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shiner

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Posts posted by shiner


  1. Thanks for the input. I'm trying to stay away from addons until we have a streaming solution like ArmAwatch available, but for now I have scripted a TitleRsc that puts a black box over the laserScanner for those vehicles that use it. It isn't the "prettiest" thing, but it is effective.


  2. Hmm, I still get the same error. Note I am using the BAS framework. Also I don't have folder SIX_MISC and I've added the line from stringtable.csv to the end of my existing stringtable.csv

    edit: I downloaded 0.2 and now I get a whole different set of errors?

    edit 2: So I rolled back to v0.11 and the extra errors go away. When I insert the code:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Put players on right position etc and create markers.

    private ["_mis","_play","_playpos"];

    _mis=param2;

    if(param2>10)then{_mis=_mis-10;};

    AIM_OBJ1=format["obj%1",_mis];

    _play=format["%1_play",AIM_OBJ1];

    _playpos=getMarkerPos _play;

    _play setMarkerTypeLocal "Start";

    {if(local _x)then{_x setPos _playpos}} foreach (units (six_pt select 0));

    AIM_OBJ1 setMarkerTypeLocal "PickUp";

    AIM_OBJ1 setMarkerSizeLocal [1,1];

    AIM_OBJ1_POS=getMarkerPos AIM_OBJ1;

    Into my from an example mission init.sqf into my own init.sqf the first error I talked abour dissappears but it always creates a zone way out in the ocean?

    First of all you are using the objective code in your init after rolling back to v.11 which doesn't support objectives. There is NO way this will work. If you want to us v.11 you will need to use the init code contained in that specific version.

    If you decided to use the most recent beta2 version then can you confirm you have markers named "obj1" -> "obj10" and markers "obj1_play" through "obj10_play" in the mission?


  3. sickboy,

    Hopefull 2 requests that are useful for others as well:

    1. Any chance you can remove the direct references to param1 and param2 in your demo missions with objectives (replacing with a global variable)?

    I am implementing this as portion of a persistent mission and will be using a dialog interface to trigger the objective starts and it would be easier instead of having to find and set a global variable for any uses of param1 or param2 in your script for each additional update you do.

    2. An "escape" command that deletes all units, triggers, etc. What I need is a clean "start" for the next objective to be run. If this already exists I apologize as I couldn't find the command needed.

    Thanks your work is amazing as always!

    Edit: I also have a bug report for beta2 mission set, with AIM_OBJ1_SIDE=2 or 3 (Racs or Civ) in the cfg_Zones.sqf the script generates a scalar bool error referencing six_aim_groups_scalar.


  4. I think you are looking for TacticalGamer.com a community of mature gamers. We have a presence in over 30 games and currently run 17 servers, including 2 for ArmA. We are an open community (not a clan) and anyone is welcome to join as long as they follow the SOPs and rules set forth. We have some regularly scheduled "events", but generally just play under a "follow orders" and "respect each other" mentality. Players on our server must adhere to a teamplay & tactically oriented mindset or they will be removed. Within the TG community, we welcome clans and run our own in-house squads.

    Another great community is ShackTac. They tend to be employ a stricter rule set and rank structure, but both playstyles are very interchangeable.


  5. Wow is this great to work with. Looking forward to enhancements to this and the MP Respawn project based on this.

    I did find a design flaw in this version. The PanMap function has hardcoded the LOC3 prefix. At this point if running multiple dialogs I would need to make multiple functions and link to the appropriate one for my particular dialog:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Dlg_PanMapBetweenTwoPositions =

    {

    _IDC_Map = _this select 0;

    _startPos1 = _this select 1;

    _endPos2 = _this select 2;

    _ctrl = LOC3_display displayctrl _IDC_Map;

    ctrlMapAnimClear _ctrl; // stops previous panning

    // [duration, zoom, pos]

    _ctrl ctrlmapanimadd [0.0, 1.00, _startPos1]; // show home base

    _ctrl ctrlmapanimadd [1.2, 1.00, _endPos2]; // show map location

    _ctrl ctrlmapanimadd [0.2, 0.30, _endPos2]; // zoom map location

    ctrlmapanimcommit _ctrl;

    };

    Also your SS above show a very nice blue theme, but I believe the theme packaged with the v1.0 is a grey/red theme. Can you share the theme document used above?


  6. Dr. Eyeball,

    Thanks for another excellent contribution. I now have this integrated into a developing MP game and it works perfectly for my mission. I am also very much looking forward to the weapon selection system as well. Keep us updated!

    If you need hosting support let me know and I can arrange it through the tacticalgamer servers.


