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silens

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About silens

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  1. silens

    Jurassic Arma - Raptor Pack

    Hello, I am one of the guys that works on the server scripts/mods for Game With PURE. It doesn't work with epoch because the mod does not have a server key, so we made our own for testing while we waited for the update. This will not be needed once the @JurassicArma devs release the update with their server key, but if you want to test it out in the mean time, here is how to create your own key: These steps are based on using the Arma 3 Tools from Steam, Library > Tools to download. Launch the tools and in the main window under Utilities select DSSignFile. Select DSCreateKey, give your key a unique name (I will use Raptors for the example) and click on create key then close the window. Select DDSignFile, under File to sign browse to the Rup_Dinosaurs.pbo (Steam\SteamApps\common\Arma 3\@JurassicArma\Addons), under Private Key browse to Steam\SteamApps\common\Arma 3 Tools\DSSignFile, and select the key you created (Raptors.biprivatekey), then click Sign File. That is it. You now have a server key and a client key. The server key, get it from Steam\SteamApps\common\Arma 3 Tools\DSSignFile, it is the .bikey file (Raptors.bikey), place this in you server Keys folder. The client key, get it from Steam\SteamApps\common\Arma 3\@JurassicArma\Addons, it is the .bisign file (Raptors.bisign), every client (player) that wants to join the server will need this key in their own Steam\SteamApps\common\Arma 3\@JurassicArma\Addons folder. You will then need a script that will actually spawn in the raptors, spawn them as Resistance since that is the player enemy group, thing is that it seems the raptor AI is made to attack anything that is a man unit. For example, the raptors would attack AI from SEM missions, but the soldiers would not do anything or fire at the raptors since they are in the same side (Resistance), to prevent this set the rating of the raptors to negative making them enemy to everyone. AI from other scripts will then fight the raptors if they get close and are seen. The mod works pretty well and was a blast, really looking forward to new updates!
  2. Yep that did it guys, thanks a lot!
  3. I'm looking for some help with this script, I am not sure what I am doing wrong, it's probably something simple too :) The script is supposed to show a custom hud/image over the vehicle radar. This works, when a player gets in the vehicle it pops up and when they get out it goes away. The problem is that in multiplayer when a player gets in the vehicle, the hud also shows up for the other players! description.ext class RscTitles { #include "scripts\rdf\rdf_hud.hpp" }; init.sqf if(hasInterface)then{execVM "scripts\rdf\init_rdf.sqf"}; init_rdf.sqf RDF_RADAR_X = profilenamespace getvariable "IGUI_GRID_RADAR_X"; RDF_RADAR_Y = profilenamespace getvariable "IGUI_GRID_RADAR_Y"; missionNamespace setVariable ["RDF_RADAR_X",RDF_RADAR_X]; missionNamespace setVariable ["RDF_RADAR_Y",RDF_RADAR_Y]; waitUntil{!isNull (findDisplay 46)}; RDF_InVeh = { _veh = _this select 0; 9900 cutRsc["RadarCover","PLAIN",1,false]; RDF_updateheading = [] spawn{disableSerialization;_ui = uiNameSpace getVariable ["RadarCover",displayNull];_headingui = _ui displayCtrl 24587;while{true}do{_headingui ctrlsettext str (floor direction vehicle player);};}; _veh addEventhandler ["GetOut",{[_this select 2] call RDF_OutVeh;}]; }; RDF_OutVeh = { 9900 cutText ["", "PLAIN"]; terminate RDF_updateheading; }; { if (typeOf _x == "B_Heli_Light_01_armed_F")then { _x addEventhandler ["GetIn",{ [_this select 2] call RDF_InVeh;}]; }; }foreach Vehicles; rdf_hud.hpp class RscText { access = 0; type = 0; idc = -1; colorBackground[] = { 0, 0, 0, 0 }; colorText[] = { 1, 1, 1, 1 }; text = ""; fixedWidth = 0; x = 0; y = 0; h = 0.037; w = 0.3; style = 0; shadow = 1; colorShadow[] = { 0, 0, 0, 0.5 }; font = "PuristaMedium"; SizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; linespacing = 1; }; class RscPicture { access = 0; type = 0; idc = -1; style = 48; colorBackground[] = { 0, 0, 0, 0 }; colorText[] = { 1, 1, 1, 1 }; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; class RadarCover { idd=-1; movingEnable=0; fadein=0; duration = 99999999999999999999999999999999999999999999; fadeout=0; class controlsBackground { class RadarCover_Background: RscPicture { text = "scripts\rdf\radar_bckg.paa"; x="0 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (missionNamespace getvariable [""RDF_RADAR_X"", (safezoneX + safezoneW / 2 - 2.8 * ( ((safezoneW / safezoneH) min 1.2) / 40))])"; y="0 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (missionNamespace getvariable [""RDF_RADAR_Y"", (safezoneY + 0.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25))])"; w="5.6 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; h="5.6 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; colorText[]= { "(profilenamespace getvariable ['IGUI_BCG_RGB_R',0])", "(profilenamespace getvariable ['IGUI_BCG_RGB_G',1])", "(profilenamespace getvariable ['IGUI_BCG_RGB_B',1])", 1//"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])" }; }; class RadarCover_Tex2: RscPicture { text = "scripts\rdf\radar_dir.paa"; x="0 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (missionNamespace getvariable [""RDF_RADAR_X"", (safezoneX + safezoneW / 2 - 2.8 * ( ((safezoneW / safezoneH) min 1.2) / 40))])"; y="0 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (missionNamespace getvariable [""RDF_RADAR_Y"", (safezoneY + 0.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25))])"; w="5.6 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; h="5.6 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; colorText[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])", 1//"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])" }; }; class RadarCover_Glass: RscPicture { text = "scripts\rdf\radar_glass.paa"; x="0 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (missionNamespace getvariable [""RDF_RADAR_X"", (safezoneX + safezoneW / 2 - 2.8 * ( ((safezoneW / safezoneH) min 1.2) / 40))])"; y="0 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (missionNamespace getvariable [""RDF_RADAR_Y"", (safezoneY + 0.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25))])"; w="5.6 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; h="5.6 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; colorText[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])", 1//"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])" }; }; class Radar_Heading: RscText { idc=24587; style=2; colorText[]= { "(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])" }; text=" 359"; x="1.70 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (missionNamespace getvariable [""RDF_RADAR_X"", (safezoneX + safezoneW / 2 - 2.8 * ( ((safezoneW / safezoneH) min 1.2) / 40))])"; y="4.1 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (missionNamespace getvariable [""RDF_RADAR_Y"", (safezoneY + 0.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25))])"; w="2 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; h="1 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; sizeEx="0.8 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; }; }; };
  4. silens

