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piXel

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About piXel

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  1. I took a look at it. Besides a few typos I think for MP the scripts need to be serverSide. you could use a playableUnits array to evaluate distance with the civilians and cars to keep or delete them. Typos I noticed in the cars script: // SEE IF ANY CARS OWNED BY OTHER PLAYERS ARE WITHIN RANGE, WHICH CAN BE USED INSTEAD OF SPAWNING A NEW CIV tpw_car_fnc_nearcar = { private ["_owner","_nearcars"]; if (isMultiplayer) then { // Array of near cars _nearcars = (position player) nearEntities [["Car"], _tpw_car_radius]; // Live units within range if (_x distance vehicle player < tpw_car_radius && alive _x) then { { _owner = _x getvariable ["tpw_car_owner",[]]; //Units with owners, but not this player if ((count _owner > 0) && !(player in _owner)) exitwith { _owner set [count _owner,player]; // add player as another owner of this car _x setvariable ["tpw_car_owner",_owner,true]; // update ownership tpw_car_cararray set [count tpw_ccar_cararray,_x]; // add this car to the array of cars for this player }; } foreach _nearcars; }; }; Hope it helps a bit. Keep up the good work!
  2. Nice work and I like reading good scripts. :) I will have a look at it. With regards to multiplay. I am a bit concerned about the ownersip of the player. It could work if script is run on the clientSide but I am unsure when run on the serverside then player might be undifined. And (lineintersects [eyepos player... is good thinking but doen't it behave erratic in Arma? Maybe just distance is enough to delete out of range civs. Maybe we can TS and have a little chat. Cheers.
  3. piXel

    [co24] JointCooperations v1.2

    In V1.3 there is still a chance of a Base attack. If you want to modify this. You can edit the 2nd and/or the 3rd sentence of file: /mission/Baseattack.sqf Cheers, .
  4. piXel

    [co24] JointCooperations v1.2

    addendum: Within the 254Kb there is even room for respawn of UPS scripted OPFOR a OPFOR radiotower stronghold, you can call UH60 support for ammo and a HMMV, you can buy vehicles with your your scored points, find marked players that need a medic on the map and you get a death premium for dying in the dangerZone. Have a custom build base and ofcource redundant item removal. I forgot to ask one question: What will the upcomming patch 1.15 do related to filesize?
  5. piXel

    [co24] JointCooperations v1.2

    @_Xeno_ Maybe you are right, but I was intrigued by the UPS script and enjoyed it a lot to merge it with intro, outro, random missions, random OPFOR skills, random OPFOR count, lift vehicles, custom sound, score system, scripts to: heal , recruit, repair, rearm, parajump, create vehicles, neg. score penalty, pilotscore, teamkill correction, respawn vehicles, and make it into a logical simple (re)playable experience with text, markers and triggers and still keep the filesize to a 254Kb. I even reduced the great Mandoble hitchScript from 110Kb to 25Kb. So to be exact 1.5mb for this one function will be a serious compromise to filesize. But besides elegance, server filesize uploadtime of the hosting computer and making my map uncompromised according personal preference. I have to admit it could be driven by a slight authistic deviation.
  6. piXel

    [co24] JointCooperations v1.2

    @Kremator Technically this is possible. But I found this script to large to implement in my existing scripts. It is almost 1,5 mb? and I try (authistically) to keep all my scripts and whole mission as small as possible. As an example the whole JointCooperation.pbo file is below the 300Kb and this is inclusive the Mandoble airlift script. @1212PDMCDMPPM I am very interested in the ACE addon. Thx @your_mum Best wishes for 2009! Â Thx
  7. piXel

    [co24] JointCooperations v1.2

    Uploaded and the following added or changed in Version 1.3 - Added lift armored vehicles with UH60 - Repair and rearm "actionmenu" added to created airplanes - When you repair/rearm a vehicle it's also refueled - You can recruit 4 AI-soldiers when there are less then 3 players - AI-recruits can be healed (You only get points for healing human players) - Default objectives count changed from 6 into 4 (can be changed at start of game) - Respawntime base choppers changed (so they can be repaired before respawn) - Changed distance heal other players - extra termination points added to end loops in UPSrespawn and vehiclerespawn scripts - Performance tweak by reducing OPFOR when with more then 8 players - rewrote missionSuccess trigger - changed some messages See first post or: Download JointCooperations v1.3 Cheers, .
  8. piXel

    [co24] JointCooperations v1.2

    @DesertJedi How can you tell how many points you have? Default by pressing key "i". .
  9. piXel

