Jump to content

patrix87

Member
  • Content Count

    64
  • Joined

  • Last visited

  • Medals

Everything posted by patrix87

  1. patrix87

    Multiple Inheritance ?

    Feature request submitted here : http://feedback.arma3.com/view.php?id=27732
  2. patrix87

    Zombies & Demons 5.0

    Hi, It would be nice to have the ability to disable the bleeding function integrated in RyanZombies. Maybe with a public variable declaration like the logic do for RyanZombiesBleeding or something similar. Because right now on the second hit or whenever your life goes under 90% you bleed for 10 seconds and almost die. Thanks !
  3. patrix87

    Multiple Inheritance ?

    I understand that my example is not working. Here's a Simplified Example CfgWeapons { class 556_Magazine { magazines[] = {"30rnd_556x45_EPR","30rnd_556x45_SOST"}; }; class add_special_pointer class WeaponSlotsInfo class PointerSlot: PointerSlot { compatibleItems[] += {"special_pointer"}; }; }; }; class modB_weapon_m4a1: modA_weapon_m4a1,556_Magazine{}; class modB_weapon_m16a4: modA_weapon_m16a4,556_Magazine,add_special_pointer{}; }; In this example I would create a new class using the base class from another mod and a new class I created to overwrite the magazines used by those weapons and also a second new class used to add the ability to use a special pointer for the m16a4. The current way to do that is to rewrite the magazine property and the pointer property in every new class. Which would work but if we have the same 20 properties to change in every weapon then it becomes a bit clumsy and complicated to maintain. Isn't it the base of programming to never write the same code twice ?
  4. Hi, Sorry to bring back that old topic. I found your tutorial very helpful But I have a question. Is it possible to do Multiple inheritance ? I know you can't do like in C++ and just put a comma to make a single class inherit from multiple classes. But would that work in arma 3; Addon A : Class New_Awesome_Class: Arma3_Base_Class Addon B : *(this one requires addon A) Class New_Awesome_Class : Another_Class_from_a_mod The Idea is that I do not want the Arma 3 Base class or the Other Class from the other mod to inherit from each other. But I still need my new class to inherit from Both. How can I do that? Thanks
  5. patrix87

    Zombies & Demons 5.0

    Animations are working on Exile now !!! Including Jumping and throwing ! Thanks !!! Somehow bleeding from zombie attack is also working now. Is there a way to change that parameter ? Do you guys take donations ?
  6. patrix87

    Zombies & Demons 5.0

    THANKS !
  7. patrix87

    Zombies & Demons 5.0

    Feedback on the animation problem in Exile. The animation are not working when called from the RyanZombies mod when using Exile even in local in the editor using the included spawner logic. So you are right, Exile is "Blocking" it from the client side. One thing though, is that I'm using Switchmove to call the salutout / spawning animation from ryanzombies when spawning them with my custom spawning script. and it's working fine. So one of the solution I could use would be to port zombies.sqf to the server spawning script addon. If you your ok with that of course.
  8. What licensing is you work under. I want to release a client side mod on the workshop specifically for my server as it makes it easier to customize stuff from inside a mod than from the mission file. *(also lighter) The mod would basically be a bunch of config files to change the compatibles items of a bunch of other mods including yours. I plan to use a slightly modified version of your ASDG_JR config.cpp to do that. Would that be ok with you ? PS: to be a bit more precise I want to harmonise the magazines of HLC, RHS, ARMA and NATO SF and Ru Weapons under a single set of mags. Probably RHS Mags as they have the widest variety.
  9. patrix87

    Zombies & Demons 5.0

    I'm not going to distributes the whole mod. I would just add the exile version of those two items to ExileZ which is just a script not a mod.
  10. patrix87

    Zombies & Demons 5.0

    Do you think it would be to much to ask to make them a consumable for exilemod ? Or is that something I would have the right to do and publish with ExileZ 2 using your models? *(ExileZ 2 being a zombie spawner for Exile Server that requires RyanZombies to be running on the server and client) You can theorically place CFGRemoteExec in the config.cpp of a mod or addon. But in the present case I've also tried placing it in description.ext of the mission class CfgRemoteExec { class Functions { mode = 1; jip = 0; class fnc_AdminReq { allowedTargets=2; }; class fnc_RyanZombies_SwitchMove{ allowedTargets=0; }; class ExileServer_system_network_dispatchIncomingMessage { allowedTargets=2; }; }; class Commands { mode=0; jip=0; }; }; But no success.
  11. patrix87

    Bornholm, Denmark [Terrain]

    @egilsandfeld Awesome map Do you have an Higher resolution of that image : Image Map Download: http://i.imgur.com/MI4MJh7l.jpg Thanks
  12. patrix87

    Zombies & Demons 5.0

    So I've got the spawning animation working by calling them directly when I spawn the zombies I've placed this in my addon config.cpp class CfgRemoteExec { class Functions { mode = 1; jip = 1; class fnc_RyanZombies_SwitchMove { allowedTargets=1; jip = 1; }; }; class Commands { }; }; And it seems that it does no do any difference...
  13. patrix87

