dinsdag 24 maart 2015

Create New Licenses

Step One:
Open \Core\Configuration.sqf:
Scroll down to: life_licenses and add you License shown as below.
life_licenses =[ ["license_cop_air","cop"], ["license_cop_swat","cop"], ["license_cop_cg","cop"], ["license_civ_driver","civ"], ["license_civ_air","civ"], ["license_civ_heroin","civ"], ["license_civ_marijuana","civ"], ["license_civ_gang","civ"], ["license_civ_boat","civ"], ["license_civ_oil","civ"], ["license_civ_dive","civ"], ["license_civ_truck","civ"], ["license_civ_gun","civ"], ["license_civ_rebel","civ"], ["license_civ_coke","civ"], ["license_civ_diamond","civ"], ["license_civ_copper","civ"], ["license_civ_iron","civ"], ["license_civ_sand","civ"], ["license_civ_salt","civ"], ["license_civ_cement","civ"], ["license_civ_home", "civ"], ["license_civ_EXAMPLE", "civ"] // <-- Add your License here!];
Step Two:
Open \Core\Config\fn_licenseType.sqf:

At Case 0: Add your license shown as below:
case 0: { switch (_type) do { case "driver": {_var = "license_civ_driver"}; //Drivers License cost case "boat": {_var = "license_civ_boat"}; //Boating license cost case "pilot": {_var = "license_civ_air"}; //Pilot/air license cost case "gun": {_var = "license_civ_gun"}; //Firearm/gun license cost case "dive": {_var = "license_civ_dive"}; //Diving license cost case "oil": {_var = "license_civ_oil"}; //Oil processing license cost case "cair": {_var = "license_cop_air"}; //Cop Pilot License cost case "swat": {_var = "license_cop_swat"}; //Swat License cost case "cg": {_var = "license_cop_cg"}; //Coast guard license cost case "heroin": {_var = "license_civ_heroin"}; //Heroin processing license cost case "marijuana": {_var = "license_civ_marijuana"}; //Marijuana processing license cost case "medmarijuana": {_var = "license_civ_medmarijuana"}; //Medical Marijuana processing license cost case "gang": {_var = "license_civ_gang"}; //Gang license cost case "rebel": {_var = "license_civ_rebel"}; //Rebel License case "truck":{_var = "license_civ_truck"}; //Truck License case "diamond": {_var = "license_civ_diamond"}; case "salt": {_var = "license_civ_salt"}; case "cocaine": {_var = "license_civ_coke"}; case "sand": {_var = "license_civ_sand"}; case "iron": {_var = "license_civ_iron"}; case "copper": {_var = "license_civ_copper"}; case "cement": {_var = "license_civ_cement"}; case "home": {_var = "license_civ_home"}; case "EXAMPLE": {_var = "license_civ_EXAMPLE"}; //Add your License Here <----    default {_var = ""}; };
Some goes for Case 1 but then the otherway around:
case "license_civ_EXAMPLE": {_var = "EXAMPLE"};
Make sure to put it above:
default {_var = ""};
Step Three:
Open \Core\Config\fn_licensePrice.sqf
Add your license in here aswell like:
case "EXAMPLE": {250000}; //where 250000 is the price offcourse
Step Four:
Open \Core\Config\fn_varToStr.sqf
Scroll down to the License Block and add your license here like:
//License Block case "license_civ_driver": {"Driver License"}; case "license_civ_air": {"Pilot License"}; case "license_civ_heroin": {"Heroin Training"}; case "license_civ_gang": {"Gang License"}; case "license_civ_oil": {"Oil Processing"}; case "license_civ_dive": {"Diving License"}; case "license_civ_boat": {"Boating License"}; case "license_civ_gun": {"Firearm License"}; case "license_cop_air": {"Pilot License"}; case "license_cop_swat": {"Swat License"}; case "license_cop_cg": {"Coast Guard"}; case "license_civ_rebel": {"Rebel Training"}; case "license_civ_truck": {"Truck License"}; case "license_civ_diamond": {"Diamond Processing"}; case "license_civ_copper": {"Copper Processing"}; case "license_civ_iron": {"Iron Processing"}; case "license_civ_sand": {"Sand Processing"}; case "license_civ_salt": {"Salt Processing"}; case "license_civ_coke": {"Cocaine Training"}; case "license_civ_marijuana": {"Marijuana Training"}; case "license_civ_cement": {"Cement Mixing License"}; case "license_civ_EXAMPLE": {"EXAMPLE License"}; //Add your License Here.};
Now your done.. for the files that is ..

Step Five:
Open up your mission in Arma3 Editor.
Go create an NPC somewhere to where people can buy the license. Add this in the Init Line.
this addAction[format["%1 ($%2)",["license_civ_EXAMPLE"] call life_fnc_varToStr,[(["EXAMPLE"] call life_fnc_licensePrice)] call life_fnc_numberText],life_fnc_buyLicense,"EXAMPLE",0,false,false,"",' !license_civ_EXAMPLE && playerSide == civilian ']; 
Change ofcourse the EXAMPLE to your own license name.
Now you have a NPC which sell's the license.
Dont forget to add this tho:
this allowDamage false; this enableSimulation false;
Otherwise the NPC will just wonder off.. :rolleyes:

Good Job, You've Made It! :D

Alternative's you can do with this:

Make certain Clothing, Vehicle and Weapon Shops just for the people who have the license.