    [co24] JointCooperations v1.2

    @IceBreakr Since JointCoop v1.3. Because I prefere to use no addons (no chinook). The playability you gain with transporting an armored vehicle is greater then the loss of reality by using the UH60 for this purpose.
  10. piXel

    [co24] JointCooperations v1.2

    @DesertJedi The message: "You must be =SERGEANT= and you are =SERGEANT=" can indeed occur when you recruit an AI-soldier and are Sergeant at respawn but spend your points to less then 20. I changed this, good find. Although it is an coopMP map I will put "max. 4 AI-recruits when there are less players then 3" on my todo list. Thanks. ... still working on v1.3 ready - Added lift tanks with UH60 - Repair and rearm "actionmenu" added to created airplanes - When you repair/rearm a vehicle it's also refueled - Default objectives count changed from 6 into 4 (can be changed at start of game) - Respawntime base choppers changed (so they can be repaired before respawn) - Changed distance heal other players - extra termination points added to end loops in UPSrespawn and vehiclerespawn scripts - Performance tweak by reducing OPFOR when with more then 8 players - rewrote missionsuccess trigger todo - join squad function in "actionmenu"? - max. 4 AI-recruits when there are less players then 3? .
  11. piXel

    [co24] JointCooperations v1.2

    Sorry for the late reply I was on holiday. The following things will change in v1.3 and uploaded tomorrow. change log v1.3: - Added lift tanks with UH60 - repair and refuel "actionmenu" added to created airplanes - when you repair/rearm a vehicle it's also refueled - default objectives count changed from 6 into 4 (can be changed at start of game) - respawntime base choppers changed (so they can be repaired before respawn) - changed distance heal other players - performance tweak by reducing OPFOR when with more then 8 players @ [APS]DarkPhantom thanks for your comments. Needs enemy air support and tanks Every mission already has tanks random from 1-4 Every mission already has air support. Change is 50% KA50 or 50% SU34 In every mission there is 75% change of MI27 with paratroop support and enemy squads will respawn if Radiotower is not destroyed. The airport needs a reload and refuel..... you can repair reload and refuel in v1.3 (tomorrow) and the Missions of clearing a town might need also to be looked at... Probably due to a base attack where enemy soldiers where not all dead and roaming the BASE island? And Last need joint teams... This is a nice idea i keep it in mind Also there is a major bug...game collaps Never heard this from anyone? With how many where you playing or do you use addons on the server? Cheers, .
  12. Current Version 1.3 This is a multiplayer coopCampaign for 1-24 players. (OPFOR is balanced by player count) Your mission is to recapture OPFOR occupied territory and OPFOR will use scripted flanking and evasive manouvres (UPS-script). There are 21 possible occupied territories. Finish 2-8 random selected objectives to succesfully end this game. To make every game unique all missions important variables are randomized. ARMA v1.14, no addons required. How to get points +10 Finish a mission and take part in the dangerZone +1 kill OPFOR soldier +5 Destroy OPFOR equipment +5 Heal other players +x Fly a player to the current objective 1p.p. +2 A deathpremium for dying in the dangerZone +5 Send an alive AI_recruit away +5 Make a basejump longer then 10 sec. How to use points -5 Parajump direct into the action (Flagpole BASE) -10 Call in a HMMV_M2 (Radio) -10 Call in a weaponcrate (Radio) -5 Repair a vehicle (Actionmenu) -15 Rearm a vehicle (Actionmenu) -x Buy a car -1p., tank -20p. or airplane -30p. (Flagpoles) -10 Recruit a rifleman (Radio) Â Â Tips and information 0 Destroy the OPFOR HQ_radio to end enemy respawn 1 Find your team on the map with the radio "Show players" (if medic needed shows redCross) 2 Find the current objective on the map with the word "HERE" on the notepad or ask radio "Current mission" 3 You can get a parachute for a basejump at the Sahrani map where you spawn 4 You can only heal a player ones in 2 minutes 5 The dangerZone is the redcircle at the current objective 6 On the map red dots popup at the current objective where infantery is spotted 7 green crossshaped marks on the map bring you back to the BASE (flagpoles) 8 You can only repair and rearm our own vehicles 9 For fun some hardware is hidden on the island 10 All BASE vehicles will respawn if no Player or AI-recruit is within 500 meters of a vehicle. So get an AI- soldier to guard your chopper if you want to keep it. Download JointCooperations v1.3 I studied, used and adjusted many scripts from the ArmA community. four of them are more or less close to the original. Those are: UPS script / Kronzky Mando hitching / Mandoble removebody script / -eutf- Myke Dropit script / Kronzky JoointCooperations webPage cheers, .
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