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Sauce

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Sauce last won the day on February 12 2016

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0 h Beach Bambi

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About Sauce

  • Birthday 06/03/1986

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  1. Sauce

    Get out of jail card idea

    Like I said, it's not hard to raise a hundred euros from a few like-minded morons on go fund me. And when you do, the expectation of those that did fund you is for you to do exactly what they want you to do... Play the fool again. It's not a solution. It's not even an argument. I've said my peice. Let the dice land as they may.
  2. Sauce

    Get out of jail card idea

    I guess it doesn't matter then becasue it's 'Just a gaming community'. With rules... To make things fair... And all the trappings and long thought out lore and characters... Nevermind, it's only here for people to have a laugh with anyway huh? It's not like countless people have spent countless hours building it into anything.... Nah.. It's not like it's actually supposed to be a serious RP community rather than a casual gaming community where anything goes. Yeah, who cares. Why bother taking it seriously at all.
  3. Sauce

    Get out of jail card idea

    I can't, the fetid stench of corruption is overpowering. Only a drum circle can save me now. How about a filter that doesn't cost people money? How about that.
  4. Sauce

    Get out of jail card idea

    No need to talk about morality or ethics? Sure why not... Why not just make a bigger fool of anyone who has so far bothered to follow the rules. Why bother at all? Just open your wallet and do whatever you like. In fact, sack that... Why not just start a meme filled go fund me and have a whip round from your mates (because that's always a crowd pleaser)... Who cares, as long as there's money being made who gives a shit about the quality and integrity of the community. Really? Just actually think about the implications of this. Why does it need to be financially based? Is that actually a requirement in reality to vet some regretful people back into the community? Hell no. It's very blatantly a money grubbing scheme relying on the schisms created within the community and aimed specifically at banned troublemakers and 'misc' unfortunates (and their buddies) whom are gullible enough to fall for it. I see nothing but downside. Corruption only brings good fortune to the most corrupt. Opening an avenue for banned members to pay their way back in (with undetermined discretion may I add) is a recipe for all sorts of underhanded deals, merits and favoritism. Why can't there be some sort of amnesty afforded for free to those who deserve it if the playerbase is the argument here? I mean basically, this is now a poll. If people vote this through they really only have themselves to blame for the outcome. It may have been Rolle who whispered in the wind but in the end the community is being given the power here. Haha, that's how they getcha! If it's not all rainbows and roses... What's your fallback plan? - Reasons why democracy can be the best form of tyranny haha... You do you DayZRP.
  5. Sauce

    Get out of jail card idea

    Heh, not to sound like a lobbyist or anything?... You know it's always middle management who's back is first against the wall when the revolution comes right? I've actually got to congratulate you here Rolle, that's a brass set right there buddy... Hell, if it can be done geopolitically, why not accept this level of corruption in an RP community eh? Hey... They voted for it right? Haha. Priceless.
  6. Sauce

