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1
Epoch Addons + Scripts / [UPDATE/UPGRADE] IT07's EPOCH Virtual Garage
« Last post by DirtySanchez on November 26, 2017, 08:28:09 PM »
Started farting around with it on Wednesday and well here is whats been done since that day  :cool:

LINKS@GITHUB:
PullMerge on IT07's repo: https://github.com/ravmustang/Game_code/tree/VGS-Overhaul/ArmA_3/A3_EPOCH_virtualGarage
Live development fork: https://github.com/IT07/Game_code/pull/4

[FIXED]Global.hpp missing and caused hosts issues getting it up and running
[ADDED] Ships are now searched for and listed for storage in the garage
[FIXED] System searched for "Air", but listed only "Helicopters" (now planes and VTOL will show up).

Server Side
[REMOVED] PublicVariable Event Handler
[REMOVED] Spawn loop for generating keys for each
[ADDED] 3 new functions to handle the removed PVEH(ReadFrom/WriteTo/TrashFrom)
[ADDED] 2 new functions to spit out client vgs key and client garage on join
[ADDED] Debug config option to log every use/request

Client Side
[FIXED] Global.hpp missing and caused hosts issues getting the script setup and running
[ADDED] Ships are now searched for and listed for storage in the garage
[FIXED] System searched for "Air", but listed only "Helicopters" (now planes and VTOL will show up).
[ADDED] Scroll Wheel config option to disable/enable
[ADDED] Dyna Menu self interaction
[ADDED] Jammer requirement config option along with max distance from jammer entry
[ADDED] Scroll Wheel will follow Jammer Requirements and Max Distance if enabled
[ADDED] Dyna Menu will follow Jammer Requirements and Max Distance if enabled
[ADDED] Debug config option to log each client vgs event
[ADDED] New Function to handle the receipt of data from VGS server
[FIXED] Refreshing of VGS GUI on Move IN and Move OUT was not refreshing both sides properly.

New Configs
// Settings here
debug = 0; // 1 = ON // 0 = OFF
range = 25; // Vehicles within this range of player can be moved into garage
useScrollWheel = 1; // Scroll Wheel VGS Menu
requireJammer = 0; // 1 = ON // 0 = OFF
maxDistanceFromJammer = 300; // meters, only applies if requireJammer = 1

[FIXED] Upon MOVE IN, vehicle object was setDamage 1, which could at time blow up the vehicle
[ADDED] Debug config check for remove keys diag_log lines
[FIXED] Hitpoints were not saving / loading properly
[ADDED] usage of params to ReadFromGarage function for MOVE OUT
[ADDED] params for original vehicle data _toSpawn
[ADDED] params for original vehicle gear data _gear
[CHANGED] gear default values in WriteToGarage function
[ADDED] Upon MOVE OUT, find safe position for vehicle based on old save location as center
[ADDED] Upon MOVE OUT, check if vehicle is a "SHIP" and find safe position in water

[CHANGED] Vehicle save / loading now uses EPOCH_cargoFill and _cargoSave
[CHANGED] Database table is now "VirtualGarage" instead of each UID having its own table
[CHANGED] Client DB entry is now their UID only and is found within the "VirtualGarage" table
[ADDED] Virtual Garage DB entry expiration time
[UPGRADED] Saving vehicles as EPOCH saves current vehicles
[ADDED] Textures save / load
[ADDED] Turret Ammo and Mags save / load
[ADDED] Vehicle Upgrade compatibility save / load baseClass variable
[ADDED] Compatibilty with epoch settings for disableVehicleTIE/removevehweapons/removevehmagazinesturret
2
Epoch Addons + Scripts / Updated DonkeyPunch Epoch Temp Groups repo
« Last post by DirtySanchez on August 27, 2017, 09:45:18 AM »
After a long hiatus from Epoch and a very nice welcome back, some peeps are hitting me up about old scripts.
Please dont expect a full rework / remake unless I am going to be adding the feature directly into Epoch.

