simonwa1
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Everything posted by simonwa1
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One of many things in arma which actually made me stop playing it was the lag in multiplayer online. I'm not talking about big lag, which occurs in all games, I'm talking about this "mini" lag which exists all the time even if you have ping around 30-40ms. Its like very short lag. If you for example are in a vehicle as a passanger, the vehicle is re-positioning every second. I hope I'm not the only one who experience this. Well, this HAS to be better optimized in the future. Anyway: * Make MP more smooth to play!! Important! * Pay more attention to fix MP bugs, so missionmakers dont have to! * Better communicationsystem online (chat) * The chat should be based on like cellphones SMS, like you're getting a notice "New message" and then open the messagewindow were you can read/send/order messages/make message macros/send tactical plans etc. etc. And the current rules allows you or not allows you to send messages to specific persons, like leaders etc. * Possibility to mute people, both individually and as a global server setting. * Better overview over groups and leaders and a nice GUI to communicate with other groups!
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Hello! This might not be the first post concerning this subject. Anyhow, I was thinking about the online arma servers, and it appears to me that public onlinegaming offers a small selection of gametypes/maps. Almost every server are running Evolution, Sahrani life etc. I'm intrested in starting a new server for ppl whom are tired of above-mentioned maps. Here's my thoughts of what the server should achive: - A medium selection of well-tested maps - Online 24/7 - Update & refresh maplist ( = remove/add) - A bunch of reliable and fair admins - Clean from idiots/morons etc. I suppose I'm not the only one trying to put up somthing like this, but I'd like to know if you are intrested in this !? As a start I could contribute with a decent server, I think it can handle about 10-20 players. Of course, if you have a server and would like to host something like this, please post here!
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That sounds great buddy! I suspect that your server should do some better performance than i could provide with mine (Sempron 3400+ 2.01 Ghz, 1gb ram). Though, I think we should have as many servers as we can for backup if one goes down temporary/permantly. I'm currently developing a websystem, so i guess i can cover the website, including webspace. But tell me if you can support in case of needing backup. Would be nice if you could provide with the TS server X|Rolando!
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The idea is not to run the same map 24/7 (especially not Berzerk, in my opinion) but to alternate between quality maps choosen by the players.
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Thanks for your comments LoK. My main thought was not to decide too much by myself. My main thought was to find ppl intrested in giving a shot for this. Though the structure/proceedure: 1. Confirm it will be pulled off 2. Set up the website/forum 3. Suggestions for maps 4. Decide what maps 5. Decide rules 6. Allot a few admins 7. Set kick-off date 8. PLAY Maintenance: 1. Suggestions: New maps / Remove maps - A clean, balanced amount of maps 2. Suggestions/Applies for new admins.
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I totally agree with everything you wrote. I guess I have this desperate will to set up something like this. With "public" i meant a server that not require membership of a clan/group to play (my bad), but open for all serious players. Passworded or not depends on situation (I guess it has to be as of what '96D' just wrote). I need about 20-30 positive responses on the poll to be motivated enough to set up everything for a trial period. That includes the server and a simple website.
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They should do this for realistic sounds
simonwa1 replied to mr.g-c's topic in ARMA 2 & OA - GENERAL
Even though arma's vehiclesound is supposed to be realistic, I don't think it is. I've heared large tanks and other heavy vehicles at a close distance and i can't really assosiate arma's sound to that. The sound in arma is lacking the power and the heavy sound of diesel-engines. In arma its like a cheap sound which they just pitch and causes headache. Cheers. -
I agree.
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They should do this for realistic sounds
simonwa1 replied to mr.g-c's topic in ARMA 2 & OA - GENERAL
..and please do something about the vehiclesounds, it makes you get headache. I wouldn't care wheather the vehiclesounds are realistic or not, if they just sounded good. I like the sound of the vehicles in BF2. They're soft and comfortable. -
Problem solved. Solution: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _str = "[_this select 0, '" + _myString + "'] execVM 'veh_lock.sqf'"; _vcl addEventHandler ['getIn', _str]; Notice that there is no curled barces {};
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Hello! I need to add an eventhandler to a vehicle. But I have i variable that I must evaluate in addEventHandler argument. I'll show you. Syntax: (from Wiki) I have a string-variable that needs to be evaluated and then put in as an argument to addEventHandler. Look.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _myString = "Weeeii"; vehicle1 addEventHandler ["getIn", { [ _this select 0, _myStringEvaluated(<----)] }; So the arugument is parsed like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ["getIn", [_this select 0, "Weeeii"]; Can someone help? Bye!
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Problem with createvehicle
simonwa1 replied to simonwa1's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks for all your answers!! Hehe, nope. Im just too lazy to write down the complete context . And since I've made an another solution i don't have that script now. But if someone would still be intrested I'll try again. From my memory: script1.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _veh = _this; //=non-editor named vehicle _trg = createTrigger; _trg setTriggerActivation[bla bla bla]; _trg setOnactivation "nothing = " + str(_veh) + "execVM 'script2.sqf'; do some more.." (cant remember the exact triggerfunctionsname) script2.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> deleteVehicle _this; //error halt here This was basically the whole thing. -
Okey, got yet another problem. I create a vehicle using createVehicle. When that vehicle is killed an event is pulled off. With the event the vehicle 'object name' is passed. The object name look something like this "43435 m113ambul.p3d 42432", that is with spaces. My problem is that i cant send this object futher to other files because execVM dont accept spaces in argument. And I cant send it as a string, because it will be useless since there is no function to convert strings to 'object name'... ?? What should I do .. ? Arma game-engine feels to stupid sometimes.. Answers appriciated!
