Jump to content

schadler17

Member
  • Content Count

    137
  • Joined

  • Last visited

  • Medals

Everything posted by schadler17

  1. I don't really have a timeframe for it, just a personal project for right now to do when I'm bored, which is pretty much all day lol. Script in new things for it keeps me busy. Right now I'm not working, so pretty much as long as I'm home and don't feel like playing any games, I'm trying new scripting methods or making new features for my script. I do actually plan on waiting until I get called back to work to release/upload the script onto any real server for playing reasons, unless someone decides to host it for me for free until then, which is kinda unlikely. Like said though, I've already got a solid base for it done. The insurgency mission it's self is good to go. It's just a matter of implementing more features that I want to be added. I probably will put off actually implementing a gui for it for now, but I'll be working on one in the meantime for sure just to try to get used to things. I kinda script how English teachers ask for certain school projects. First I'll make a rough draft of what I want and check to make sure everything actually works to begin with. Working out some of the flaws comes next, at least till the scripts throw no errors. At that point, I normally have a good idea of exactly what I want the script to do, and at that point it's just a matter of editing and testing it till each of the features is working correctly and without issues. Once that's done, I upload it and implement it into the script. In other words, I make sure it's 100% functional before I actually put it in. I don't like unfinished work, like said, I'm very OCD and even the way I set my scripts up, you'll see that lol. Not only does it have to work right, it has to look right also. As for bunnies, they'll continue to be targets until there hopefully a way to remove them and not the environment.
  2. https://community.bistudio.com/wiki/ArmA:_Actions#LoadMagazine
  3. Well, having read that now, i'm gonna look into creating a GUI instead for the scripts I got running through addAction. I'll actually start on that tomorrow and try to get familiar with it all. Any tutorial links towards them would be helpful if you have any, if not google will be my friend for a few hours lol. Using EOS, I've got settings set to low for now, not seeing too many AI, not nearly 100 atleast even on the larger cities. But its only me, so like said, the more players, more zones are gonna be active, with more AI spawned. But them adjustments come when the actual server goes public. Theres always tweaking needing to be done at that point, and that'll be part of it. Implemented some more features for it though, I've got EOS up and working, along with some Random IEDs and working on civilian population. I dont know what I'm gonna do, but I want a negative effect for killing civilians, that way players need to PID their targets and don't get away with killing them. Possibly the ability to get intel for caches that the players can destroy, along with some randomly spawned intel on certain dead bodies(insurgent officers/HVTs) and in building.
  4. turn on -Showscriptingerrors, should help tell you where the error is.
  5. All the scripts I've made for it are error free, I've tested on my own pc in a multiplayer session. Only errors are on community scripts which I'm trying to edit/fix myself. I think the main problem with them is the fact I'm using rhs insurgents which plan on changing later to a better set of insurgents. Keeping unit draw distance down to around 200-300m, otherwise cache'd, so there should never be more than 100-150 unless multiple areas are active. Is there a way to disable rabbits? I'd rather have performance over furry targets. I do have an addAction menu for Commanders and SL's, but it's not running onEachFrame and there's not too many options, only Rally Points, Support and giving a strep to the commander. Commander has a team rally, support, and able to request sitrep from squads. Also MHQs have an addAction to deploy/pack. I don't really plan on having any more. I plan on changing to a GUI menu when i learn how to make them, in due time. But for now they do what I need them to do, don't throw errors, almost all have cool downs and don't show any performance issues on my own multiplayer environment, but again, I'm testing and scripting it all alone. Edit: Island is Takistan, I've made an insurgency mission for it before using community scripts, I'm familiar enough with scripting to implement the scripts/mods and to make them work right. I'm just new to actually creating them myself, but in my own opinion, I feel I'm learning it pretty quickly. I've looked into CUP before, but it was a while ago and I haven't really checked on it since, so I'll definitely be doing that to think of a possible switch. My mindset is stuck on Takistan Insurgency though, but will expand to multiple maps when it's done. The main part of converting it to a new map would mainly be creating e EOS zones and units. Everything else is just a matter of tweaking to fit that map. I've also made missions for other mods, so creating the mission files and setting up the configs and everything is easy for me. It's just a matter of actually creating the scripts is what I'm new too. But so far I haven't had many issues, anything I have had issues with I've either asked on forums, or came up with a solution(sometimes better than my original script) mostly by myself.
  6. schadler17