@Drokz mentioned there were a few issues but he was really wanting to use the feature.
The issue was with the KeyDown and the AntiHack, he just wanted it to be able to be opened, didnt care about anything else.
After a day or so of chat and some time invested, I have made some upgrades and updated the repo.

Add DynaMenu self and target actions.
Add new temp group icon
Remove keyDown EH
Remove DonkeyPunch Logo picture
Remove old a2 character classnames
Add the currentInvites variable which was added to the DonkeyMenu but not this repo

https://cdn.discordapp.com/attachments/339104792733286420/351209362846515201/20170826224020_1.jpg
3
:arrow_double_up: :new: | DP Build Everything Arma Core
@Server Hosts
Community suggestion from steam workshop:
🔫Sgt 🆂Ⓜ️🅰🆂🅷 22 hours ago 
Is there a way to remove the crates when finished with them?
Thanks for the mod btw , i've been waiting for a building mod i can run alongside missions i make and this does the job nicely


- Add removal of crates
- Add case for Delete Key
- Add prompt to ensure you delete only what you intend to
- Add new case in both keyUp handlers so all instances that utilize the Crate/Item Menu can delete crates

Steam Update by this evening :smiley:(edited)
4
Time limit has been removed and DMCA notice has been filed.
Your comments and use of initials of contributors does not follow the licensing requirements
5
Kuplions response to the violation request by author/contributors
All ORIGINAL authors were credited. Stop being a cry baby.

yet he had to make changes 5 hours ago to his repo....
These are his changes:
Special Mention
Credit to DS/DP/RM/OMG/WTF/LOLBBQ for copying Exile code for database saving. Well done you!! Have a gold sticker!


He has now locked his repo issues column.
This is my reply to Kuplion and is a Public Message
This is also forwarded to Kuplion's personal email address

Since you blatantly removed DonkeyPunch and DirtySanchez and ravmustang credits in the first place you either remove the entire repo and thread on exile mod forums or you make the necessary changes as requested by the author AFTER your violation of licensing.

You have 60 hours left to comply with the authors/contributors requests.

You still have removed others persons credits in your repo.
I am notifying these persons concerning your violation to them in your credits

Again you have 60 hours to comply with the authors/contributors requests.
6
Good job they added that cracking framework to allow users to overwrite code then isn't it  :confused: /relieved

"Their issue is again with use of Arma functions and not keeping up."
Yeah... using Arma functions in Arma 3? - Who would do that.. must be noobs.

""cracking framework to allow users to overwrite code then isn't it""
I dont see any issues changing any function on Epoch, Altis Life, Wasteland and others
All of that was done without the need for that system...

Using Bohemia's functions is one thing, but using the BROKEN ONES is just plain dumb.

Thanks!
7
Exile Addons + Scripts / Re: More Exile issues resolved by DonkeyPunch(crafting)
« Last post by ReeeeHeheXd on August 02, 2017, 01:44:02 PM »
Good job they added that cracking framework to allow users to overwrite code then isn't it  :confused: /relieved

"Their issue is again with use of Arma functions and not keeping up."
Yeah... using Arma functions in Arma 3? - Who would do that.. must be noobs.
8
Exile Addons + Scripts / More Exile issues resolved by DonkeyPunch(crafting)
« Last post by DirtySanchez on July 10, 2017, 12:03:28 AM »
Fix Exile crafting issue with their use of BIS functions "loadXXX" for getting total mass

Crafting in exile is great, however it is not great when you lose your materials required and you get jack squat in return for them.....

That is happening in Exile 1.0.3b and is not being acknowledged by their staff.
Their issue is again with use of Arma functions and not keeping up.
Just like the use of broken bis function in the player database load....

Well here is a quick fix and most likely the one that will last since your inventory isnt going to change like a BIS function can!

