DanteMccloud
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Everything posted by DanteMccloud
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Hello all, I've searched high and low and I'm just flat confused now haha. Here is the issue... I have a Script that I'm trying to call with a killed EventHandler. That part works perfectly but I have the script stored in my mpmissions/exile.altis/scripts folder and I think that is what is causing the issues. This script is rewarding the player with Poptabs and respect for killing Ai from a Mod. The script itself I'm pretty sure works as it's not tossing any errors in RPT and an almost identical version of it is used by another functional AI script. I notice most Ai scripts run as PBO that is stored within @ExileServer and not from the Exile.Altis mission pbo which leads me to think that I need to store and call the script from @ExileServer instead of the mission PBO. Is that the case? Also how would I do that? i currently use the below to call the script however that will only call from within the Mission PBO is there a way to call from the @ExileServer section? execVM "Scripts\Rewards.sqf"; It could be my script not doing the job but i think it has more to do with being called from inside the mission folder instead of the ExileServer folder
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Oops I forgot to update the "optional" keys for RHS guns with ACE my bad haha. It's working now Just logged in, got in a firefight and lost haha ... Enjoy ^.^ if you need any other help hit us up on discord as I don't really check these Forums that much anymore. Discord invite link is in the server name. "discord.gg/4umPkye"
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Yeah, They are up and working feel free to stop by our server and check them out. Expedition Gaming: Cataclysm (might be down currently for an update, idk if I turned it back on this morning when I updated it haha)
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I'm not sure if I missed something silly or if something is just oddly broken on our server but we have an issue where people can't load 8G ammo into any of the guns they are designed for. Is there something that needs to be enabled or maybe a setting somewhere that controls/disables/enables the function of this ammo? I noticed it is not in the infiSTAR arsenal menu but it is on the vendors. I'm almost positive that I was over thinking it and thus am now overlooking something simple lol.
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I have weird issues with this, We can't load the 8G rounds into any of the guns that should work for them. Is there something we have to add/enable to make it work or is there something that could block that operation?
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Is this still the best to force values from a script running in the mission to push to the server? The "publicVariableserver" function I mean... not this particular script :p I did update this to use the correct functions and have it working now. either way good learning tool very helpful in my project thank you.
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disregard I figured it out I just required a new script to be added to the mission for one of the functions to properly handle on death and the medical system. Thank you all so much for you help.
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in the mission config.cpp I had this and it was causing it haha. That was causing it to register everyone as killing themselves on death basically. class CfgExileCustomCode { ExileClient_object_player_event_onHit = "Custom\medical\functions\fnc_addDamageToUnit.sqf"; ExileClient_object_player_event_onHandleDamage = "Custom\medical\functions\fnc_addDamageToUnit.sqf"; } knowing whats causing it at least narrows it down. I've been playing with the _event_onKilled and such to see if that will fix it but apparently it still has some kind of issue where it detects the Unit simply died instead of something killing them lol. Back to the drawing board... had the medical working perfectly except for the death events which is super weird cause it works correctly for the Sarge-Ai units and mission Ai just not zombies and players.
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Oh no no you misunderstand friend, the Ai are NOT killing each other. If I "the Player" kills a zombie then the RPT log shows "ExileZ: Zombie killed by Zombie" as if it killed itself, even though i killed it. Additionally If a player kills me the kill message in the chat shows "DanteMccloud was killed by DanteMccloud" Somehow it's registering deaths as suicides but only some deaths oddly enough. As the killing some of the roaming human Ai still gives the player the kill messages, respect, and poptabs and such which is very stange. I've been searching Exile threads, BIS forums, and Google for any case of Arma3 Servers showing all kills as self killed or suicide but I think whatever happened to cause it is so unique that no one else seems to have encountered it haha. ^.^' UPDATE: Seems it has something to do with the ACE3 integration removed that and put a new fresh Mission file in and it's all working. I'll figure it out soon enough hah.