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Release! BLUFOR defence outside Cayo OPFOR approaching Cayo If you like serious co-op and would like to play against non-ai enemys, this might be a great mission for you. It's a light-weight scripted mission to enhance multiplayer gameplay. Please try it out and post your reactions here! Download Download: A&D 1-42 Red Alert Please post all feedback here. I'd especially like to know about the weapon, ammo and vehicle balance. General information: Version: 1.0.0 Author: Sgt. Warg Release date: 15 January 2008 Language: English Comments: Mission information: Mission Type: MP - Attack & defend Mission Size: 112 kb Mission Length: 60 minutes Mission Addons: none Mission Requirements (designed with): ArmA - v1.08 Mission Summary: US forces holds three cities: Cayo, tiberia and Lguana. On the US team you can be part of the support, medic, sf, ranger or the pilot squad(s). SLA on the other hand has to take the cities within an hour. Join the SLA and you will together with your teammates perform tactical attack and suprise the US in the september morning. Features: 42 slots mission Squadleader-respawn Engineer-repair (vehicle respawn) Full briefing Authorized drivers Co-op enhanced JIP support Realistic ammo supply? Download: Download: A&D 1-42 Red Alert CREDITS & THANKS: ----------------- - BIS/BIA for their great simulators. - BAs-f_framework
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Problem with createvehicle
simonwa1 replied to simonwa1's topic in ARMA - MISSION EDITING & SCRIPTING
_veh is actually passed to script2. When I try to use _veh in script2 the engine in complaining about ']' and such is missing, because there is spaces in _veh, and it will not be parsed correct. Then it says somthing: Type string, expected object. -
Problem with createvehicle
simonwa1 replied to simonwa1's topic in ARMA - MISSION EDITING & SCRIPTING
It might have been written as m113ambulace.p3d. I just took it out of my memory . But I need to convert it back to the object-datatype, as most of the commands requiers object as the datatype, right?. Or did you have something else in your mind? -
Problem with createvehicle
simonwa1 replied to simonwa1's topic in ARMA - MISSION EDITING & SCRIPTING
Of course Im just tired, in the actual script the syntax is correct. I've made anoher solution to this purpose. I can't take any more of this buggy game-engine tonight . But I would really like to know how to accomplish this, sending spaced object names... -
Problem with createvehicle
simonwa1 replied to simonwa1's topic in ARMA - MISSION EDITING & SCRIPTING
Here's the context: Vehicle1 (has no name given in editor!! Init field: this addEvenhandler ["killed", {_this execVM "script.sqf"}] <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">script.sqf: _veh = _this select 1 (which in this case is like 3254345 m113ambul 454) _blabla = execVM _veh "script2.sqf"; //Generate error because _veh contain spaces, without being a string deleteVehicle _veh; -
I'm trying to work on a minor radio chat feature for my mission. I at a dead end, because i can't figure out how to get the unit that activated the trigger via radio, since the trigger executes the script on all clients .. ? Does someone know how to?
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Who triggered the trigger?
simonwa1 replied to simonwa1's topic in ARMA - MISSION EDITING & SCRIPTING
Ahh! Sweeeet. Thanks a lot! -
Who triggered the trigger?
simonwa1 replied to simonwa1's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks for answer, But unfortunenly from Wiki: more suggentions? -
Yeah! So as a conclusion, it seems, in my case: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">flg setDamage 1; deleteVehicle flg; _isAlive = alive flg; //_isAlive outputs true, which it should'nt(?). Contra: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">flg setDamage 1; deleteVehicle flg; sleep 0.3; _isAlive = alive flg; //_isAlive outputs false which it should. One another thing that annoys me is that alive returns 'BOOL' when you send a non-existing object as argument ... I was looking for a proper command when I noticed your suggestions with isNull and objNull but they do also return 'BOOL',,,,, gaaahhh. I hate the arma mission-engine sometimes. Simple and useful but still so complicated... Thank you for your time
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Hello, here we go. Scenario: 1 BLUFOR flag, named flg. 1 radar station, named rdr. When you "capture" the flag, this code is executed: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">flg setdammage 1 deleteVehicle flg; in a sqs script-file. This code is executed when to check if objectives needs to update: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (!alive flg AND !alive rdr) then { do some more... }; The problem: If you... 1. Blow up the radar 2. Capture the flag Then !alive flg returns false. If you do it in reverse order... 1. Capture the flag 2. Blow up the radar Then !alive flg returns true This only occurrs on multiplayer with dedicated server, that is, when i preview the mission direct through arma editor !alive flg is returning true - no matter which order you perform the actions Any suggetions for what I am missing?
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Thank you for your answers. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">This is most likely the problem. The problem is'nt that remove_flag.sqs is executed or not, because I can confirm that it is executed. However, the problem is that the game-engine seems to consider flg is 'alive' even though I removed it with setdammage 1 and deletevehicle (I can visually see that the flag disappears in-game).. If Im putting a 0.3 sec delay between deletevehicle flg and !alive flg it returns true. It returns false without the delay. But as i said before, im not sure to 100% that this is the actual problem/solution ..
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Aight . The capture-flag script (remove_flag.sqs) is triggered by an action from a unit. The remove_flag.sqs deletes the flag like i wrote before. After that in the same file it executes yet another script like _blabla = execVM "check_objetives.sqf" Check_objetives.sqf is basically just doing: if (!alive flg && !alive rdr) then { update objectives...} Thats pretty much the thing .. I might have solved the problem though. Before check_objetives.sqf is executed in the remove_flag.sqs script i put a 0.3 sec delay and it worked, but im not sure this actually is the real solution, because this problem seems to occurr kinda randomized ..