simonwa1
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I will upload this mission to my server and test it, if its a mp mission?
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Improve & Optimize multiplayergame!
simonwa1 replied to simonwa1's topic in ARMA 2 & OA - SUGGESTIONS
I Agree! -
The addAction and removeAction command
simonwa1 posted a topic in ARMA - MISSION EDITING & SCRIPTING
Hi! I've got a trigger. When u enter the trigger a few actions will pop up. Once you have choosen your action that action will be removed, since the action ID is sent to the script activated by the action. But the rest of the actions must be removed as well, but i can't access their ID properly since its very dynamic. Any suggestions? -
Mission ( + some more) is now up for testing on my very own server. IP: rallerstudios.com //Warg
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Hi! Editing my old post to try to get more response! Mission name: Red alert. Beta 0.1 I've made a mission based on SLA will perform an attack against 3 bases/cities controlled by the US. SLA must capture these bases within an hour to win, else the US will take the pot. All units are controlled by humans = No AI's on both sides. (exept from a "field-bus", which will transport players if needed between Lguana and Tiberia) To capture a base, SLA have to "capture" a flag and destroy a radar in each base. All squads is divided in diffrent types of groups with a special tasks, like SF, medic, pilot etc. You can see which team a player currently playing in, in the chat interface. Features: * 20 vs 22 (Us & Sla) * Vehicles is locked for unauthrized ppl, eg. Pilots can only pilot choppers etc. * 35 sec respawn at your groupleader, and if he is dead you will respawn at a certain location (base). * Squads divided in special groups with special tasks * Not unlimited amount of ammo, to make it more exiting * SLA vehicles: - 2 T-72's - 3 jeeps - 1 BRDM - 1 ammotruck, 1 repairtruck, 1 refueltruck - 1 helicopter * US vehicles - 2 hummwees - 2 M113 ambulances - 1 Ammotruck, 1 Refueltruck, 1 Repairtruck - 1 MH-6 littlebird * No vehicle repspawn US objectives: - Hold at least one of three bases within 1 hour SLA objectives: - Capture Tiberia, Cayo & Lguana within 1 hour Screenshots: US bases; SLA start; The mission is not full tested yet, so i wonder if some nice guy(s) with access to a server which can handle 42 players would upload this map and see if it work correctly. Please tell me if you do so and which server. Mission can be downloaded here //Warg
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Hello again. I have done some changes in the presentation of this mission to hopefully get some more response. (See first post)
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nVidia problems-For the love of god please help!
simonwa1 replied to Sp00d's topic in ARMA - TROUBLESHOOTING
Hey! Had the same problem with my Radeon X1950 Pro. Just try what i tried. Reinstall windows...in most cases thats the universal solution for everything!! And on the other side, its always nice to have a clean windows install. I did'nt thought it would help me,,, but it did. -
Here's a screenshot from the mission. I can also add that this mission is not (at least not built as) an BF2 map with umlimited of vehicles and ammo and such. This is based on strategi and CO-OP.
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Special respawn rules depending on who
simonwa1 replied to simonwa1's topic in ARMA - MISSION EDITING & SCRIPTING
Hi again, thx for answers. Okay, if i cant make them respawn as rifleman in a simple way i can live with that they respawn as officers. Though, i need to remove the name the officers, like spec1 & spec2 never have exited. Is it possible? -
Special respawn rules depending on who
simonwa1 posted a topic in ARMA - MISSION EDITING & SCRIPTING
Hi! Have a question about respawn. I have a MP mission where it should be possible to respawn. So far no problem. The problem is that i have two units who are special, if both of them dies the mission ends. But if just one dies i want the person to respawn like a regular soldier, like rifleman or something and to get rid of the name i gave the unit from start? Extra question: How to make markers only visible for either west or east? //Thanks -
Special respawn rules depending on who
simonwa1 replied to simonwa1's topic in ARMA - MISSION EDITING & SCRIPTING
Thx for the answers. But my problem is not to get known of who's dead. My problem is when these spec1 & spec2 dies I want them to respawn as Rifleman and not Officers. But the others, who are not special will just respawn with same gear before the died!? -
Thanks for the answers. I've solved the problem like this: Cond.: this && newOne On act.: [] exec "script.sqs"; newOne = False In Script.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">some code.. ~2 newOne = True
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Hi! I have a trigger where i want to gather units in. Each time a unit come within the trigger area a message will be shown. My problem is when the trigger is being activated it cant be activated again without being deactivated first. So if i have one unit that have activated the trigger and still is in the triggerarea, the trigger cant be activated again when the next unit arrives to the triggerarea. How do i solve this? Is it possible to make the trigger run a script in 'On activation' even though there are still units in the triggerarea?