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Oh good call on the forceAddUniform that should do it. I searched the forums and google quite a bit. I think the issue is a bit different than just 'WEST' 'EAST' sides and such. Since it's being really weird I think it has something maybe to do with when I integrated ACE3 to the Exile Server. It's giving that Zombie killed by zombie log in RPT every time a player kills a zombie basically. I'm going to give the side thing another shot just to be safe though rather than freshly doing things over and digging deeper into what's causing screwy things haha. UPDATE: well that didn't seem to help, idk wtf I did lol... if a player kills another player it always shows as a suicide basically "DanteMccloud was killed by DanteMccloud" or ZombieA killed by ZombieA" it's blaming the units death on itself no matter how it dies >.< but ExileZ seems to be working at least haha
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I got it to work to spawn zombies and add loot/vests on them but when they die... EDIT: I forgot to mention this is the log it gives when I kill them as a player haha. 17:50:57 "ExileZ Mod: Zombie killed by Zombie" Haven't figured out why it's doing that quite yet. Also some of them naked... very weird haha! any recommendation to fix that would be helpful btw ^.^
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I actually did just that while I was testing them but that would have to happen on a per user basis and I don’t want to have to have all the players do that to avoid the scream haha. I opted to go with Kuplion’s suggestion to try and modify ExileZ to be Ravage compatible. ^.^ ... I think I’m doing it right so far... haha update: it says it’s spawning 10 harassing zombies in ExileZ but It doesn’t actually spawn anything and it says it is monitoring them and such haha. Closer to the goal it says it is spawning zombie_walker which is the correct class as far as I can tell ...
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this doesn't look entirely right to me but they handle the classes SUPER different. Z&D pulls the classes from an Array which was easy enough to find. However Ravage the closest I can find to a class is below "zombie_walker" "zombie_runner" "zombie_bolter" it seems rather than having each possible model listed like Z&D has Ravage instead has Zombie type and then a Uniform logic script to randomize the appearance. Kinda neat seeing how each coder does their different methods. I'm not nearly as skilled as y'all that's for sure... but slowly learning haha I found the below inside "Ravage\addons\rvg_zeds\init.sqf" zedsToSpawn = {}; switch (zedType) do { case "Runners" : { zedsToSpawn = { _t = "zombie_runner"; _rnd = random 99; if (_rnd < fastZedsFactor && {_rnd > rvg_ZedSunFactor*0.75}) then { _t = "zombie_bolter"; }; _t }; }; case "Walkers" : { zedsToSpawn = { _t = "zombie_walker"; _rnd = random 99; if (_rnd < fastZedsFactor && {_rnd > rvg_ZedSunFactor*0.75}) then { _t = "zombie_bolter"; }; _t }; }; case "Both" : { zedsToSpawn = { _t = ""; _rnd = random 100; if (_rnd < 60 && {_rnd > rvg_ZedSunFactor*0.5}) then { _t = "zombie_runner"; } else { _t = "zombie_walker"; }; if (_rnd < fastZedsFactor && {_rnd > rvg_ZedSunFactor*0.75}) then { _t = "zombie_bolter"; }; _t }; }; }; then the actually uniform spawns onto that with a script. That being said would those be the correct Classes? /* Slow Civilian */ EZM_slowCivilians = [ ["RyanZombieC_man_1slow"], ["RyanZombieC_man_polo_1_Fslow"], ["RyanZombieC_man_polo_2_Fslow"], CHANGE TO.... /* Slow Civilian */ EZM_slowCivilians = [ ["zombie_walker"] basically? does it matter that ExileZ uses _zombie and Ravage uses _zed ? would I need to update all of these similar references or will just changing the classes in zClassesList.sqf be enough? Then I'll need to still do the below as well for it to actually work I assume? 1.) Swap mod RequiredAddons in Config.cpp to remove the RyanZombies stuff and place with the Ravage addon info.3.) Then change the naming of any similar settings in the fn_postInit.sqf to work for their Ravage counterpart.
