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doomnet

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Everything posted by doomnet

  1. Yeah i know some of you guys here around will laugh me out for this newbie stupid question But anyway here i go : i have stat system on the server, it counts deaths, kills, xp, etc..... now my question is how do i obtain kill/death ratio from these stats ? i know k/d ratio is kills divide by deaths to obtain kill death ratio, how to calculate it in sqf file what is the code to put in here ? //This converts the string to an array _get = call compile _get; //only select the inner array, throw away this outer array shell _get = _get select 0; _get = _get select 0; _string = _get select 0; _xp = parseNumber _string; _string = _get select 1; _kills = parseNumber _string; _string = _get select 2; _deaths = parseNumber _string; player_stats_add = [_xp,_kills,_deaths]; owner _unit publicVariableClient "player_stats_add"; player_stats_got = 1; owner _unit publicVariableClient "player_stats_got"; or am i wrong ? is it elsewhere ? or maybe can i make a new sqf file ?
  2. Hi, was testing my missions after update, and i saw that draw icons 3D scripts don't work anymore since last update 1.58! I use draw icons 3D for player tags, and also for mission tasks, they don't appear anymore ! Has someone a fix for this ? If you have the same problem tell it here to make this topic pinned for a solution ! Thanks
  3. Hi I use tag system script on my server, its broken since today's update 1.58 does someone knows why ? here is the script i launch from initPlayerLocal.sqf onEachFrame { private["_pos"]; { if(player distance _x < 800 && side _x == side player && alive _x && _x != player) then { _icon = switch (playerSide) do { case BLUFOR: { call currMissionDir + "images\igui_side_blufor_ca.paa" }; case OPFOR: { call currMissionDir + "images\igui_side_opfor_ca.paa" }; default { call currMissionDir + "images\igui_side_indep_ca.paa" }; }; _pos = visiblePosition _x; _pos set[2,(getPosATL _x select 2) + 2.2]; _color = [1,1,1,0.5]; if(player distance _x < 40) then { drawIcon3D [_icon,_color,_pos,0.5,0.5,0,name _x,2,0.04]; } else { drawIcon3D [_icon,_color,_pos,0.5,0.5,0,"",2,0]; }; }; } forEach allUnits; }; Thanks for helping me because players are making a lot of teamkill now !!
  4. The famous Battlefield bad company 2 RUSH mod for Arma 3 FIA side needs to destroy AAF mcom's to win. Feel free to use to make your own RUSH game mission on Altis or Stratis This mission is inspired from the famous map Valparaiso of battlefield bad company 2 This mod was created after i could not find a similar mod like Battlefield bad company 2 rush game mod in the community of Arma 3. I decided to begin to create this mod back in 2015, but it was only finished in march 2016. This mod is for Multiplayer Dedicated server only with 60 player slots. No addons required. Latest Version: v4.6 (June 4th) Thanks to: Bohemia Interactive Forums Members for their help. All the beta testers for their feedback and bug reports. All third party community scripts (gear select, zlt fastrope, jts squad, jwc casfs, btc) And especially thank you Barbolani for some of the functions. Download from Github
  5. Hi, Could someone help with my PvP mission ? I need to check if player reach 100 kills then the mission ends for everyone and it shows the player name with his stats in a message to everyone just before the mission ends I really don't know how to do this thanks in advance for helping me
  6. Yes there is that command it says its better to use this to end properly a mission for all clients according to the wiki "BIS_fnc_endMissionServer" and i already use that to end mission and works good very good because as mrcurry says endMission is local remoteExec i never used before and i don't know how it works but its not needed because of the command BIS_fnc_endMissionServer But anyway thanks for your reply but that was not the question of the topic, also it has already been answered ! ;)
  7. Yes i think i will use endMissionServer instead to end missions on all clients !
  8. Hi, I use this little script to drop items and then call another script to set items in 3D turntable How to only drop one ammunition case and delete the other ones ? in this script: _myStuff = weapons player; _myMags = magazines player; // Drop all your stuff on ground. if (count (_myStuff+_myMags)>0) then { _box = createVehicle ["groundWeaponHolder", player modelToWorld [0,0.8,0], [], 0.5, "CAN_COLLIDE"]; _box setDir floor (random 360); { _box addWeaponCargoGlobal [_x, 1]; player removeWeapon _x; } forEach _myStuff; { _box addMagazineCargoGlobal [_x, 1]; player removeItem _x; } forEach _myMags; player reveal _box; }; Don't know if its possible but thanks in advance
  9. amazing serena thank you i really appreciate the effort ! ;)
  10. Wow this seems amazing but i really don't understand everything lol So do i have to use this function in a new sqf file ? anyway will take a closer look tomorrow cause my brains can take it no more xd !!! will post the results ! thanks serena !
  11. well when players die i launch this script above from onPlayerKilled.sqf and then i have another script that creates the dropped items in 3D like a turntable so other players can see it easily and pick it up but the problem with ammunition is it will drop like maybe 20 ammunition cases in the air, so that's not really nice, and makes also some server overload and lag so i wanted to know if i can only drop one ammunition case from a dead player. the dropped weapons and items will only stay 20 secondes in the air as i use also a cleanup script. But anyway that works better with only weapon dropping. So that is 3 different scripts that i use to achieve this lol, this could be maybe all done in one script btw.