    Safezone loop

    Fixed. Pretty easily fixed, here's the end result. Can be called for in each players init or through initPlayerLocal.sqf. [player] execVM "scripts\safezone.sqf"; // Safezone Script // Written by Schadler.C private ["_safeZoneDamageEH", "_safeZoneFiredEH", "_safeZoneVehicleFiredEH", "_safeZoneVehicleDamageEH", "_type", "_projectile", "_projectileName"]; _safeZone = getMarkerPos "westSafeZone"; while {true} do { waitUntil {_safeZone distance player < 250}; sleep 2; hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>You have entered the safezone!<br/>Firing your weapon or throwing grenades is prohibited!"]; player allowDamage false; _safeZoneDamageEH = player addEventhandler["HandleDamage",{false}]; _safeZoneFiredEH = player addEventHandler ["Fired", { _unit = _this select 0; _type = _this select 5; _projectile = _this select 6; _projectileName = getText(configFile >> "CfgMagazines" >>_type >> "displayName"); switch (_type) do { deleteVehicle _projectile; case "rhs_mag_30Rnd_556x45_M855A1_Stanag": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Discharge Weapons In Safezone!"]; _unit setAmmo [currentWeapon player, 0]; }; case "rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Discharge Weapons In Safezone!"]; _unit setAmmo [currentWeapon player, 0]; }; case "rhsusf_100Rnd_556x45_soft_pouch": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Discharge Weapons In Safezone!"]; _unit setAmmo [currentWeapon player, 0]; }; case "rhs_mag_M441_HE": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Discharge Weapons In Safezone!<br/><br/>All %1s Removed From Inventory!", _projectileName]; _unit removeMagazines "rhs_mag_M441_HE"; }; case "rhs_mag_M433_HE": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Discharge Weapons In Safezone!<br/><br/>All %1s Removed From Inventory!", _projectileName]; _unit removeMagazines "rhs_mag_M433_HE"; }; case "rhs_m136_mag": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Discharge Weapons In Safezone!"]; _unit setAmmo [currentWeapon player, 0]; }; case "rhs_fgm148_Magazines_AT": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Discharge Weapons In Safezone!<br/><br/>All %1s Removed From Inventory!", _projectileName]; _unit removeMagazines "rhs_fgm148_Magazines_AT"; }; case "rhsusf_20Rnd_762x51_m118_special_Mag": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Discharge Weapons In Safezone!"]; _unit setAmmo [currentWeapon player, 0]; }; case "rhsusf_5Rnd_300winmag_xm2010": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Discharge Weapons In Safezone!"]; _unit setAmmo [currentWeapon player, 0]; }; case "rhs_mag_m67": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Throw Grenades In Safezone!<br/><br/>All Grenades Removed From Inventory!"]; _unit removeMagazines "rhs_mag_m67"; _unit removeMagazines "SmokeShell"; _unit removeMagazines "SmokeShellBlue"; _unit removeMagazines "SmokeShellRed"; _unit removeMagazines "SmokeShellOrange"; }; case "SmokeShell": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Throw Grenades In Safezone!<br/><br/>All Grenades Removed From Inventory!"]; _unit removeMagazines "rhs_mag_m67"; _unit removeMagazines "SmokeShell"; _unit removeMagazines "SmokeShellBlue"; _unit removeMagazines "SmokeShellRed"; _unit removeMagazines "SmokeShellOrange"; }; case "SmokeShellBlue": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Throw Grenades In Safezone!<br/><br/>All Grenades Removed From Inventory!"]; _unit removeMagazines "rhs_mag_m67"; _unit removeMagazines "SmokeShell"; _unit removeMagazines "SmokeShellBlue"; _unit removeMagazines "SmokeShellRed"; _unit removeMagazines "SmokeShellOrange"; }; case "SmokeShellRed": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Throw Grenades In Safezone!<br/><br/>All Grenades Removed From Inventory!"]; _unit removeMagazines "rhs_mag_m67"; _unit removeMagazines "SmokeShell"; _unit removeMagazines "SmokeShellBlue"; _unit removeMagazines "SmokeShellRed"; _unit removeMagazines "SmokeShellOrange"; }; case "SmokeShellOrange": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Throw Grenades In Safezone!