Thoughtscape

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About Thoughtscape

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    Bambi
  1. Thoughtscape

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Cheers mate, had a go over the last few days but no luck. First I just wanted a check to say 'yup you're in the water'. The idea being that 1. The scripts monitors the players altitude in the background like the scavenge one monitors what object [line intersect or something] you are looking at .. or something. 2. When the player meets the altitude criteria -> show msg || show dialog like scavenge one that gives the option to Go Fishing - like what happens when one points at a salvageable object. 3. Then press space etc when you want to go fishing -> then fishing script (tweaked to suit my requirements) as above runs. What i tried so far: I added the below to various scripts trying to try and work out where the kick off begins // test of water depth if (abs (getTerrainHeightASL getPos player) < 1) then { ["ErrorTitleOnly", [You are in water"]] call ExileClient_gui_toaster_addTemplateToast; }; Which would just throw a toast saying You are in water once you reach a certain depth but of course nothing i tried worked. Maybe, like the CanScavenge boolean, I need to have a CanFish then have a separate if statement in the sqf where CanScavenge/Fish is set (...initialize.sqf perhaps?) Time to move on to something else for a bit. If anyone has a tip they'd be greatly appreciated. Cheers
  2. Thoughtscape

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Hey guys, got this script working but ideally would like to have it not reply on a keypress. So far I've removed the need for a boat and its working perfectly as (near default) except for said reliance. The exile_scavenge script obviously detects what model you are near.. and if that model is in a list in any of the scavenge classes, then calls the, for want of a better phrase, 'search for stuff' method for that particular model. Forgive my lack of programming knowledge and bearing in mind Yukihito23's advice that the scavenge script doesn't play well with non-model objects I was wondering which script begins the process to monitor whether or not the player is near relevant model. The, perhaps flawed, idea is to leverage that code to implement a check for player position and possibly add an if statement along the lines of: if ( (abs(getTerrainHeightASL getpos player))<=3) then // add line/s of code to run the fishing.sqf script from a menu that pops up like the scavenge script does. // maybe in ExileExpansionClient_system_scavenge_initialize.sqf? ... I'm just not sure where to put it. Or more accurately, I'm just not sure where this method is called from and what parameters need to be parsed. Any help will be greatly appreciated and met with multiple rounds of beer Cheers
  3. Thoughtscape

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Cheers mate. Good to know; will look into it tomorrow. You think the altitude thing will work for oceans 'if player @sealevel = true then 'fish''? I''m 'guessing' while the player isn't swimming but is at 0 alt it 'should' [maybe] work. Once player starts swimming.. the animation kicks in and bye bye goes the fishing option. might be just wishful thinking lol but would be nice if i can get something like that. I have seen a fishing function on some random server (that I can't remember).. regardless.. sounds like a challenge lol
  4. Thoughtscape

    Exile Scavenge Framework - 0.7 BETA (23.10.2017)

    Hey guys .. great script. So far I've used it to add normal loot in normal places and have added the ability to harvest fruit from small bushes (and addition to the loottables - bit of a learning curve).. Have a general exile qn.. or might be even a general arma3 qn. is there any way to check if player is near a terrain watersource (eg river, lake, ocean) etc? i've found nearobject/nearestobject but looks like 'ocean' etc isn't a valid target.. I want to see if Exiles_Scavenge can detect if the player is near ocean or pond or river or lake (and if you have fishing rod), then you can "Go Fishing" etc. That be possible? If not.. then for oceans.. if player is at sea level.. then can fish.. etc? that, as a work around, work you think?
  5. Thoughtscape

    Concrete Constructions

    " You cannot craft them in your base. We plan to place two or three concrete mixers next to construction sites on the map, depending on the map size. It will not be possible to place a territory over there and it will only be possible to craft concrete constructions by using a concrete mixer. So better watch your back while you craft these high-end constructions " < 2cents> Well that is just a dumb idea. Everyone will be camping the mixer and noone will be building concrete bases. Why not have a mixer you can buy? Make it expensive [or not, real mixers don't cost that much] but by all means make the requirements for walls expensive. Like epoch arma2 style. Cinderblocks were a pain to find. Why not just model the design off that? Stationary camped mixers is a rediculous idea, sorry guys. IMO that's just silly. </2cents> Love the mod otherwise though.
  6. Thoughtscape

    Physical Pop-Tabs

    You talk about improve risk vs reward and I get that. But in this case it is just more risk for the same amount of reward. Think about it. All the $ we have/get now stays the same. So no improvement there. Now there will just be more risk to get the same amount of reward. Bit misleading. How about ATMs like Altis and Cherno? And having to be in the same location to transfer money? What is the XM8 for then? May aswell remove it. Leave internet banking alone.