  12. ok sry i found why i forgot to delete one }
  13. Ok then maybe its not a good idea to drop ammunition So i tried to delete the ammunition code but now it does not work anymore with the weapons any idea what i did wrong ? _myStuff = weapons player; // Drop all your stuff on ground. if (count (_myStuff)>0) then { _box = createVehicle ["groundWeaponHolder", player modelToWorld [0,0.8,0], [], 0.5, "CAN_COLLIDE"]; _box setDir floor (random 360); { _box addWeaponCargoGlobal [_x, 1]; player removeWeapon _x; } forEach _myStuff; { player reveal _box; };
  14. Ok i see thank you Serena i go try this right now !
  15. Ok thank you but could you give me an example because i don't know how to write it
  16. Yes probably your script is not working as it should, also its not clear what you really ask for the script i provide will always work even with clan members in the area, and will always check uid of players even with or without clan or normal players in the area so what's the point ? maybe explain it better because its confusing ! i think you take the problem upside down! why not making a secret respawn area for your clan members with reserved slots ?
  17. Hi don't know if it helps but i used this in the past: VipBase.sqf if ((getPlayerUID player) in ["UID's of players"]) then { titleText ["Hello Vip Player. Welcome back.", "PLAIN DOWN", 3]; } else { titleText ["You are entering a restricted zone, please turn back now or face certain death...", "PLAIN DOWN", 3]; sleep 5; titleText ["You have less than 15 seconds to leave (you're about to die!)...", "PLAIN DOWN", 3]; sleep 10; titleText ["You were warned..!", "PLAIN DOWN", 3]; sleep 5; player setDamage 1; }; trigger settings trigger on repeat present anybody or your side condition field : Player in thislist activation field: null = [this] execVM "scriptsVipBase.sqf"; this is a simple workaround and works pretty good !
  18. How to ad the right syntax code in the vehicle respawn module expression field for the following code ? I already use this in expression field = [["_newVeh", objNull], ["_oldVeh", objNull]]; How to ad these functions ? disableTIEquipment true; disableNVGEquipment true; thanks
  19. Hi, The famous TDM server is back with new game mods! For those who love to play only PvP missions join our new server today. This year Doomwars server has developed 2 new game mods for arma 3, Rush & Gunmaster mod inspired from battlefield game series. Our game mods runs on a powerful Linux server based in Paris, with 60 slots available. The mods are still in development as i seek some other features to implement soon, like players database statistics and battlefield style respawn menu. Server IP: 94.23.207.14 Port: 25950 No addons required I would like to thank Davidoss and Barbolani for the precious help developing these mods !
  20. hahaha xd calm down noobs !!! Adir you are stu... Davidoss you are a bit.. It does not make sense to not let see your mission to help you fix this Adir Also what are you afraid of Adir ? those guys here can make any mission they want without your help !
  21. yes but you are talking about Ai, and i do not use Ai, or never talked about Ai, and have no Ai in my mission. So i think you misunderstand this topic!!! but anyway i will found another way to make this script working hopefully soon ! ;)
  22. Hi, i use a teammate respawn dialogue works great but how to ad in this code another unit variable name? Because this code is for default player, but i have some units with a variable name, thus the respawn dialogue does not work for them! How to ad other units with variable names in this script below, if its even possible ?!!! my custom unit variable name is CAS1, CAS2, CAS3 etc..... here is the respawn code : if (!hasInterface) exitWith {}; params [["_includeAI", false], ["_handleRespawn", false]]; BFD_includeAI = _includeAI; BFD_fnc_refreshList = { _grp = []; {if (alive _x && vehicle _x isEqualTo _x) then {_grp pushBack _x}} forEach units group player; if (!BFD_includeAI) then {{if (!isPlayer _x) then {_grp deleteAt _forEachIndex}} forEach _grp}; _grp = _grp - [player]; lbClear 3; { lbAdd [3, format ["%1 (Grid %2)", name _x, mapGridPosition _x]]; lbSetData [3, _forEachIndex, netId _x]; } forEach _grp; }; BFD_fnc_deploy = { _unit = objectFromNetId (lbData [3, lbCurSel 3]); if (isNull _unit) exitWith {hint "No unit selected!"}; closeDialog 0; switch (stance _unit) do { case "STAND" : {player switchMove "amovpercmstpsraswrfldnon"}; case "CROUCH" : {player switchMove "amovpknlmstpsraswrfldnon"}; case "PRONE" : {player switchMove "amovppnemstpsraswrfldnon"}; default {}; }; player setPos (getPos _unit); }; BFD_fnc_showDialog = { _bool = createDialog "BFD_Dialog"; if (_bool) then {[] call BFD_fnc_refreshList}; }; if (_handleRespawn) then {player addEventHandler ["Respawn", {[] call BFD_fnc_showDialog}]}; I tried many things but i don't understand how this respawn code works thanks !
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