Apocca 10 Posted June 23, 2009 First of all, i had a nice system in Arma where i had all radio chatter in seperate, dedicated files. I don't remember exactly how it was done, but it was something along the lines of: HQ sideChat "yadda yadda yadda" ~120 Player1 groupChat "yadda yadda yadda" ~80 etc in a long list. But this dosn't seem to work anymore? Whats the best way to make radio messages for multiplayer? And for the second thing, anyone have a good way of making mobile respawns? Like attaching the BASE spawn point to a APC if that is possible. Oh, and one more thing. How would you make a player spawn in the air in a parachute or in halo mode? :bounce3: Share this post Link to post Share on other sites
Evishion 0 Posted June 23, 2009 (edited) First of all, i had a nice system in Arma where i had all radio chatter in seperate, dedicated files. I don't remember exactly how it was done, but it was something along the lines of: HQ sideChat "yadda yadda yadda" ~120 Player1 groupChat "yadda yadda yadda" ~80 etc in a long list. But this dosn't seem to work anymore? Whats the best way to make radio messages for multiplayer? And for the second thing, anyone have a good way of making mobile respawns? Like attaching the BASE spawn point to a APC if that is possible. Oh, and one more thing. How would you make a player spawn in the air in a parachute or in halo mode? :bounce3: was JUST about to make a topic about the same question. making a mission atm, in the init.sqs file, sidechat and groupchat works fine, but if i fire up a script from this exec "filename.sqs" , with a sidechat / groupchat, nothing happends :S Edited June 24, 2009 by Evishion Share this post Link to post Share on other sites
CarlGustaffa 4 Posted June 24, 2009 Unless something happened in Arma2, I'd use addPublicVariableEventhandler to each player that is triggered each time a message is broadcasted. You can either broadcast the whole text but generates more net traffic, or broadcast a number which each client uses to lookup the text on each clients machine. For mobile headquarter as a respawn point, just keep updating the base spawn marker continously to the MHQs position. Share this post Link to post Share on other sites
Evishion 0 Posted June 24, 2009 Unless something happened in Arma2, I'd use addPublicVariableEventhandler to each player that is triggered each time a message is broadcasted. You can either broadcast the whole text but generates more net traffic, or broadcast a number which each client uses to lookup the text on each clients machine.For mobile headquarter as a respawn point, just keep updating the base spawn marker continously to the MHQs position. can u make a example where to put that? should that line be in the init line for the units that is gonna "talk" ? Share this post Link to post Share on other sites
MadTommy 0 Posted June 24, 2009 (edited) For mobile headquarter as a respawn point, just keep updating the base spawn marker continously to the MHQs position. Errr bit of a scripting / mission making newbie here....how do i do this? I'd really like to have a mobile repsawn in a mission i'm making but i don't have a clue how to do what you say above. It makes sense and sounds clever.. but i have no idea of where to start to implement it. (i've been unable to find a script for this about.. and i'm thinking i might have to reverse engineer a Domination mission to figure it out :eek: ) Thanks for any help. :) Edited June 24, 2009 by MadTommy Share this post Link to post Share on other sites
CarlGustaffa 4 Posted June 25, 2009 During initialization phase, initialize the variable that will carry the text: hintmsg = ""; Add this to each player during setupplayer. Does not have to be rerun during each respawn. myHint = { hintSilent (_this select 0); // hintmsg = ""; }; "hintmsg" addPublicVariableEventHandler { if ("hintmsg" != "") then { [hintmsg] call myHint; }; }; The way this works is that the client is monitoring any change to the variable "hintmsg". When this happens, the PVEH detects the change, and runs the myHint function with the hintmsg as the parameter, on all clients except the one that caused the change. If it is server driven, then don't worry about it. If it is client driven, you have to call the function manually as well. I'm not sure if hintmsg needs to be reset to "" each time, first try without. Domination uses a more advanced form which might be harder to read. But this is the basic setup to learn initially. Expand on it to use new things for sideChat etc as you see fit. This was just an example that I'm guessing will work with Arma1, but I can't do much more since I don't have the game yet. For mobile respawns, check out Domination if you want the vehicle to respawn as well. It then becomes a little more advanced. Share this post Link to post Share on other sites