Open your ExileClient_util_inventory_canExchangeItems.sqf
Make these changes at the top and save it to your mission file overrides folder.
Add your override to the CfgExileCustomCode and start that bitch UP!!!!!!!!!!!!!!!!!!!!!
Code: [Select]
ExileClient_util_inventory_canExchangeItems.sqf

//_uniformLoad = loadUniform player;
_uniformLoad = 0;
_uniformMaximumLoad = (uniform player) call ExileClient_util_gear_getMaximumLoad;
_uniformContent = uniformItems player;
{
    _itemMass = _x call ExileClient_util_gear_getMass;
    _uniformLoad = _uniformLoad + _itemMass;
}forEach _uniformContent;
//_vestLoad = loadVest player;
_vestLoad = 0;
_vestMaximumLoad = (vest player) call ExileClient_util_gear_getMaximumLoad;
_vestContent = vestItems player;
{
    _itemMass = _x call ExileClient_util_gear_getMass;
    _vestLoad = _vestLoad + _itemMass;
}forEach _vestContent;
//_backpackLoad = loadBackpack player;
_backpackLoad = 0;
_backpackMaximumLoad = (backpack player) call ExileClient_util_gear_getMaximumLoad;
_backpackContent = backpackItems player;
{
    _itemMass = _x call ExileClient_util_gear_getMass;
    _backpackLoad = _backpackLoad + _itemMass;
}forEach _backpackContent;

GAME ON MOFOS!!!!!
-sTanG
9
Epoch Addons + Scripts / Re: Donkey Punch Real Health System
« Last post by DirtySanchez on July 01, 2017, 04:00:47 PM »
After some hours of testing today many changes went into this script.
Everything is working without need to modify.
Settings file has been added for editing warning messages and value changes.
Warning messaging handler added to allow option for systemChat, titleText or hints.
Fixed some issues that have persisted since 0.4 with value changes in the wrong direction.
Tweaked some of the changes and how the script loads up and runs.
v0.6 is live on the github now

Download: https://github.com/ravmustang/DP-Real-Health-System/
Release Thread: https://epochmod.com/forum/topic/36516-update-july2017-releasedp-real-health-system-v06/
10
DPCG Releases / Server Mod Protection by name
« Last post by DirtySanchez on June 24, 2017, 04:00:32 PM »
A little work I did on a few things in the past that some were asking for me to share.

This allows for you take your server name and whitelist it for your mod to start as well as for the client to play on your server with it.
This does not allow for usage in the editor nor on a server without the proper name or proper set of characters in the name.

Code: [Select]
private ['_reggedOwners'];
_reggedOwners = [
"eXpoch.INFO Tanoa[HTUK]",
"eXpoch.INFO Chernarus[AWG]",
"eXpoch.INFO Chernarus[CG]",
"eXpoch.INFO Altis[DPCG]",
"eXpoch.INFO Altis[RU27]"
];
diag_log "[DonkeyPunch DEBUG]Entering check loop";
DonkeyServerFound = false;
_count = count(_reggedOwners);
for "_s" from 0 to _count-1 do{
_server = _reggedOwners select _s;
if(str serverName find _server > -1)then{
diag_log format["[DonkeyPunch DEBUG]Found Server Partial Name (%1), when compared to actual servername (%2)",_server,serverName];
_s = _count;
DonkeyServerFound = true;
serverLoopFinished = true;
};
if(_s >= (_count-1))then{serverLoopFinished = true;};
};
waitUntil {!isNil "serverLoopFinished"};
if!(DonkeyServerFound)exitWith{
diag_log format["Your server %1, is not a part of the regged server list. Please contact DirtySanchez. DonkeyPunch.INFO for website. TS3.DonkeyPunch.INFO for teamspeak. All DonkeyPunch addons and scripts are the property of DonkeyPunch and without our approval you cannot use/ cannot modify/ cannot redistribute any of our work. This also includes any work provided to the community by the newly formed XLD(eXileLoneDevs) cooperative multi-owner team and it also includes any work done on Anarchy and eXpochA4E. If at any point, we deem you unfit to host any of our releases you can be removed without notice.",serverName];
endMission "Read Your RPT";
};
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