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roguetrooper

Weapons ArmA2 != OA ?

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Are there personal weapons that are contained within ArmA2, but not in OA? (original game only, not concerning mods or whatever).

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"AKS_GOLD"

"AKS_74_UN_kobra"

"AK_107_kobra"

"AK_107_GL_kobra"

"AK_107_pso"

"AK_107_GL_pso"

"bizon"

"bizon_silenced"

"G36a"

"G36K"

"G36C"

"G36_C_SD_eotech"

"M1014"

"m16a4"

"M16A4_GL"

"m16a4_acg"

"M16A4_ACG_GL"

"M4A1_Aim"

"M4A1_Aim_camo"

"M4A1_RCO_GL"

"M4A1_AIM_SD_camo"

"M4A1_HWS_GL"

"M4A1_HWS_GL_camo"

"M4A1_HWS_GL_SD_camo"

"MP5A5"

"MP5SD"

"Saiga12K"

"MG36"

"M240"

"Mk_48"

"M249"

"Pecheneg"

"DMR"

"huntingrifle"

"M24"

"M4SPR"

"M40A3"

"SVD_CAMO"

"VSS_vintorez"

"SMAW"

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Thanks.

Is there a scripting command to check if a (MP) player/client has (1) ArmA only or (2) OA only or (3) both?

(Since a player with OA only can seemingly join a server that runs an OA-map with OA-objects only, but using ArmA2-only weapons.)

I have thought of a more complex method to check if a client owns Chernarus-stuff:

1. Make the server at start create a Chernarus-only object/unit (not placing it in the editor, because an OA-only player could not join at all due to the mission.sqm).

2. Use a trigger with condition

isNil "objectname"

. A client without Chernarus returns true and thereby the information that Chernarus-only stuff is not available.

Edited by RogueTrooper
nevermind

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Well if you don't want them to join the server if they do not have A2 or OA, then just insert a object of that kind in the editor and set it's init to deleteVehicle this;. The mission.sqm will have a entry with the required addon. They will be unable to join the server.

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if (isClass(configFile >> "CfgPatches" >> "Chernarus")) then
{
  diag_log text "A2 installed";
};
if (isClass(configFile >> "CfgPatches" >> "Takistan")) then
{
  diag_log text "OA installed";
};

But a much better solution would be to enforce this from within the mission as Muzzle says. I've made a small app a while back that will do it for you: http://forums.bistudio.com/showthread.php?t=102521

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By my own experience a player who is missing A2 or OA can join (and play on) a server that does not contain anything from the missing pack.

When the client/joiner receives a weapon (scripted addweapon) that his ArmA is missing, then even at the server an error window shows up and of course the client does not receive the weapon.

My additional question: What happens on the client when

(1.) the server adds a weapon to a weapon box and the client is missing that weapon (not the box type).

(2.) the client opens this box to grab out a weapon?

Do (1) or (2) provoke an error message window on the server and/or the client?

script to (re)fill the box:

if !(isServer) then { exit };
_box addweaponcargoGlobal ["MP5A5",  10];

Note: this is not meant to ask how to keep out a client that is missing something, since it has been answered before (and I am using Deadfasts' enforcer).

But since it is only the personal weaponry in my certain map that might provoke missing-errors and since everything else on the map is contained within A2-standalone and OA-standalone, it might be useful to allow everybody to join the map (greater player pool).

Oh BIS, behold, thy addon politics is payneful :(

Edited by RogueTrooper

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You should try to never allow 1. :) But the player simply won't see a weapon which he doesn't have an addon for, probably along with an error. If someone is holding a weapon it'll be an empty model.

Simply require whatever addons you want to play the mission. Do this by placing the weapon in the map from the start.

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Well if you don't want them to join the server if they do not have A2 or OA, then just insert a object of that kind in the editor and set it's init to deleteVehicle this;. The mission.sqm will have a entry with the required addon. They will be unable to join the server.

The disadvantage of this method is, that the client can try to enter and that there will be all the glorious connection chat of what mods the client is using and all that. Though he is kicked out immediately, you have that nasty spamming chat and unneccessary data transmissions (client downloading the map).

Edit: hmmm, is it? Don't know. Nevermind...

Edited by RogueTrooper

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Then password the server or don't use an entire mod for a single weapon. It's a trade off really.

If you want as many players as possible, then don't use mods. If you want very specific gameplay, then use mods. If you want very specific gameplay without random mod spam, lock your server. You can also cut down the file size by not putting extra stuff in the map like images and sounds. One of the most enjoyable missions I've played was only like 100k download. Not all missions need to be 10MB extravaganzas. :)

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