    [MP] CTF Template

    Have not seen this problem happen, its been tested on dedicated server few times now with some missions I'm working on. Did it happen often or just once? Was your flag at the flag pole also? Team can only cap if their own flag is at base. Was there any team kills done by the flag carrier? Team killing marks the player as enemy, which would make it not work (I need to update it with a fix to prevent this)
  5. Altis Air Combat v1.07 By Silens Description AA jets only team deathmatch over Altis, there is nothing else in this mission. Join in, use the officer at spawn to grab an aircraft, shoot down enemy players. Features - Aircraft are spawned flying over base so be ready. (Prevents runway mess which happened first time I hosted the mission with 40 players) - Airfields have repair and rearm areas. - Bases defended by AA - Map is divided into two sides and several sectors which change colors and display hint message if enemy aircraft are present. (Helps in finding the action) Notes First mission I did on A3 release. It has been on server for a few weeks and seems to have people on and off all the time figure I share it for anyone else interested in having it. Credits Some guy on Reddit for the idea of a jet only TDM mission. :) Link DropBox v1.07 Armaholic mirror: Altis Air Combat TDM-50 v1.07
  6. silens

    [MP] CTF Template

    Bump for update. If you try this out please share feedback/ideas.
  7. I don't understand the problem, dummy = [flagOwner red_flag,"marker"] execVM "marker.sqf"; should work, have you tried it?
  8. silens

    rearm jets

    Yes you are correct, !(_veh isKindOf "Helicopter"), if the vehicle is not a type of helicopter then the script exits or ends with the message. Change the type like so: if !(_veh isKindOf "Plane") exitWith { _veh vehicleChat "This pad is for plane repairs only, soldier!"; };
  9. silens

    [MP] CTF Template

    Not on the map it does not, just the 3D icon for the flag carrier that you will see on screen. However, it is a good idea so i think i will add it so that if people do not want the 3d icon they can use the map icon, or both. Thx!
  10. https://community.bistudio.com/wiki/enableSentences enableSentences = flase; Pace it in the mission init.sqf will disable the AI radio transmissions and auto spots.
  11. silens

    [MP] CTF Template

    CTF Template By Silens Description Basic Capture the Flag template based off the Chakal's Arma CTF template with most of it moved to scripts and added some things. Features - Standard CTF - Opfor vs Blufor - Flag must be at flag pole in order to cap, team that reaches cap limit wins, or if time runs out higher score team wins, or they can also tie. - Scoreboard - Including round timer, score keeper, and flag status (At Base, with a player, or dropped(well you cant really drop the flag but when the flag carrier dies the flag remains with the body until picked up or body despawns) - 3D icon on the flag carriers (this is due to the fact that there is no other way to tell who has the flag otherwise, but it can be turned off in mission parameters if desired, the distance that the icons are visible at can also be changed) Screenshot of scoreboard and flag carrier icon - http://i.imgur.com/6DfAlXU.jpg (181 kB) - Flag capper score - Separate points can be given to the player that caps the flag, default is 5 points. - The UAV intro uses the flag markers to orbit around, if you join blufor you will see blufor flag and if you join opfor you will see opfor flag. - Sound effects for events. Notes This is just the basic CTF, I figure everyone designing their mission will choose their preferred set of scripts to run for weapons and other things. Extract template to your missions folder to edit and create your own CTF missions. You can freely move the flag posts and spawn areas where you like but make sure to keep the flag items together and centered with each other (flagpole, trigger, and waypoints) The waypoints of the units allow them to take the flags, if you add more units/squads make sure to add a waypoint for them at the flag, just copy everything as the others. The opforbase and bluforbase triggers activate flag capture, you can change the size of these to change how far from the pole you can capture a flag. You can also edit the waypoints to change how far from the poles people can grab the flag. This has only been tested by myself on a dedicated server, everything appears to work correctly but please if you use this post any feedback you have. Credits Chakal for original Arma CTF template Galzohar for DTAS hud script Mindstorm for timer script And many thanks to others of this great community who share their knowledge so that noobs like me can find their way, the search function is a blessing. Updates v1.01 -Added map markers with aeroson's Dynamic Player Marker script. Flag carrier markers are on by default (can be changed in parameters) and can be seen by both teams, additionally team/vehicle markers can be turned on in parameters also (default state is off). Link DropBox v1.01 Armaholic mirror: CTF Template v1.01 Additionally I have made already two missions based on this currently but they are still WIP and will release soon, maybe a mission pack. Have a nice day :)
  12. silens

    PvP: CTF & CQB Missions

    I am very interested in getting this game mode going. I am also pretty new to scripting but I have actually just last week started making some CTF missions. There is no template for A3, so I am basing mine off an A2 template with some changes and additions. I just finished the basic CTF mode the other day and it seems to work properly but i have not yet tested with many players. Add me on steam if you want: Silens
  13. silens

    Pbo

    Dont know if anyone still having issues with this but ill post this in case they come up with this post like i did lookign for an answer. In Vista - Going into cpbo file properties and using xp compatibility and checking Run as Administrator has fixed it for me.
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