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SirMrE

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Posts posted by SirMrE


  1. Item save goes to 100%.

    What is still missing is that purchased vehicles are stored.

    And you can lock the vehicles.

    Your status bar disappears when you use Infistar.

    That's why I had posted the.

    If I can help or support you then just sign up.

     

    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!


  2. Hi, first time great work.

    Could you still realize the purchased vehicles are stored?

    And the vehicles can be locked.

    What would be still super that also items are saved.

     

    MFG

     

    +

     

    StatusBar

    pdrhsbrb.png

     

    http://www.imagenetz.de/f1dc82165/addons.rar.html

     

    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.


  3. 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.

  4. I figured it was something like that. I'm glad I could help.

     

    I was wondering if you could script in an enable and disable for the different aspects of your framework? The reason I ask is I'd like to create a ravage mission with your framework and I'd like to be able to turn off the loot and vehicle spawn aspects. (I believe I could set them to 0% chance but still runs the code = same result). Haleks has a really good loot spawn system but your trader system is awesome!! I really like the interface and functionality of it! (So cudos to you!!)

     

    Also you should look into making a lot of the server setup (maybe all of it) as placeable modules for all the settings. It would be easier for mission makers to use rather than de\re Pbo'ing the server pbo.

     

    I also wanted to ask if your medical system uses the built in revive system or if it's all your own system that you use?

     

    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.


  5. I can't get this working with ExtDB3. It looks to me like the released version has the new EXTDB3 mod but none of the code in the supremacy_server.pbo was changed to match the DB changes. Won't connect to the DB so I changed dbinit.sqf from extDB2 to extDB3 and then it would connect but now I'm getting unknown protocol errors.

    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


  6. 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.

  7. I just had a look through supremacy_server and also the mission file (supremacy.altis) but I couldn't see anything else that might be the culprit.  If I get a chance., I'll try and set up a test version.  Hope you can get it sorted in the meantime though   :)

     

    edit: Have you tried in the editor on a blank/new mission (or only playing supremacy)?

     

    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!


  8. 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?
     


  9. Yes that would probably be okay but don't get too strung up on disabling the simulation on everything.  Sometimes it's useful to do, but other times pointless and other times it has unwanted negative effects (as you have seen)

     

    put down a game logic and call it something like "boxLogic1"

     

    Then on your box, do this in the init field:

    if (isServer) then {this attachTo [boxLogic1,[0,0,0]]; this allowDamage false; clearItemCargoGlobal this};

    iirc, you shouldn't need to mess around with the offsets but maybe you will.

     

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


  10. 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!


  11. I only had that answer lying around somewhere as I had to hijack the function so it would run additional actions during the course of people clicking on things.  I don't really like fiddling around in displays and dialogs too much tbh, as although I can code stuff OK for them, they're really boring to work with and a necessary evil of scripting (ie they're only there to get the job done).

     

    I'd much rather be doing scripting like quad-bike volcanoes tbh!  xD

     

     

    And soon we have a map where the quad-vulcano can be applied and look... erm... natural? .. 

    • Like 1

  12. Did you make sure to register the Dynamic Group system on both the server and player sides?  Were you testing in multiplayer?

     

    Before that pressing U did nothing.  After that it at showed the normal teamswitch UI with some errors.  I'm guessing you need another player online for it to work?

     

    Why is just pressing U not an option for this?

     

    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)

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