<br/><br/>All Grenades Removed From Inventory!"]; _unit removeMagazines "rhs_mag_m67"; _unit removeMagazines "SmokeShell"; _unit removeMagazines "SmokeShellBlue"; _unit removeMagazines "SmokeShellRed"; _unit removeMagazines "SmokeShellOrange"; }; case "DemoCharge_Remote_Mag": { hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>Do Not Discharge Weapons In Safezone!<br/><br/>All %1s Removed From Inventory!", _projectileName]; _unit removeMagazines "DemoCharge_Remote_Mag"; }; case default { systemChat format ["%1", _this select 0]; systemChat format ["%1", _this select 1]; systemChat format ["%1", _this select 2]; systemChat format ["%1", _this select 3]; systemChat format ["%1", _this select 4]; systemChat format ["%1", _this select 5]; hint parseText format ["<t size = '1.5' color = '#FF0000'>BUG FOUND!</t><br/><br/>Please Report Ammotype (Located In Chat) To Admin/Developer!"]; }; }; }]; waitUntil {_safeZone distance player > 250}; hint parseText format ["<t size = '1.5' color = '#FF0000'>SAFEZONE!</t><br/><br/>You are leaving the safezone!<br/>You are now vulnerable to enemies!"]; player allowDamage true; player removeEventhandler["HandleDamage", _safeZoneDamageEH]; player removeEventHandler["Fired", _safeZoneFiredEH]; }; Customize the magazine types to the ones you need, Im using RHSUSAF mags. Script will remove current magazine ammo, grenades, or explosives that the player wants to use after deleting the projectiles to prevent firing/throwing/etc multiple times in safezone.
  7. Basically I'm trying to create a loop for my safezone script. I want it to simply check the distance between the player and a marker on the map, and if its more/less than 250, perform the scripts needed. I had it looping through a trigger before, but I wanted it strictly through a script using a marker instead, just so you can see the area of the safezone. _safezone = "westSafezone"; waitUntil {(player distance (getMarkerPos _safezone)) < 250} do { systemChat "You are in a safezone"; }: waitUntil {(player distance (getMarkerPos _safezone)) > 250} do { systemChat "You are not in a safezone"; }: Theres more too it of course, already got the system scripted, just need it to be called/looped in a manner thats not gonna consume too much processing power.
  8. He can make new variables based on different classes and which GUIDs are allowed to that class. Just has to call for the new array of GUIDs in the script. _allowedGUID = ["76561198067442279","76561198067442279", "76561198067442279"]; _disallowedGUID = ["76561198067442279", "76561198067442279", "76561198067442279"]; // Whitelist (Allowed Players only) if (getPlayerUID player in _allowedGUID) then { systemChat "You are Whitelisted!"; player addWeapon "your_classname"; player forceAddUniform "your_classname"; }; // Blacklist (Anyone except disallowed) if (getPlayerUID player !in _disallowedGUID) then { systemChat "You are not blacklisted!"; player addWeapon "your_classname"; player forceAddUniform "your_classname"; };
  9. _allowedUID = ["76561198067442279","76561198067442279", "76561198067442279"] if (getPlayerUID player in _allowUID) then { systemChat "Your loadout has been added"; player addWeapon "your_classname"; player forceAddUniform "your_classname"; } else { systemChat "You are not allowed to use this loadout"; }; That way each time you add/remove someone from the list, you only have to change it one spot instead of going through each script.
  10. Basically, I want a medical class to spawn with 10 First Aid Kits and a Medikit. Only I don't want my units init code to look uglier than shit with _unit addItem "firstaidkit" 10 times. I'm OCD as hell and everything has to look perfect for me or it messes with me lol. Is there any way to add multiple items of the same type in a neater fashion? Kinda like addMagazines ["x", 10] or something neater?
  11. schadler17

    Rallypoint Issues

    Another case of Fixed It! Changed: if (_z > -1) then { }; to while {_z > -1} do { };
  12. schadler17