In every NPC you put down, Make sure it doesn't check for the Rebel license, But the license you've just created.
You also got to create separate files in certain folders to make something work.
If you guys show enough interest in this, I might make a tut on that aswell.

Dedicated Servers vs P2P Connections

Dedicated Servers vs Peer-to-Peer Connections

Every wanted to know what exactly are the differences between Dedicated Servers and Peer-to-Peer connections? Read and find out.
by Pierre Fouquet

I'm going to talk about dedicated servers, and peer-to-peer connections. What exactly they do, what they are good at, and draw backs for each. I accept this is not the most exciting topic, but I am going to keep it brief and basic. The best combination for both the understanding of this and removing boredom.

Key phrases to know before we start:

Peer - Is another system (Any Xbox, Any PlayStation, or even a PC) connected to the same network as you, this is over the internet (when talking about gaming). Think a chain where each link is connected by string, the string being the internet.
Client - The system which is at the end of the chain. Your phone, PC or console is a client when connecting online.
Host - The system which distributes the data out to the clients.
Ping - The time it takes for any messages sent by a client to reach the host and make it back to the client.
Dedicated Server? Peer-to-Peer? What are they?
In a broad sense dedicated servers only have one task, often to simply host a game, all players wanting to play connect to the dedicated server.

Peer-to-Peer (P2P) is actually a misconception. In a P2P network the data sent round the network gets sent from one peer to the following peer. P2P networks are not commonly used in gaming anymore, and they do not have need for a server.


This is what a P2P network looks like.

The true term for what people mean when they say peer-to-peer, is a Listen Server. This is when a host gets randomly selected, often the selection pool is from the players with the best connections. All the other players then connect to this host, if the host leaves the game either crashes, or migrates to a different host. Listen server configurations do require a server, which is what is different from a P2P.

Now time for more detail.

Dedicated Servers
As said before these host the game. Home internet does not have high enough upload speeds to cope with more than a few players, so a dedicated server's internet connection has a very high upload speed to cope with many more players, in the case of some MMOs this will often be 100s of players.

This also means that a developer will need to have a server bank. This is just many dedicated servers in a large room. There are commonly multiple server banks around the world, and often multiple in countries. As you can guess this all makes the cost of dedicated servers high. You also need to maintain and run the servers for a long time.

The biggest advantage of dedicated servers is stability, these create a very stable connection for players, who are then equally matched due to ping often being very low.

Arma 3 is best run off a dedicated servers as it is a very complicated game, and very taxing on the system. There can also be high player counts in Arma 3. MMOs most fundamental system are their dedicated servers. MMOs need to handle hundreds, sometimes thousands, of concurrent users smoothly for players to have a good experience.


This is a large server bank.

Listen Servers
Due to what we already know about home internet connections, these are often unstable or 'laggy'. Lag is when the ping is very low, however lag doesn't affect the host. As they are hosting they only need to connect to themselves, which gives them the host advantage, as they get the best connection.

This configuration is the cheapest, and the most stable when there is a high amount of concurrent users. It is less stable for each match, but can support higher user counts on the game as a whole. If Call of Duty: Black Ops 2 had 10 dedicated servers you would only be able to play on 10 different servers. This is where listen servers help, there is a theoretical limit of matches which is equal to the current number of online players, that could be 50 or 1 million matches.

The server comes in for matchmaking, the game lobby, and to recording player stats.

Call of Duty: Black Ops 2, Halo 4 and PayDay 2 are just a few games which use listen servers. This is to keep server costs down to a minimum, as well as allowing many simultaneous matches on many maps.



The person in red is the host, everyone else are the gamers connected to the host.

I hope that gaves you a basic understanding of the different server types, the advantages and disadvantages of each, as well as how each server type gets used and for what purpose.

Arma 3 update promises major weapon changes

The upcoming Marksmen DLC for Arma 3, and the accompanying free update aims to "redefine what it means to fire a weapon in Arma 3". The free update adds suppressors and bipod weapon attachments, heavy and grenadier vests and "nine new types of face paint". Oh, and "major" changes to weapon handling and sound.
Those changes introduce "weapon resting" which alters your weapon's accuracy when you're positioned on a stable surface. Bipods can be used to give you stability pretty much anywhere, and recoil and suppression have been tweaked to offer what Bohemia describes as "a more tactical, intuitive and rich experience". Guns!
The free update will also add a new multiplayer scenario called End Game, which invites teams to find and recover some useful schematics. There's also a new showcase scenario called "Firing From Vehicles" but who knows what that's about.
Meanwhile the Marksmen DLC, due April 8, adds seven new weapons including five long-range rifles and a couple of medium machine guns. There are also new ghillie suits and two "Remote Designators, which can be used to spot and laser designate targets from afar". These can be tested in new firing range drills and a new recon mission. The DLC will cost £10.99 / $15.99, available via Steam and through Bohemia's site.

Loot from death bodys

1  - Open Up your Mission File

2 - Go to the file "Core"

3 - Go to the file "Functions"

4 - Open the file in Functions called fn_inventoryOpened

5 - Remove All Of This - Begins On Line 42

//Allow alive players who've been knocked out to be looted, just not the dead ones
if(_container isKindOf "Man" && !alive _container) exitWith {
hint localize "STR_NOTF_NoLootingPerson";
[] spawn {
waitUntil {!isNull (findDisplay 602)};
closeDialog 0;
};
};