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Hi! Is it possible to make two diffrent briefings for each side? And to make markers just visible for the respective team, and hide it for the other? If it is, what to do? Thanks
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Two breifings for each side
simonwa1 replied to simonwa1's topic in ARMA - MISSION EDITING & SCRIPTING
Ahh nice one! Thanks! -
Try to turn off Peer-guardian if you have it?! Cya
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Hi! I Have a script that respawn vehicles. I get it to work but it only works once. Code look like this: Trigger: Condition: (!alive sprtAmb1) On act.: [sprtAmb1, "M113Ambul", sprtAmb1_pos, 10, 2] exec "vRespawn.sqs" vRespawn.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _vehicle = _this Select 0 _VehicleClass = _this Select 1 _RespawnPos = _this Select 2 _respawnPos setpos getpos _RespawnPos _RespawnDelay = _this Select 3 _RespawnRate = _ Select 4 _Counter = 0 ?(_Counter >= _RespawnRate) : exit _Counter = _counter + 1 ~_RespawnDelay deleteVehicle _Vehicle _Vehicle = _VehicleClass CreateVehicle (getPos _RespawnPos) It seems that when the vehicle respawns the first time it respawn without a name, which should be provided in the _Vehicle = _VehicleClass CreateVehicle (getPos _RespawnPos), line? Or am I misunderstanding this command? Help would be appriciated!
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The CreateVehicle command
simonwa1 replied to simonwa1's topic in ARMA - MISSION EDITING & SCRIPTING
Sure, thanks! -
The CreateVehicle command
simonwa1 replied to simonwa1's topic in ARMA - MISSION EDITING & SCRIPTING
Yes, i do it in the _Vehicle = _VehicleClass CreateVehicle (getPos _RespawnPos) line, where "_vehicle" represent "sprtAmb1"...Or i think so which is my question!? -
Im currently working on my first arma mission and doing some experiments, and i have a few questions. Purpose: To respawn destroyed vehicles. It look like this at the moment: Init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sprtVeh = [sprtAmb1, sprtAmmo, sprtFuel, sprtRepair] Trigger: Condition: (!alive sprtAmmo) || (!alive sprtAmb1) On Actiovation: sprtVeh = exec "sRespawn.sqs" sRespawn.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">switch (_vehicle) do { Case sprtAmb1: { _vehicle = createVehicle ["M113ambul",a,[] ,1,"NONE"] } Case sprtAmmo: { _vehicle = createVehicle ["truck5tReAmmo",a,[] ,1,"NONE"] } }; Ok, first of all, when one of the vehicles are being destroyed both vehicles respawn, which they should not(Only the one which was being destroyed should respawn). And i get an error: "{ is missing". Is it possible to know which Object/Vehicle who activated the script? Since it probably whould same some lines, instead of doing a "switch" block. How do i make the vehicle to respawn at a marker named "mRespawn", instead of respawn near the player? P.S I dont want to use the in-built respawn function(wanna learn about the language) Thanks for help!