    Having multiple addItem commands

    Fixed using forEach. I always find a solution right when I post. -.- I should start clicking Preview Post beforehand, think for 10 seconds, then decide to post or not lol. EDIT: Even better solution below. (unitbackpack _unit) addItemCargoGlobal ["FirstAidKit", 15];
  13. https://community.bistudio.com/wiki/showHUD I was looking into this myself and might develop a script for a more realistic hud, if I do I'll post the part your requesting here. Until then, that link should help you out.
  14. Got it working. Just used this instead: _srp = [(group _unit), (getPos _rallyPoint), "Squad Rally Point"] call bis_fnc_addRespawnPosition;
  15. Trying to create a Squad Rallypoint System which a Squad Leader uses an addAction menu to create an object, which will allow players to respawn. At the end of it all, I got everything working right except the function isn't adding the respawn position. No errors or anything show, but no spawn location on respawn. _unit = _this select 0; _unitGroup = group _unit; _unitPos = _unit modelToWorld [0,2,0]; _srpPos = [_unitPos select 0, _unitPos select 1, ((getPosATL _unit) select 2)]; _rallyPoint = "FlagSmall_F" createVehicle [0,0,0]; _rallyPoint setPos _srpPos; _srp = [_unitGroup, _rallyPoint] call BIS_fnc_addRespawnPosition; Am I doing something wrong? Lol. (Theres more to the script, but its basically all cosmetic stuff. Fixing the direction, invulnerable SRP, hints, etc.)
  16. Gonna try it out, hopefully we'll see some client-side frame-rate increases.(I think thats what its for, right? lol) Already seeing alot steadier frame-rate. Seeing it a bit higher than normal as well, so I'm happier than I was 20 minutes ago lmao.
  17. schadler17

    Arma 3 - Ropes and Climbing

    Much want, need have. Not much of a scripter myself, but what I do know could help if needed. Always looking to try making/editing new things to better my shooper dooper shcripting shkills.
  18. Does this work client sided without the server running it?
  19. My question is, which cpu will bring the highest fps in a multiplayer environment that is both script heavy and also modded? People say single threaded processors are the way to go, which by the link below would suggest the I7 4790k. https://www.cpubenchmark.net/singleThread.html I'm not really too smart with all this, but from what I've heard, arma doesn't utilize a lot of threads, so increasing the performance of the ones it does use should help, right?
  20. schadler17

    Intel Core i3-6320, the ultimate Arma CPU?

    I'm planning on upgrading my CPU/MOBO/RAM here soon, thats why I'm asking. Solely for the purpose of playing Arma 3, as any other games I play don't require nearly as much CPU/GPU power as Arma, and anything that does, my GPU can take the load. Right now, I'm on an AMD A10-5800k APU OC'd at 4.3ghz, 8gb ram, AMD Raedon 7750 GPU 1gb and 240gb SSD, pulling about 20-25 FPS from arma 3 on script/mod-heavy servers. Sometimes I can get more, based on which servers I play, but I really only play one unless its late-hours where the servers I normally play on are empty.
  21. schadler17

    Intel Core i3-6320, the ultimate Arma CPU?

    My question is, which cpu will bring the highest fps in a multiplayer environment that is both script heavy and also modded? People say single threaded processors are the way to go, which by the link below would suggest the I7 4790k. https://www.cpubenchmark.net/singleThread.html I'm not really too smart with all this, but from what I've heard, arma doesn't utilize a lot of threads, so increasing the performance of the ones it does use should help, right?
  22. schadler17

    Insurgent group looking for PvP Events!

    Yeah it's all PvP, says so on their site. My bad, worded it wrong lol.
  23. schadler17

    uss nimitz

    I've got a script you can use that will replace an object you place in the mission editor. Isnt through Zeus, but if you've got a predetermined spot for it it'll work.
  24. schadler17

    #Arma3Tips

    4 F's of squad leading. Find, fix, flank, finish. If outgunned, retreat and find another point of attack. Only shoot what you can kill, or it will kill you. Never underestimate your enemy.
  25. Fixed it using: _weaponSight = player weaponAccessories primaryWeapon player select 2; Thanks for the help though :P
×