    Zombies & Demons 5.0

    Ok good, but how do I do that? I found that : https://community.bistudio.com/wiki/CfgRemoteExec Which is a good start, I can place that in my Addon config.cpp I guess But I'm not sure what to place where in that block of code...
  14. patrix87

    Zombies & Demons 5.0

    I made the spawner script for Exile called ExileZ 2, I can't get any of the animations like spawning, attacking, etc to work properly... Do you have any idea why ? The script I made is simply creating the unit and placing it into a group. The script : https://github.com/patrix87/ExileZ-2
  15. patrix87

    Zombies & Demons 5.0

    Perfomance Build V9 by Dwarden does help redcuing the crashes.
  16. patrix87

    Zombies & Demons 5.0

    Is it possible that the latest key is not 100% valid ? The key is older than the PBO by a week and my Headless client is randomly getting kicked for invalid key for RyanZombies...
  17. patrix87

    Zombies & Demons 5.0

    Sorry if I sounded rude, try ExileZ 2.0 with the last version, The zombie behaviour is slightly altered to avoid that.
  18. patrix87

    Zombies & Demons 5.0

    The new Hotfix for arma 1.54 came out and apparently servers are still crashing out of memory after a few hours when using RyanZombies. Any Idea where to look, I've built a pretty efficient dynamic spawning script for the Zeds, but I'm not an expert coder. Does anyway "Expert" could take a look at it to see if it could be the cause of that crash ? I would be surprised but I want to be 100% before saying it's the Zombies fault... Thanks
  19. patrix87

    Zombies & Demons 5.0

    This issue was not related to RyanZombies but to the older version of the spawning script you used. Please keep the issues where they belong, over there in this case : http://www.exilemod.com/topic/7952-exilez-20/ Thanks
  20. patrix87

    Zombies & Demons 5.0

    I have a request / question Could you use underscores instead of space in your mod folder name ? I can't use launch parameters unless I rename the folder because launch parameters don't like spaces. But then it won't auto-update. And it's also a big problem for servers and headless clients. Thanks.
  21. patrix87

    Zombies & Demons 5.0

    I see that only a couple of times What I see a lot is this, 10:44:38 Error: Bone head_end doesn't exist in skeleton OFP2_ManSkeleton 10:44:38 Error: Bone lefthandthumb3_end doesn't exist in skeleton OFP2_ManSkeleton 10:44:38 Error: Bone lefthandindex3_end doesn't exist in skeleton OFP2_ManSkeleton 10:44:38 Error: Bone lefthandmiddle3_end doesn't exist in skeleton OFP2_ManSkeleton 10:44:38 Error: Bone lefthandring3_end doesn't exist in skeleton OFP2_ManSkeleton 10:44:38 Error: Bone lefthandpinky3_end doesn't exist in skeleton OFP2_ManSkeleton 10:44:38 Error: Bone righthandthumb3_end doesn't exist in skeleton OFP2_ManSkeleton 10:44:38 Error: Bone righthandindex3_end doesn't exist in skeleton OFP2_ManSkeleton 10:44:38 Error: Bone righthandmiddle3_end doesn't exist in skeleton OFP2_ManSkeleton 10:44:38 Error: Bone righthandring3_end doesn't exist in skeleton OFP2_ManSkeleton 10:44:38 Error: Bone righthandpinky3_end doesn't exist in skeleton OFP2_ManSkeleton 10:44:38 Error: Bone lefttoebase_end doesn't exist in skeleton OFP2_ManSkeleton 10:44:38 Error: Bone righttoebase_end doesn't exist in skeleton OFP2_ManSkeleton And every time that block appears I have a lag spike on the server. But I've already reported that in the bug tracker. Other than that everything is fine with the new 3.2 Thanks for releasing that patch so quickly Great job!
  22. patrix87

    Zombies & Demons 5.0

    Hi, I've made a dynamic spawning add-on for ExileServer running with RyanZombies http://www.exilemod.com/topic/7952-exilez-20/ I've added a feature to randomly spawn booby trapped zombies that detonate after being killed. *(ratio is adjustable) :) Also, It seems that 1.54 is causing a lot of RPT Errors on servers with RyanZombies, I'll update the bugtracker. Thanks
  23. patrix87

    Zombies & Demons 5.0

    I think a serverside mod would be nice. Allowing custom script, handling of the killed event *(to place loot and give money and respect to player) And also maybe providing a way to dynamically place spawner and spawning events. Basically allowing to server admins to improve upon what is already made without breaking the signature of the mode itself. Thanks.
  24. patrix87

    Zombies & Demons 5.0

    Hi, Really nice work with the mod ! I made this : http://www.exilemod.com/topic/7566-zombie-money-respect-and-loot/ Then I realised it mess up with the mod signature. Is there a way I could get this to work without interfering with the mod itself ? Could you add an addon support or an eventHandler for "Killed" or the option to run some custom code upon certain events ? Thanks
  25. Hey I have the same issue ! I though my game was corrupted or something. It looks like it is link with that AiA SA since the problem begin right after my install of the mod.
×