  7. I just need to complement you that this may prove to be the most significant contribution to the community of all the scripts I have seen. Dialogs/UI is by far the hardest, most time consuming process in mission making, but is the most crucial aspect of us moving beyond the limitations of the action & radio menus for commands.

    I'm looking forward to working with v1 and future revisions!


  8. To be honest!
    Quote[/b] ]

    - The mission remembers you , so if you disconnect and come back later your score and rank is remembered.

    This does'nt seems to work. No matter what I allways start as a privare - even at the very same server and very same caracter... Am I doing something wrong or ?sad_o.gif

    Ensure the server has persistince=1 set in the cfg.


  9. It has been suggested already, but anyone hosting a MODIFIED game should denote it as such.

    For example, I have been working on a version with some minor tweaks, the primary feature is an implementation of the DSTS system by nutty that allows us to store the Scores from the server to a file and retrieve those later. This allows us to rotate maps, restart the server without worry of losing scores/ranks for individuals.

    The mission is called "Evolution 1.5a mod(ScoreSaver)" to clearly denote the difference for players. I have also added a marker to the mission that identifies that this mission is a mod and that mods are NOT the responsibility of Kiljoy.

    I should note that at this time we are NOT running this version on our servers, but it is under consideration pending testing of stability and the final 1.07 patch.


  10. For my private modded version, I added a script to the UH60s (and added 2 more of them) that give the pilot a "Rescue Vehicles" option in the action menu. When selected the script looks for vehicles in a radius of 20m from the chopper and sets their damage to 0 and their fuel to 40%.

    Rescuing downed vehicles is now relatively easy and downed choppers can be flown to a FARP or base for refueling as needed.

    The other approach is to use an airlift script, but that seems more challenging to implement.


  11. Well my community is a tactically oriented "mature" environment, so while my time is limited, it is much closer to the norm. Our average age is in the 30s, so most of us have RL commitments to work and family that makes gameplay limited. We host two dedicated servers (and run a 3rd as needed for events), but we cater to a large player base that doesn't always want to be running evolution.

    I can certainly understand your perspective, but I don't see how implementing an optional feature such as scores saved outside of a mission's session hurts your play at all, while it dramatically impacts that of my community and I assume many others out there that have also requested persistence beyond a single session in this very thread,

    Regardless, this is such a requested feature from our community that it will be something we explore, though I of course would prefer the author to implement if KilJoy perceives value in this system.

    I don't understand your unfair comment.. Everyone's scores are accumulated through the week, those who play more often will rank earlier, but by the end of the week almost everyone will have sufficient rank so that starting evolution will allow most players to play with high-level items from the beginning. I don't see how this is a problem.. after all there isn't a "story" about how the towns get captured and IMHO would enhance the replayability during the week as scores accumulate you would see people clearing the "close" towns with vehicles not usually available then. Perhaps the difference is that we run a passworded server with regulars and everyone squads up so someone having access to vehicles doesn't help just themselves, but the squad as a whole. I personally would love to start a mission and have a teammate with access to better assets to assist my squad in clearing a town.


  12. I don't get the point of saving the scores if you can't also save the EXACT point in the mission you're at when it crashed, like a true "save game".

    Why?

    Who wants to start the mission over as a Colonel? What the heck fun is there in THAT?

    The only reason I can find in wanting that script is to help stop server crashes - lost games because of that.. but quite frankly, I've yet to have our ArmA dedi server crash, ever.. so I'm not overly sympathetic on that one either.

    If I'm starting the mission over with respect to nothing's done, and I must start off attacking Paraiso - I'd like to be a private, and expect everyone else to be too...

    I'll use myself as an example, although this equally applies to anyone in a similar situation:

    With a FT job and schedule, I MAY get to play 30 minutes every-other night. The TG server generally runs through evolution every 1-2 days. That means I am ALWAYS at a level that I can't utilize anything of value in the rank system. It literally has no point for someone like me in its current incarnation.

    If the DSTS system is implemented, it would allow me to at least accumulate SOME rank throughout the week, so I can finally use a LB or armor. I don't care if the mission is just starting and others have COBRA, I would like to participate in the rank system as well.

    Now beyond my self-ish desires, having the DSTS system allows us as admins to swap in co-op missions, restart the server, etc without fear of upsetting people working on ranks.


  13. @ Kiljoy

    I still have my heart set on system of maintaining a score beyond a mission session (guarding against server crashes, restarts, mission changes, etc).