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Im currently working on my first arma mission and doing some experiments, and i have a few questions. Purpose: To respawn destroyed vehicles. It look like this at the moment: Init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sprtVeh = [sprtAmb1, sprtAmmo, sprtFuel, sprtRepair] Trigger: Condition: (!alive sprtAmmo) || (!alive sprtAmb1) On Actiovation: sprtVeh = exec "sRespawn.sqs" sRespawn.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">switch (_vehicle) do { Case sprtAmb1: { _vehicle = createVehicle ["M113ambul",a,[] ,1,"NONE"] } Case sprtAmmo: { _vehicle = createVehicle ["truck5tReAmmo",a,[] ,1,"NONE"] } }; Ok, first of all, when one of the vehicles are being destroyed both vehicles respawn, which they should not(Only the one which was being destroyed should respawn). And i get an error: "{ is missing". Is it possible to know which Object/Vehicle who activated the script? Since it probably whould same some lines, instead of doing a "switch" block. How do i make the vehicle to respawn at a marker named "mRespawn", instead of respawn near the player? P.S I dont want to use the in-built respawn function(wanna learn about the language) Thanks for help!
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Im currently working on my first arma mission and doing some experiments, and i have a few questions. Purpose: To respawn destroyed vehicles. It look like this at the moment: Init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sprtVeh = [sprtAmb1, sprtAmmo, sprtFuel, sprtRepair] Trigger: Condition: (!alive sprtAmmo) || (!alive sprtAmb1) On Actiovation: sprtVeh = exec "sRespawn.sqs" sRespawn.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">switch (_vehicle) do { Case sprtAmb1: { _vehicle = createVehicle ["M113ambul",a,[] ,1,"NONE"] } Case sprtAmmo: { _vehicle = createVehicle ["truck5tReAmmo",a,[] ,1,"NONE"] } }; Ok, first of all, when one of the vehicles are being destroyed both vehicles respawn, which they should not(Only the one which was being destroyed should respawn). And i get an error: "{ is missing". Is it possible to know which Object/Vehicle who activated the script? Since it probably whould same some lines, instead of doing a "switch" block. How do i make the vehicle to respawn at a marker named "mRespawn", instead of respawn near the player? P.S I dont want to use the in-built respawn function(wanna learn about the language) Thanks for help! (Sorry for double-posting, I put it in the wrong section and i could'nt move it)
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Hi! I have a suggestion for some changes regarding the chat interface, which i think is pretty important. First of all, remove the "blabla is connecting....blabla connected" etc. messages, or at least put them in another corner and more discret, because its very annoying and quit unnessesary. Its the chat/communication that is the intresting messages. It would also have been nice to set a key for all respective channels, instead of browse through the channels. Another suggestion i have may be more sophisticated, but a new feature in Arma, that would be very cool and useful. A simple Commander system for gametypes like CTI and Hold. For example, 1-5 people sitting in a tent or something:) with a map together with some tools to make it easier to give order, instructions, support etc. And squadleaders are only allowed to communicate with the commander(s). Could make some more structur and less chaos, when playing lots of players on a server. Update/EDIT: More suggetions for improvement: - Even though difficulty is set to Veteran(which often means that you can't see the name of player when aiming at them), make it possible to see the name of those around you, like a 5-10m radius. Annoying not to know who's around you! - A list of all players devided in their respective in-game group/squad. The groupleader and groupname(/the groups task) should also be shown clearly, combine with what vehicle they are controlling/sitting in - Make it possible to send private-messages to individual players. The above suggetions I came up with when playing large CO-OP and Hold missions. Without the above suggetions it is almost impossible to complete a mission nice, smoothly or awesome.
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Hi! Was'nt sure about where i should put this. However, I have a suggestion for new feature in Arma, that would be very cool and useful. A simple Commander system for gametypes like CTI. For example, 1-5 people sitting in a tent or something:) with a map together with some tools to make it easier to give order, instructions, support etc. And squadleaders are only allowed to communicate with the commander(s). Could make some more structur and less chaos, when playing lots of players on a server. I have only played the demo so far (going to byt soon), so what is writen above may already exists , but not as long as I know...