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AH that makes so much more sense! Thank you Kuplion. I'll get playing with it to work with Ravage then I'll be sure to share out my end result for others to use as well ^.^ You all have been very helpful. From looking at this would I need to just swap them and it'll do the rest or would I have to basically abandon RyanZ&D and put Ravage back on then in ExileZ make the following changes? Or am I over thinking it/not understanding it correctly? 1.) Swap mod RequiredAddons in Config.cpp to remove the RyanZombies stuff and place with the Ravage addon info. 2.) Swap the "RyanZombieC_man_1" and others in zClassesList.sqf for the relative ones found within Ravage. 3.) Then change the naming of any similar settings in the fn_postInit.sqf to work for their Ravage counterpart. 4.) any other functions in ExileZ that could potentially need to be updated or would that basically do it for a full conversion from RyanZ's to Ravage? I think I hit most the major points there...
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In the ExileZ zClassesList.sqf ... Would that work O.o? I would think that would just change the zombie model basically while potenitally breaking animations and such. The screams are attached to the attack.sqf using "RZ_HumanScreamArray". I was looking into what I would need to add to just override that and basically have it use either different sounds or arma default "hit" sound. I didn't think Ravage stuff would work with ExileZ. I have to give it to you though ExileZ is super sweet so far. EDIT: Ignore that I misunderstood it haha. I get it now though, to point the MPKilled to Ravage. I was thinking about the scream stuff still haha
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Thank you ^.^ this is actually very helpful. Basically I'm trying to now figure out how to alter it so that it is being ran similar to how ExileZ does its MPKilled function and have it called when the Player kills the zombie. (Currently working on trying to integrate ExileZ instead of Ravage) but trying to override that super annoying screams which doesn't looks like it'll be too hard actually haha.
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I tried playing with the aggressive and moaning on/off settings in ExileZ and within the Z&D Mod itself but none of that stops the player scream only the zombie side screams. I would image that it would be as simple as adding a bit within ExileZ-mod to prevent the "Scream1-9" files from playing similar to how the Moaning and Aggression silencing works? EDIT: Just in case anyone else would like to do this as well the below is the information related to the scream. attack.sqf line 55 _scream = selectRandom RZ_HumanScreamArray; line 56 [_target, _scream] remoteExecCall ["say3d"]; line 88 _scream = selectRandom RZ_HumanScreamArray; line 89 [_x, _scream] remoteExecCall ["say3d"]; fn_preInit.sqf line 74 RZ_HumanScreamArray = ["ryanzombiesscream1", "ryanzombiesscream2", "ryanzombiesscream3", "ryanzombiesscream4", "ryanzombiesscream5", "ryanzombiesscream6", "ryanzombiesscream7", "ryanzombiesscream8", "ryanzombiesscream9"]; // relative path line 499 _scream = selectRandom RZ_HumanScreamArray; line 500 [_target, _scream] remoteExecCall ["say3d"]; line 575 _scream = selectRandom RZ_HumanScreamArray; line 576 [_x, _scream] remoteExecCall ["say3d"];
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It's not that I dislike them, The reputation they have plus my past experiences soured them for me a bit. 2 years ago or so is my last experience with them and at that time they were subpar better than the zombies in A2 Dayz but not by much. I suppose that isn't fair though as it's been quite some time since I've played with them and they have almost positively been updated significantly since then. Before they didn't have very good configuration which sounds like ExileZ fixes that. I'm definitely interested in seeing the changes and if they have been cleaned up, plus the infection sounds dope! I am trying to learn more about arma scripting and coding though and from looking at that script I posted and the method used does anything stand out that would cause the rewards to not function though? I'm still fairly new to Arma coding stuff and hate having to rely on snippets and such from others so trying to learn what went wrong in this case to better understand this stuff moving forward. ^.^ any help is greatly appreciated.
