Jump to content

satexas69

Member
  • Content Count

    214
  • Joined

  • Last visited

  • Medals

Everything posted by satexas69

  1. satexas69

    Evolution V3.0

    Stobbsy: You need to find a nice clan server with a group of good guys that play together and on teamspeak/ventrilo. Otherwise, ArmA is a waste of time, IMHO. There's another thread about a single-player version of Evolution being done.. maybe you belong in THAT thread?
  2. satexas69

    Evolution V3.0

    Base layout is trivial, really. IMHO. We *definately* need more fuel/repair trucks and spread out. The KA eats them all for lunch, and on a regular basis. What this mission *really* needs bad is Norrin's Revive-Respawn script. I was so against that stuff before I saw and used it in Norrin's system, and would LOVE it in Evolution - even if it cost me a point to get revivied or something similar. I've come back to Evolution 1 day and I'm already tired of having to drop those 2 damn grenades, reweapon and re-gun over and over and over and over and over and over. Besides, people whine all the time about co-op not really being played co-op, and trust me, there's not a map or script on the planet that encourages co-op like Norrin's Revive script.
  3. satexas69

    Evolution V1.0 Large scale respawn coop

    Hard time clearing towns? Respawns? Are people REALLY complaining about this? The solution is freaking SIMPLE for the 1-3 man server teams that don't like it : Get an AI guy to stand in the woods outside a city, but in the greay circle. There, done. The whine and say "I'm not gonna play evolution any more" because it's a CO-OP game built for many, and you refuse to play with 1-3 people and whine about it, is just flat out silly. I gave you the "big secret" (put an AI guy on the outskirts, sit him there) - so use it and quit whining. I swear people, when complaining about a big mission like this - if your going to play it in super unique fashion, at least have the gall to recognize this and not bend the mission to a specific fashion instead of "the big picture". It's too easy to clear towns with lots of people, and you wanna dumb it down for the 1-3 man server teams. Sheesh.
  4. satexas69

    Refuel/Rearm/Repair script

    This is what you seek exactly: 1. Make a script in your mission called "vclRepairPad.sqs" 2. Put the code below in that script. 3. Make helo pad and put this in the helo pad's init. Put a trigger on it with a "hint" like "Land to Refuel/Repair/Rearm". INIT: this exec "vclRepairPad.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _pad = _this ;;repairList = ["UH60MG","Mi17_MG","Mi17","AV8B2","AV8B","SU34","SU34B","AH1W","AH6","KA50","AH6_RACS","M1Abrams","T72"] repairList = ["Land","Air"] #CheckLoop ~3 _x = 0 #SearchLoop ~1 _class = repairList Select _x _obj = NearestObject [_pad,_class] ?!Isnull _obj : Goto "Continue" Goto "Skip" #Continue ;;hint format ["%1\n%2",_obj,_pad distance _obj] _type = typeOf _obj ?_obj isKindOf "Man" : goto "Skip" ?_pad Distance _obj < 10 && Alive _obj && getPos _obj select 2 < 2 && Local _obj && count crew _obj > 0 : Goto "Found" #Skip _x = _x + 1 ?_x < Count repairList : Goto "SearchLoop" goto "CheckLoop" #Found _name = getText (configFile >> "CfgVehicles" >> _type >> "displayName") ?damage _obj > .01 && local _obj : titletext [format ["Repairing %1",_name],"PLAIN"] #RepairLoop ~.03 _obj setDamage (Damage _obj - .01) ?damage _obj > .005 : goto "RepairLoop" ?fuel _obj < 1 && local _obj : titletext [format ["Refueling %1",_name],"PLAIN"] #FuelLoop ~.03 _obj setFuel (fuel _obj + .01) ?fuel _obj < .99 : goto "FuelLoop" #Rearm _weapons = weapons _obj ?count _weapons < 1 : goto "EndArm" ?count _weapons == 1 && _weapons select 0 in ["CarHorn", "BikeHorn","TruckHorn","SportCarHorn"] : goto "EndArm" ?local _obj : titletext [format ["Rearming %1",_name],"PLAIN"] ?!local _obj : goto "EndArm" {_obj removeWeapon _x} foreach _weapons ~1 {_obj addWeapon _x} foreach _weapons _x = 0 #GetMagazines ~1 _w = _weapons select _x _mags = getArray (configFile >> "CfgWeapons" >> _w >> "magazines") ?_type == "AH1W" && count _mags > 1 : _mags = ["38RND_FFAR"] ;;player groupChat format ["_w: %1, _mags: %2",_w,_mags] {_obj removeMagazine _x} foreach _mags ~1 {_obj addMagazine _x} foreach _mags _x = _x + 1 ?_x < count _weapons : goto "GetMagazines" ~2 ?local _obj : titletext [format ["%1 is ready to go.",_name],"PLAIN"] #EndArm ~30 goto "CheckLoop"
  5. I have a trigger on my mission that announces the start of a wave when the players get close to the enemy city at the beginning of my mission. It's simple, it's a trigger that's set to "once" and fires off a text message. Easy. Common. But if a player joins up late in the mission, say 30 minutes after that trigger's already fired - it fires again. How can I set some type of variable (like a flag - "trigger1firedoff=true" ) so that way when JIP's join, they don't get that/those types of late triggers?
  6. satexas69

