hrs. The medical system is coded from the ground up by myself, I was not aware of a revive system already in ARMA when I made it (might not have been there?). I would like to polish this system a lot more, might look into what is already in the game and see if that can be adapted. I like the idea of turning it into placeable modules, will be happy to look into that in the future! Thanks, much appreciated! :) EDIT: Seems like I only updated one of the PDOs, 0.6.0 is right around the corner, will update it all then. If you cannot wait, just compile the pdo's yourself and you are good to go.
  8. Odd? I tested it locally and it works just fine. Maybe I forgot to recompile the code for the release. Will investigate EDIT: Looks like that was the problem! I did forget to include the new compiled pdo files. Thanks for catching that! EDIT: Updated the release files, thanks again cdn_biggdogg
  9. Version 0.5.2 released. Features/Changes: * Added Water vehicle shops (new configuration options). * Updated drop zone layout on Tanoa (config updated). * Updated ExtDB2 to extDB3-1010 (new ExtDB ini files). Bugfixes: * Fixed map not completing the load when building loot is set to 0. * Fixed vehicles shop dialog not showing. * Fixed shops not removing the cash desk and NATO box. * Fixed attachements not spawning in world loot.
  10. I was looking to upgrade, but was pending updates from torndeco. I will update it with next release :) Thanks for the reminder!
  11. Version 0.5.1 released Altis map now fully up to date and other misc. fixes. See changelog for details.
  12. Ah is this on Altis? If it is, in the server config file, set "purchase_to_inventory" to true and give it another go.
  13. Legend! No pressure though :)
  14. Version 0.5.0 released. Tanoa map now included - see changelog for all the changes.
  15. Want to upgrade my framework from extDB2, any compatibility issues or changes I need to be aware of? (or would you advice sticking with v2 for a bit still?) As always, thanks for taking time to maintain this!
  16. SirMrE

    Cannot Loot Box

    The map I am using right now is Tanoa. Hmm no I have not, I will give it a try tomorrow. I really appreciate the help man :) EDIT: I have a theory of what it is, will run some tests and get back EDIT: OK I am pretty sure I found the problem. Looks like, despite having removed the code from the init of the crates, the custom attributes data for the crates where still in the map file. Removing made me able to loot them! Now I just need the implement the rest of the script, but I feel pretty confident its doable now. Once again, much appreciated for helping out!
  17. Hi Everyone, I am sorry if this was answered before, I searched using google and the forum search and didn't find a solution. I am adding items to a box server-side (dedicated) when a player buys the items from the shop client side. The problem is the player cannot take anything out of the crate, unless first dragged to the ground. The Box: Init: this enableSimulation false; this allowDamage false; clearItemCargoGlobal this; Server side: _ item = an array of data from the config about the given data. dont worry too much about this. _item select 0 = the item class. switch (_item select 7) do { case ("CfgWeapons"): { switch ((_item select 5)) do { case 1; case 2; case 4: { _crate addWeaponCargoGlobal [(_item select 0), 1]; }; default { _crate addItemCargoGlobal [(_item select 0), 1]; }; }; }; case "CfgVehicles": { _crate addBackpackCargoGlobal [(_item select 0), 1]; }; case "CfgGlasses": { _crate addItemCargoGlobal [(_item select 0), 1]; }; case "CfgMagazines": { _crate addMagazineCargoGlobal [(_item select 0), 1]; }; }; Any idea why I would have the above mentioned issue? Thanks!
  18. SirMrE

    Cannot Loot Box

    I did try adding it client-side once server confirmed the purchase but it was still having the same issue.
  19. SirMrE

    Cannot Loot Box

    It's in the unstable branch now - appreciate the help: https://github.com/mreliasen/supremacy-framework/tree/dev-unstable
  20. SirMrE

    Cannot Loot Box

    I gave it a try, attaching both a logic and directly to the "house" it was placed in. The problem remained the same. EDIT: doing more tests and will return in a moment. EDIT: Ok, it seems like even without doing anything to the crates, and just leaving them as is, they still have the problem if I put something in them and try to take it out. Any thoughts?
  21. SirMrE

    Cannot Loot Box

    I see, alright makes sense. Much appreciated as always - thanks a bunch!
  22. SirMrE

    Cannot Loot Box

    ah i see! didn't know that was a thing. So eg: _crate attachTo [_some_anchor_obj_with_simulation_disabled] (with offsets etc if/as needed)?
  23. SirMrE

    Cannot Loot Box

    That is what I thought, but won't the box get thrown around if I enable it? eg if someone drops a nade next to it :D?
  24. Hi everyone, I have been searching, but without luck, for information on how to (if its all possible?) to toggle the Dynamic Groups UI (triggered by "U" by default). Anyone know if a way to toggle it? EDIT: I am trying to make the Dynamic Groups menu to show from an onclick even in one of my own dialogs.
  25. And soon we have a map where the quad-vulcano can be applied and look... erm... natural? ..
×