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kinda brings it back to the original though of is there something in that script or post that I did wrong that would cause the Respect to not be givin to the player? As a coder I’m more interested in learning what I did wrong that causes it to not work. I can look into it. Ravage i don’t think is that outdated it’s been updated fairly recently i think? That doesn’t really explain the issue with the script and such though I was under the impression the zombies from ExileZ worked the same as RyanZombies which we wanted to avoid anything RyanZombie related cause well... anyone that has used RyanZombies know they leave a lot to be desired. ExileZ wouldn’t work with Ravage I assume so we would have to swap ravage zombies for RyanZombies wouldn’t we? I'm game to try it out I suppose but I don't remember RyanZombies being anything but glitchy last time I played with them (be it on my server or other servers). I by all means do not mean to rag on them but I personally haven't met anyone that prefers RyanZombies over Ravage style zombies. I'm downloading and adding it to the test server currently now though to see if they are as rough around the edges as I remember. EDIT: Seem's some of the functions that Ravage has it has with this, others are missing but can be coded in without much issue. I still never figured out why the respect reward script up above wasn't working though haha. Will continue to test with this to make it meet our needs thank you for linking it ^.^
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Here's the current layout, maybe I'm doing something wrong. It's currently in the Mission PBO. Exile.Altis/Zombie/Zkilled.sqf ... I turn Exile.Altis into a PBO and it runs on the dedicated server as intended. In game when a player kills Zombie from the Ravage Mod. Zombie dies and uses the CBA Killed EventHandler which uses [(_this select 0), (_this select 1)] execVM "zombie\ZKilled.sqf"; to call the script that should give the player Respect. So far I have confirmed it is calling the script cause I was getting errors in RPT and removed/fixed the errors now it doesn't show any issues in RPT but instead does nothing. Below is the script am I missing something? private [ "_ai", "_aikiller", "_playerRespect", "_repChange", "_playerMoney", "_repChange"]; _ai = _this select 0; _aikiller = _this select 1; //Scoring if ((alive _aiKiller) && (isPlayer _aikiller)) then { //Respect change start _playerRespect = _aikiller getVariable ["ExileScore", 0]; _playerMoney = _aikiller getVariable ["ExileMoney", 0]; _repChange = 5; _playerRespect = _playerRespect + _repChange; _aikiller setVariable ["ExileScore",_playerRespect]; _fragType = [[format ["%1 Kill",_ai_type],_repChange]]; [_aikiller, "showFragRequest", [_fragType]] call ExileServer_system_network_send_to; ExileClientPlayerScore = _playerRespect; (owner _aikiller) publicVariableClient "ExileClientPlayerScore"; ExileClientPlayerScore = nil; format ["setAccountMoneyAndRespect:%1:%2:%3",_playerMoney ,_playerRespect ,getPlayerUID _aikiller] call ExileServer_system_database_query_fireAndForget; //Respect change end }; The end goal is to grant the player Respect or Poptabs from killing zombies similar to when they kill Ai from DMS and Sarge-Ai. When I test it the respect and poptabs do not increase and no messages pop up or anything.
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I dropped all the AIS stuff as it wasn't quite as in depth as I was wanting. Sorry I can gladly help if you are running into any issues though or need helping adding/modifying any of the code.
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I abandoned using AIS and decided to instead implemented ACE3 into our Exile server. It is now fully integrated and working with a full medical system. Currently working on Adding in submissions to allow players to unlock the Medic and Engineer classes/traits. I still have a lot of bugs and little things we are working on but that's just a side effect of adding in new features and having so many mods working in conjunction with each other.
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How to reroute all Exile damage to A.C.E. 3 | How to disable Exile Health System
DanteMccloud replied to kale's topic in Programming
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I currently have it mostly working, just need to do a few more tweaks and if I manage to get it seemless I'll happily share with y'all. Need to get the Zombies from Ravage to deal damage as it currently stands they can wack you all day and nothing happens... Then also need to get the FAK working as it auto changes FAK to "Bandages (basic)" and they are not usable lol. a few other tiny details but that is the majority of it.
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Any luck on making this happen? I’m starting in on doing the same thing and any Info could save me a great deal of time. EDIT: I have this working and most of the little bugs are now working and GUI's updated it's pretty neat so far. All items working, Hunger and Thirst track and start hurting you once you hit 0%, GUI shows accurate info for things, Medical is all functional. Just working on other features now for class unlocking and some tweaks to raise the AI HP.