    Get out of jail card idea

    Wow. This seems like bribery/extortion to me... And a whole other bunch of wrong. So you (those in power) take the membership away from a player for breaking community rules and then accept a bribe to take them back in... There is SOOO much wrong with that not only morally but more than likely legally too. The cronyism of the whole thing is a smack in the face to any upstanding member of the community for a start. Not to mention the fact that you will be literally extorting people for membership. What's to stop you taking away membership again after payment? Will they just have to pay again? Nice little earner... Meanwhile all the people that put in the time and tow the line are getting shafted by the crappy players coming back... To me, this is a disgusting abuse of the power that has been given to you by all members of the community. Even to suggest it. Have some self respect man. Pay for your own upgrades and don't lean on the community for your own gain.
  7. It may have done some good though, the ALiVE missions are getting you to take the hostages back to the base where I placed the module... I've not seen that in any of the documentation but it seems to be doing it. In fact, on testing the ALiVE missions with the new update to CBA, things seem a little better. The 'Hold ground' mission has enemies now but it still doesn't to actually finish. I'll have to check them out more, maybe blacklist the hold one and the rest may work now... We'll see.
  8. !!!!The DayZRP Contractors server is now up after the CBA fixes were applied.!!!! For the moment it is still the older version without spyder addons etc., there are still some bugs to work out first before the updated versions goes up.
  9. Interesting, I'll give that a try... Also, if you're talking with them, tell them that using the CUP mortars for ALiVE arty is confirmed not working (INDI side at least), I just re-checked that to make sure. Well, CBA got updated pretty much *just* after I had fixed it haha... With this latest version they have fixed that problem and a whole bunch of others too by the look of it... https://github.com/CBATeam/CBA_A3/tree/master/addons If this version is running on the server it should work fine again.
  10. I'll look into that... It *was* working before, I may have inadvertently changed something when I was trying things out at some point and saved it by accident haha. If this is a thing, then it *should* have been a thing then too right? But again, it could also be because the AI etc. have been changed... We'll figure it out.
  11. It's specifically a problem with a certain fnc_randPos.cfg. On line 11: The actual error is 'expected Array'. So, someone has probably forgotten to close the integers in the array off with a } or ] or " or ; lol. The reason it breaks ALiVE?: ALiVE pretty obviously relies on a random number array from CBA. Probably for waypoints and the like for the AI, amongst other things. ALiVE tries to call the 'randPos' function and doesn't get the array of random numbers back. It should be a simple fix. In fact, I could try to fix it myself. ...Actually, let's look and learn together with SAUCE... Da da da dum dum Learning with Sauce... Here is the new randPos.sqf: (@CBA_A3\addons\cba_common.pbo\fnc_randPos.sqf) /* ---------------------------------------------------------------------------- Function: CBA_fnc_randPos Description: A function used to randomize a position around a given center Parameters: _position - <MARKER, OBJECT, LOCATION, GROUP, TASK or POSITION> _radius - random Radius <NUMBER> Example: (begin example) _position = [position, radius] call CBA_fnc_randPos (end) Returns: Position - [X,Y,Z] Author: Rommel, commy2 ---------------------------------------------------------------------------- */ #include "script_component.hpp" SCRIPT(randPos); params [ ["_entity", objNull, [objNull, grpNull, "", locationNull, taskNull, []]], ["_radius", 0, [0]] ]; private _position = _entity call CBA_fnc_getPos; private _doResize = _position isEqualTypeArray [0,0]; _position = _position getPos [_radius * sqrt random 1, random 360]; if (_doResize) then { _position resize 2; }; _position And here is the old one: /* ---------------------------------------------------------------------------- Function: CBA_fnc_randPos Description: A function used to randomize a position around a given center Parameters: _position - <MARKER, OBJECT, LOCATION, GROUP, TASK or POSITION> _radius - random Radius <NUMBER> Example: (begin example) _position = [position, radius] call CBA_fnc_randPos (end) Returns: Position - [X,Y,Z] Author: Rommel ---------------------------------------------------------------------------- */ #include "script_component.hpp" SCRIPT(randPos); params [ ["_entity", objNull, [objNull, grpNull, "", locationNull, taskNull, []]], ["_radius", 0, [0]] ]; private _position = _entity call CBA_fnc_getPos; _position set [0, (_position select 0) + (_radius - 2 * random _radius)]; _position set [1, (_position select 1) + (_radius - 2 * random _radius)]; _position So, private _doResize = _position isEqualTypeArray [0,0]; Is the line we're having trouble with. The error being 'expected Array' probably means that the 'isEqualTypeArray' is asking if '_position' is equal to an Array, Now, this equal to array has obviously just been added. It looks to be 'resizing' the position? If we look here: https://community.bistudio.com/wiki/isEqualTypeArray We can see how this command should function... Seen as Arma expected an array, we may conclude that it was looking for an array and did not find one. Now we *could* try to fix this function by just removing the '_doResize' stuff and pasting