    SQF revive script

    I think the problem multiplies depending on how fast triggers are activated with text on them when a player joins the mission. For example, in that mission I gave you Norrin, which you removed the triggers for me and gave back - once you go near Paraiso, the mission REALLY starts with a little trigger activating and a text letting you know it has - "WAVE 1 - Let's get it on". Well, when you JIP anytime after that's triggered off immediately and the revive code doesn't seem to like that collission and somehow loses out...? Russ
  7. satexas69

    SQF revive script

    I've run into this problem too, mucks up mission for late-joiners... they kinda cheat cause they "insta-respawn" where they died at after 1-2 seconds.
  8. satexas69

    SQF revive script

    #3 - Time to initate Respawn - this should be settable by mission designer in the INIT. You may like 180, but I'd like it to be about 15 for my style of designed mission(s). #4 - ArmA isn't BF for a reason. I don't see a need for multi-repawn points. IMHO. #5 - Sounds good #6 - Sounds ok, but a bit unnecessary IMHO. Your a team, in coop, you're expected to help out comrades in arms. #7 - "meh"
  9. Is there a way, in multiplayer (dedi server) yet to put an object on an object? Like putting a ramp or crate or similar object on top of a building yet? If so, how? Syntax?
  10. satexas69

    SQF revive script

    http://www.satexas.com/software/1-12_Paraiso_Upheaval_2_0g.Sara.zip Try that mission, it's the lastest version I'm using since the 1.08 patch. Also, we're having all kinds of oddness now with missing guns, guns that look invisible and stuff - many of us are noticing weapon issue. Like enemy laying on the ground shooting at us without holding their gun, etc. But I'm pretty sure ALL of that is 1.08 related.
  11. satexas69

    SQF revive script

    NOTE: Client & Server now 1.8 OK, found some bonafide issues that didn't exist before: We have 2 "revive"'s in our little scrolll menu, where before we always had just 1. If you die, sometimes when you get revived now, you go into your body, and into first-person, but your not totally "alive" and the respawn button never goes away and you stay dead. HOWEVER, also when that happens, to others in the game, they see something different. Also, because you've been revived, technically, you're first-person in your body so there is no camera view. WHen I eventually hit the "respawn" button, I end up on my belly at the respawn_west marker instead of standing, which normally happens (standing).
  12. satexas69

    SQF revive script

    Ug. Nevermind. I'm an idiot again. Man, not my day. And I even spent like 30 minutes looking for my own stupidity. Ug.
  13. satexas69

    SQF revive script

    Getting a bad error I can't trace.. On death: "resource respawn_button not found" I even put the .hpp file in the main dir, still did no good. It's not seeing it somehow.
  14. satexas69

    Stacking Objects

    Update: I found the solution. This works : INIT: this setpos [(getpos this select 0), (getpos this select 1), 4]; If I used that on an object that I want to "raise" or "sit" on another object, it now WORKS on a dedi server where pre-1.08 it didn't. (Before, it worked in the editor and tested and sometimes self-hosting, but never dedi)
  15. satexas69

    SQF revive script

    All's cool, thanks
  16. satexas69

    SQF revive script

    Ah, stupid me didn't read the notes all the way to the bottom... I just assumed (my problem: assume) that when I was reading the top, you were just explaining how it worked. My bad You mention "boot_hill" for dead bodies.. please tell me they don't just pile up there, and that you actually delete them... right? Otherwise, man, crazy lag will be created as they pile up.
  17. satexas69

    SQF revive script

    Norrin: I assume now the only thing us map makers need to do is make sure we have an "restart_west" marker and manually set the amount of times you can revive (default at 2)? IE, it looks like you put the description.ext stuff into a script (nice) and now auto-read the player list of names, yes? Russ
  18. satexas69

    SQF revive script

    Yes Norrin, thanks for letting me test this out and give suggestions throughout your development of it. I've been using it on my latest mission "The Paraiso Upheaval" with great success. It's heads above far and away far better than any other revive script out there. Bigtime. This would be a GREAT addition to Kiljoy's EVOLUTION map. Huge addition.
  19. satexas69

    Radio in Car

    I'd *REALLY* like to know if anyone got a working car radio in MP where you could get in the car, and hear the radio, and change songs from a custom list in description.ext... Any help or links, appreciated great. Russ
  20. satexas69

    SQF revive script

    Norrin, Sounds excellent. Â (Yes, we use a dedi-server, feel free to test on it at ANY time - still have IP and pass that I sent earlier?) If it helps, we'll ALWAYS be using the "no-AI" feature. We like it 100000000x better... and I don't mind you having "2 versions" of your script, one with more or less features than the other. Yeah, bugs are a pain in the ass! I'm using your script for a Paraiso map where the city has waves and waves of troops that engage upon it, making a dynamic battle that lasts many, many hours. To keep it interesting, and co-op up, I'd like to use the revive where if a buddy revivies you, you don't spawn all the way back at base.... but also where that person doesn't have to wait "forever" as that drives many people NUTS. The other revive script, which I think is inferior to yours, runs a timer to where if you aren't revived by "x" time, you auto go back to base. I would like to see that in your script - maybe as an option if not regular feature. Another reason I'd like that feature is becuase we play on our dedicated server where normally 2-5 people are on at once... and that's a small number easy to die at once before revive on a big mission... Thanks! Russ
  21. satexas69