    I went ahead and downloaded the DSTS software from here:

    http://www.armedassault.eu/forum/viewforum.php?forum_id=35

    and used their example scripts to integrate into v1.1 evolution (the last version I can successfully extract the mission.sqm.). My samples scripts are here:

    http://members.tacticalgamer.com/~shiner....ara.rar

    There are 4 new scripts prepended by DSTS. 2 are simple calls and 2 are the actual store and retrieval of the scores. Right now I have it setup so that you can use a radio trigger to store and a radio trigger to retrieve. I did NOT actually connect the input and export of these scripts to the packed scores in the mission as I don't know enough about your scripts to feel confident doing so. These scripts are more a proof-of-concept that scores can be stored in the text files and retrieved.

    My thoughts on how you could use this:

    1. In the init.sqs have call the retrieve function to load scores. If the DSTS system is functioning it will load into memory the scores from the previous session(s).

    2. Setup a trigger that saves the scores every X minutes to the file.

    From a functional standpoint, the admins of the server can wipe the scores as they see fit.. we would most likely setup a cron job to wipe the files on Monday morning. This allows some people to get to scores not possible in todays environment, in particular, those players with less play-time available.

    This would also enable us to allow people to switch between other missions without messing up existing scores for those in evolution.


  14. Evo is running on lots of pubs but newbies make it a waste of time and effort most of the time.

    -Nobody teams up.

    -Rushers dump and destroy vehicles everywhere.

    -Repairing vehicles can take alot of time and nobody bothers to.

    I would highly recommend two places. I am an admin and 2 year volunteer and member of the Tactical Gamer community (www.tacticalgamer.com). When I started playing BF2 with them two years ago it completely changed the way I played all of my of my multi-player games. TG was originally founded by players of Ghost Recon and OFP and has always focused on effective teamplay. For ArmA, TG typically has 2 servers running a "Public" server that is passworded (password is available in the forums and a "Private" server that is available for our supporting members. We have tried to run a fully open server in the past, but with the lack of admin tools the best compromise is the open password.

    Another community I recommend is Shack Tactical. They take what I would consider a more "strict" approach to teamplay than TG, but both provide the best multi-player experience IHMO.

    Either way, give us a try and I think you will be happy. Be sure to introduce yourself on TS (TS is required) or on the forums and let the players know you are new to TG.


  15. I know this data storage tool was mentioned before, but has anyone attempted to use it to simply write the packed scores to a file?

    http://www.armedassault.eu/forum/viewforum.php?forum_id=35

    Ideally there would be a script that every interval (say 15 minutes) that wrote the packed scores to a file. Then all you would need on a mission start is have a script that looked for the file and if found loaded the "saved" scores.

    Bingo, you have persistence beyond mission completion, resets, restarts and server crashes. In our servers case we have some people that will play 9 hours a day and always be in a cobra, and others that play less than an hour a day and never get to fly. Having a solution like this would allow the casual players to achieve ranks. I would imagine we would put a cron job in-place to delete the file contents at a set interval (perhaps weekly).


  16. @ April 30 2007,10:15)]I am trying very hard to decrese the amount of traffic connecting players get. Seems like for now the only soloution is to activate the enemy in one city at a time. As in you can not take somato untill pariso is clear . and you can not take cayo untill somato is clear. this would have the effect of keeping people together for more team play and not having units spawned all over the palce lagging late connectors as they are told of there exsistance. As i cant delete units safely without people getting client crashes it seems like the best short term soloution. Seems there is a problem with convoy waypoints. I willl look into this. Expect an update before next weekend.

    I don't have a problem with this, but it does make it repetitive. Could you make city clearing a "mission" that is created for everyone on the server? IE someone selects the current city to clear and it gets locked in. Can't take another city clearing mission until that one is complete.

    If you did go totally dynamic with the city clearing (all script driven) it does open the possibility for a perpetual mode.. ie the server can run all week allowing those users that play less often to achieve ranks.

    I'm still cross my fingers on a repair/refuel chopper smile_o.gif


  17. man1 setpos [ getPos Truck select 0, getPos Truck select 1]

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 setpos [ getPos Truck select 0 + 5, getPos Truck select 1 + 5]

    Try that change the 5 to whatever distance you need.


  18. According to my tests on a Dedicated Server(1.05 and 1.05+) the init.sqf, all unit Init-Lines and all init-eventhandlers are run on the client that is JIP into the game . smile_o.gif

    On the Issue,it might be easier to do what Przemek_kondor has posted in OnPlayerConnected . But since you only can have one of those...

    Thanks for the post. I was going to say I'm seeing the same thing on my dedicated server as well.

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