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JOHN007

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Hello.

 

Any Arma coders willing to offer their expertise for money? I'll pay you through Patreon.com

 

Requesting 3 fixes here.

 

 

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Hey why hasn't this thread been moderated yet?

 

No one is helping right now not even a single reply so if money cant help then what else is there? 

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13 hours ago, JOHN007 said:

Hey why hasn't this thread been moderated yet?

 

No one is helping right now not even a single reply so if money cant help then what else is there? 

It has been approved nobody has replied back though.

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Hello.

 

Thankyou for the reply.

 

Still states the same under the thread  ''Your content will need to be approved by a moderator''

 

Strange.

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Every subsequent post must be approved. As a Moderator I must approve my own response in this sub-forum. I can assure you it is publicly visible. 

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Hello.

 

Some strange reason I wasn't updated with your response.

 

Thanks for the info much appreciated.

 

By the way I believe this should be in the Arma sub section.

 

Pay for Scripts.

 

An opportunity for modders to make some revenue its a win win situation.

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On 11/5/2017 at 4:10 PM, JOHN007 said:

An opportunity for modders to make some revenue its a win win situation.

 

 

I'm not really interested in the money but you could try this:

 

if (!isDedicated) then {
    0 spawn {
        waitUntil {
            (!isNil "BIS_GC" && !isNil "BIS_fnc_init") or time > 10
        };
        if (isNil ("horde_tir_mod_running")) exitWith {
            horde_tir_mod_running = true;

 

 

 

As I mentioned, I haven't got Arma 2 installed to check but might be reinstalling soon (to play Dayz with some guys from uni).  What's weird is this was working fine years ago, but maybe CBA had an update since (which is possible).  It was probably a mistake on my part to rely on 3rd party scripts as if they change (which I have no control over) then could mess it all up.

 

Anyway, the above should check for both BIS_GC and BIS_fnc_init but if both are not initialised in 10 seconds then it inits anyway.  Just in case the mission doesn't use BIS_GC (which is their old garbage collection script iirc).

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The Great DA has spoken with the knowledge we aspire to.

 

The whole forum crashed out I couldn't comment here yesterday.

 

We tried the update and it works DA, absolutely brilliant. Now the scopefx works correctly on all missions regardless of author. We have 1 down 2 to go.

 

I have half fixed the respawn bug, with this edit to the main init sqf.

 

// Respawn Fix
if (isNil) then {
	[] spawn {
		waitUntil {!isNull player};
		player addEventhandler ["respawn", {_this execvm "scopefx\Scripts\respawn.sqf"}];
	};
};

The respawn.sqf executes all the sqf files which does work but upon respawn you have to drop your primary weapon or select another weapon from a cache to reactivate the scopefx? Its like upon respawn it doesn't detect what you have in your inventory? Respawn or Revive it makes no difference either, were using both for testing aswell.

 

Here is the ''respawn.sqf''

 

//======== RESPAWN ========
// Script created by EASYJABBA
// Credits: www.16AA.net, Bohemia Interactive.
// Version 0.9 Bashing the Skull 

execVM "scopefx\Scripts\respawninit.sqf";

execVM "scopefx\Scripts\Init\player_init.sqf";

execVM "scopefx\Scripts\Mechanics\detect.sqf";

execVM "scopefx\Scripts\Mechanics\detect_opticsMode.sqf";

execVM "scopefx\Scripts\Mechanics\check_scope_type.sqf";

execVM "scopefx\Scripts\Mechanics\check_weapon.sqf";

execVM "scopefx\Scripts\Mechanics\player_stance.sqf";

execVM "scopefx\Scripts\Mechanics\input.sqf";

execVM "scopefx\Scripts\Mechanics\recoil_multiplier_eyepiece.sqf";

execVM "scopefx\Scripts\Mechanics\recoil_multiplier_objective_lens.sqf";

execVM "scopefx\Scripts\Mechanics\reset_cqb_sights.sqf";

execVM "scopefx\Scripts\Mechanics\signalFired.sqf";

execVM "scopefx\Scripts\Mechanics\sin.sqf";

execVM "scopefx\Scripts\IO_Controller\objective_lens_ctrl.sqf";

execVM "scopefx\Scripts\IO_TrackIR\obtuse_lens_ctrl.sqf";

//if (true) exitWith{};

 

I believe it needs a cloned main init.sqf which needs to be slightly edited and executed from the edit as something like ''respawninit.sqf''

 

After much testing and bashing my head against the bloody wall I cannot reactivate a new init.sqf? Infact it breaks the whole mod? Maybe its not the correct method it my need some work on the actual respawn.sqf.

 

SOS

 

Its so close now!

 

Thankyou for your expertise and hope to speak soon.

 

John. 

 

 

 

 

 

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