    OPFOR searchlights

    That's not flaming sir. Do I need to define that too? How about you quit being sensitive to the english language on how I'm helping people (and your not) and just go away? You've now successfully ruined a thread on your silly tirade. Congrats. Way to go! Horray for you! ------ To recap: People are asking for help with searchlights and searchlights in towers. I HELP by responding with: "Here's my script...." and give the script with the original author's name intact. To me, I read that as "Here's the one I'm using in all the missions I've created and released to the public" - but you read it as if I was trying to steal credit for some guys work although somehow being stupid enough to leave the author's name as "Written by". So get off my ass and make yourself useful - by maybe helping people which I was doing before you felt the need to act like this.
  22. satexas69

    SQF revive script

    Norrin, Excellent work. Changing the code to "man" instead of the soldier worked excellent. I and a friend jumped into the mission, killed each other, and revived one another testing. BUT, we ran into other "issues". 1. I commented out this line: //call{[_units] execVM "revive_sqf\mission_end.sqf"}; ... which is supposed to keep the mission from ending when we both die. Ok, that works, the mission does not end. HOWEVER, once we're both dead, we're both dead with us looking at our corpses and we have to disconnect from the server to start over. We can't use "ESC" and "respawn" manually.. we stay dead. Which leads me to: 2. Is there any way you can set some kind of "countdown" so that if we're not revived by a certain amount of seconds (perhaps a variable we can adjust) you auto-respawn back to a specific marker? 3. A far lesser important option would be maybe to have a "respawn now" button that one could click to avoid waiting the revive possibility and auto-respawn you "now". Your script is 50x better than the other one being used, and I'm absolutely thrilled at not only the way you have it set up, but the great way you're supporting it. Excellent work! P.S. It would be cool if your dead markers would say the person's "DESCRIPTION" instead of the unit's "NAME" - IE, "Joe Buck" instead of "Man1" (or in my case "UA1"). If you need a looksie on how to do that, there's a neat airstrike script that uses a lot of naming in it I can send/get to you. In fact, it even uses the person's gaming nick instead of the hard-coded charcter name... "SATEXAS69 is down" - Russ
  23. satexas69

    OPFOR searchlights

    Dear Mr. Balschoiw, I can't believe you caused a "storm in a teacup" type situation due to your objection the way I worded something while HELPING people. For god's sakes Mr. Pompous, I didn't advertise it, I didn't boast about my new code - I simply responded in a help thread AND when I made my modifications, I very clearly left the original author INTACT. Afterall, making sure the original author get's the credit, and thus I'm not "stealing" or "plagerizing" is what REALLY matters. But here you are, in all your glory, acting like a pompous "" to a guy that HELPS people with their problems in a forum. That's right, HELPING. Wow.
  24. satexas69

    OPFOR searchlights

    It´s not your script. Blanco has written it. The only thing you added are the comments and the hint. This is what I call bad style  Are you serious? Dude, what part of the script that I posted did you NOT find Blanco's name in? You can call it bad style and be angry all you want, but you can't read. Let me assist you some. In the post I posted, it clearly states in the top of the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;written by Blanco Sheesh!
  25. satexas69

    Vehicle Respawn

    Use this, you'll love me for it. vehirespawn.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Call in initline with (120 for 120 seconds, 2 minutes) : ; ; Â [this, 120] exec "vehirespawn.sqs" ; ; Note - This script needs a "GameLogic" trigger named "SERVER" or else spawning will be nuts ; ?! (local server): exit ~3 _vehicle = _this select 0 _delay = _this select 1 _empty = true _disabled = false _moved = false _startpos = getpos _vehicle _startdir = getdir _vehicle _type = typeof _vehicle #waiting ~2 _newpos = getpos _vehicle ?! (_newpos select 0 in _startpos) or not (_newpos select 1 in _startpos): _moved = true ?! (isnull driver _vehicle) or not (isnull gunner _vehicle) or not (isnull commander _vehicle): _empty = false ? (isnull driver _vehicle) and (isnull gunner _vehicle) and (isnull commander _vehicle): _empty = true ?! (canmove _vehicle) or (canfire _vehicle): _disabled = true ? (canmove _vehicle) and (canfire _vehicle): _disabled = false ? (_disabled) and (_empty): goto "spawn" ? (_moved) and (_empty): goto "spawn" goto "waiting" #spawn ~_delay ?! (isnull driver _vehicle) or not (isnull gunner _vehicle) or not(isnull commander _vehicle): _empty = false ?! (_empty): goto "waiting" deletevehicle _vehicle ~0.5 _newveh = _type createvehicle _startpos _newveh setpos _startpos _newveh setdir _startdir [_newveh, _delay] exec "vehirespawn.sqs" exit
×