in the old version code... That doesn't work however, obviously more things rely on this 'resizing' thing here... Let's look at the error again in more detail: So... It's saying that the error is because it expected an array but instead encountered a boolean argument (true or false). We know from the BIStudio example that ' isEqualTypeArray ' Compares types of all elements of one array to types of all elements of another array. The example: _arr = [1,true,"three"]; _arr isEqualTypeArray [0,objNull,""];//false _arr isEqualTypeArray [0,false,""]; //true So basically its saying in our piece of code: Resize _position by 2 IF _position's content (defined in line: _entity call CBA_fnc_getPos;) return 2 sets of numbers... Let's look at fnc_getPos.sqf then: /* ---------------------------------------------------------------------------- Function: CBA_fnc_getPos Description: A function used to get the position of an entity. Parameters: _entity - <MARKER, OBJECT, LOCATION, GROUP, TASK or POSITION> Example: (begin example) _position = (group player) call CBA_fnc_getPos (end) Returns: Position (AGLS) - [X,Y,Z] Z will always be 0 for MARKER, LOCATION and TASK. If entity is GROUP, the position of the group leader will be reported. For OBJECT and GROUP, the z will be relative to the first RoadWay LOD below the object (AGLS format). If POSITION was provided, the position array will be copied. Defaults to [0,0,0] if the entity is null or undefined. Author: Rommel ---------------------------------------------------------------------------- */ #include "script_component.hpp" SCRIPT(getPos); params [ ["_entity", objNull, [objNull, grpNull, "", locationNull, taskNull, [], 0]] // [] and 0 to handle position ]; switch (typeName _entity) do { case "OBJECT": { getPos _entity }; case "GROUP": { getPos (leader _entity) }; case "STRING": { getMarkerPos _entity }; case "LOCATION": { position _entity }; case "TASK": { taskDestination _entity }; case "ARRAY": { + _entity }; case "NUMBER": { // in case of position being passed not in array + _this }; }; From this we can see that _position does indeed return some numbers, in the format of [X,Y,Z], with Z always being 0. This is the co-ordinates of _entity, so the actual objects location in XYZ format, example: [10032.324,32325.0,0] So, here we can already see a problem, it's saying that it's encountering a boolean argument when in fact it should be encountering an array of co-ordinates... Why? Who knows... Probably as I said a typo or a mistake... Let's look at the old version of fnc_getPos.sqf: /* ---------------------------------------------------------------------------- Function: CBA_fnc_getPos Description: A function used to get the position of an entity. Parameters: _entity - <MARKER, OBJECT, LOCATION, GROUP, TASK or POSITION> Example: (begin example) _position = (group player) call CBA_fnc_getPos (end) Returns: Position (AGL) - [X,Y,Z] Author: Rommel ---------------------------------------------------------------------------- */ #include "script_component.hpp" SCRIPT(getPos); params [ ["_entity", objNull, [objNull, grpNull, "", locationNull, taskNull, [], 0]] // [] and 0 to handle position ]; switch (typeName _entity) do { case "OBJECT" : { getPos _entity }; case "GROUP" : { getPos (leader _entity) }; case "STRING" : { getMarkerPos _entity }; case "LOCATION" : { position _entity }; case "TASK" : { taskDestination _entity }; case "ARRAY" : { _entity }; default {_this}; // in case of position being passed not in array }; Ok, they ARE different, it's been re-commented and changed slightly... Either by Rommel himself or maybe commy2 but he didn't leave an authorship? Who knows. Well, first things first, let's see if we can just completely rewrite the new one with the old one to exclude any 'update syntax errors'... ... ... Oh look, everything works now... What would you know... If you look really carefully at the changes made to the last script you'll probably find a syntax error or a misuse of a function or something like that... I can't be assed actually finding exactly what it was, fixing the problem is enough for me. It's now loading on my server with my modified version of the latest version of CBA A3 (3.2.0)... - This concludes the lesson of learning Arma coding with SAUCE. So, I *think* that I can just pass Rolle this new version of the updated version of CBA and he can run it on the server, solving the problems. I'm not sure if the keys will throw up an error since the content has been changed but I don't think so. I spent all bloody afternoon doing this instead of studying... EDIT: Well, it seems that changing the code will cause problems with a signed server as I suspected it may... I guess we'll just have to wait for the CBA team to update it themselves...
  12. can confirm, there's some sort of failure to parse boolean stuff in CBA atm. - This is why I like to make my own versions of the mods and only update after testing.
  13. lol and there's nothing you can do about it. It's always going to be there, underneath the mission. Burning into your soul...
  14. You just caught me before I go out for the day, Yeah, it was a stability issue before. It's much better now for Zeus. Both can be used. I'll be around tonight and put my server up with MCC and Zeus, you can have a look yourself. MCC really is there to deal with the auto mission generation rather than GM created missions like I had envisioned for Zeus. MCC does add some other nice features too. I still haven't tried any Zeus function enhancing mods yet... There seems to be no extra problems running MCC, maybe we could check out some Zeus mods too if you like.
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