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Found 6 results

  1. zeu_tkLog AUTHOR : Terox (terox_@hotmail.com) ADDON REQUIREMENTS : None INSTALLATION : SERVER ONLYClients should not have this file, it will not run on their machines, hence no Bikey If you do not have any mod folders already in use on your server, use the one that is provided in the download and run the following command line argument -servermod=@zeu Alternatively, copy the zeu_tkLog.pbo found in @zeu/addons into an already existing mod_folder/addons on the server FUNCTION : This addon logs PLAYER team kill events on the server's rpt file and dumps information about the event on the clients screenThe code the clients require is passed to the clients by the server when the mission starts, or to JIP players when they join LimitationsThis works of an Mpkilled event handler, so for missions that use "revive" SYSTEMS, where the players aren't actually killed, it will not trigger These revive systems tend to use a hit event handler to trigger an unconscious state. Ideally, if you want to implement a team kill system for these, you would be better editing the revive scripts inside the missions Example of the details logged .RPT FILE (For a killer who is on foot) For a killer who was in a vehicle It returns any driver, gunner or commander, as in the example below ONSCREEN (For a killer who is on foot) For a killer who was in a vehicle It returns any driver, gunner or commander, as in the example below Download: http://zeus-community.net/important/hosted/zeu_tklog.zip Changelog v1.0 released 7th Apriil 2016 v1.2 released 15th April 2016 Fixed Linux issue cfg functions preprocess failing on Linux server
  2. Update: Due to authors request. Link has been removed.
  3. I have recently created a local server (just hosting from the server browser), this server has some scripts that i don't want to expose to the player (due to them stealing it). I found out you can use the profileNamespace to save data to the profile of the player and as such i am able to store strings, arrays and stuff like that. My problem arises after i try to save scripts into the namespace -> saving them using the saveProfileNamespace (script is callable and is fine so far) -> shutting down the server after finishing playing. Now, when i start the server i am able to load the variables from the namespace and use them, but i can't call\spawn code that i stored inside the profile namespace as it raises this error: Global namespace not passed during: hint "test" Error Local variable in global space in order for you to replicate do the following: 1. start the debug console in an editor mission 2. enter these 2 lines: profileNamespace setVariable ["testFunction",{hint "test";}]; saveProfileNamespace; 3. restart the game 4. start the debug console again 5. enter this line: [] spawn (profileNamespace getVariable "testFunction"); 6. wonder desperately why the function isn't being executed
  4. i am a noob, i know that. im trying to create a server side addon that i can put my scripts/functions in. i have a test setup that is just supposed to do hello world. can someone please tell me what im doing wrong. thank you for any help. image of my current setup. https://imgur.com/a/cfRcA3i
  5. seelenlos Slay This mod allow to kill players and ai by using the ace interaction menu -> interaction. If you want you can define a item to show up the action. This can be done by changing the respective variable in sls_settings.sqf located in "userconfig\sls\" (Filepatching must be enabled). I created the mod because some ace settings e.g. prevent instant death, ai became unconscious 50/50 and long bleedingtime create little problems in some missions. For example a special person have to die but he is unconscious and you have to wait 20 minutes before he bleeds out. This mod solve this issue. Features: - server side only mod - define item which you have to carry with you to slay someone (userconfig\sls\sls_settings.sqf) Changelog: v.1.0.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Download Links: - Steam Workshop - Dropbox Required Mods: ACE3
  6. Hey there! I was wondering if there was a way to pack scripts into a mod and initialize them whenever the player beginns a mission in single or multiplayer. If tried it with this: class CfgVehicles { class Land; class Man : Land { class UserActions { class acms { displayName="acms"; position="player"; onlyforplayer=1; radius=1.0; condition="this == player"; statement="[] execVM ""ACMS\init.sqf"""; }; }; }; class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class TargetTraining: NonStrategic {}; class TargetGrenade: TargetTraining {}; }; and also with this: class cfgvehicles { class Logic; class ACMS_Name : Logic { displayName = "ACMS"; icon = "\ca\ui\data\icon_functions_ca.paa"; picture = "\ca\ui\data\icon_functions_ca.paa"; vehicleClass = "Modules"; class Eventhandlers { init = "(_this select 0) execvm ""init.sqf"" "; }; }; }; which is a part of this forum topic: http://www.ofpec.com/forum/index.php?topic=35205.0 It would be okay if the player would have to Press a button like F7 or smth like that but not have to change anything in the mission. I don't know any other way to do this. I am new in the modding scene altough i know the basics and more of scripting. I really do hope that someone can help me with my prolem. :)
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