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Acecool

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Posts posted by Acecool


  1. As a modder, I am curious to these yes\/no questions, I understand there is a limit of one per, however these are all closely related.

    1) Will we continue to use SQF to code missions?

    2) Will there be native database support? (One of the BIG things we as modders need, to save information for large RPG missions; if yes you can count on me being an early adopter of Arma III)

    3) Will there be better sound control (Action to start sound, action to stop sound; when stopped it should stop immediately without finding a half-a workaround)?

    4) Will there be a way to see when an action/key is pressed/held/released from within a script (I made a vehicle turbo script, which works under the current system)?


  2. Ok everyone, I am recording High Def Fraps videos showing off some features for those interested!

    I will post them on Youtube, my name on Youtube is Acecool - search for Acecool Crime City and they should appear shortly! Subscribe to be updated as new ones appear!

    First video up: Treasure Hunting Demo:

    Second video: Police Car Features Demo:


  3. I can add the SUV and the police car also as police units :-)

    Its only 1 array of information I need to add to the claimOwnership script.

    [[price and other general info 0], [isHindered true/false], [hasTurbo true/false, (pounds of boost, natural top of power band speed, new top speed], [isPoliceCar true/false]]

    Just have to add true to that vehicle on claim ownership (which appears from the setupmap script anyway so, not hard :-))

    So in order to add working women, I need to add a payment processor so I have been doing that, as well as working on the claimOwnership so people can buy police cars if they have the correct role.

    Quick edit, I am adding the SUV, but I do not see the police car... Do you know what it is listed under?

    Ok, VWGolf and SUV_PMC_BAF are able to be purchased as cop cars in all black!


  4. Siren lights now using: Red_Light_Blinking_EP1

    Pro: Visible during daytime, could attach a light source to it

    Con: Can't speed it up?

    Attach and unattach properly to the VWGolf, may add other vehicle cases in, but for now it will be the car of choice for cops. Top speed will be set at 127-140mph, just like real cop cars.

    Changed it so if you enable the sirens, the lights enable automatically. Defeats purpose to use a siren without a light right?

    Going to add a place to buy working women!


  5. I don't really need to call out the name. The coding is coming along very easily now that I have all of the backbone done!

    Client/Server side communicates everything I need it to, and building on top of the infrastructure doesn't take much.

    It is a way I develop, backbone, then features, test features until bug free, move on...

    That way you see the game-mode being created, each feature at a time.

    For the SQL, only the server needs the dll file right? If so, I could set that up, but then I would have to make it harder to earn money so its not all 100% unlocked in 1 day :-P

    But the quests should be the major selling point as they give exp, and exp gives you money quicker, and education gives a multiplier to pay which is one of the best ways to start out. When I add the bank, I may add loans with high percentages, and bankruptcy, etc. And loan sharks, that will hunt you down if you don't pay them back as part of the terrorist town, or something.

    But yeah, doing a lot of calculus in school, learning graph theory etc etc... But I will start working more on this, try to get at least an hour in a day...


  6. Just a quick update, I havent had too much time to work on this due to school work.

    Sirens are going to be changed from lights, to the object that exists in the game mounted to the top of the car when activated for all people to simulate civilian cops using the light/magnet they stick on the roof lol.

    Then I will work on working women!

    I am also receiving comments from one individual in my PM box saying all of my work is for nothing, and it will never be popular!

    I have spoken with people in-game that have told me they have a huge interest to play it when its ready! So thank you for your concerns, but this is also going to be used as my resume, so the work is not for nothing!


  7. No problem, one quick note I just noticed:

    gameLogicName setVariable ["pilotFollowing", false, true]; publicVariable gameLogicName;

    is actually redundant! The 3rd array element in setVariable makes it public, so it should be either:

    a) gameLogicName setVariable ["pilotFollowing", false, true];

    or

    b) gameLogicName setVariable ["pilotFollowing", false, false]; publicVariable gameLogicName;

    a and b do the same thing!


  8. Sirens now fade properly, distance is set at 100 meters with db-20 fading perfectly at that distance!

    Slight bug where sirens are played per car basis, if 2 close by have it, siren is heard from 1 and then the other - working on it. Might solve by causing the script to create listeners for each vehicle in range to run the sounds simultaneously - and I could add on to the framework to add stolen car notifications etc...

    And second issue is when the siren is in the loop - and you get out or turn it off, it waits until the end of that say3d until it shuts it off. Going to attachTo an invisible helipad and use that to emit the sound. When certain conditions are met to DISABLE the noise, deletevehicle!

    ---------- Post added at 09:58 AM ---------- Previous post was at 09:41 AM ----------

    Sirens now play properly for all units in the vicinity - not going to bother with creating an invis helipad to turn the siren off that quick.

    Hmm, should I put whores in next?


  9. Sirens are in game - if I dont want to setPlayer the player to a police uniform - they can become civilian/undercover police!!!

    Sirens sync across all clients that are within range to hear it!

    Siren priority can be high (intersection clearing very fast) or low (wail), and these both sync as well!

    Going to work on attaching lights to the undercover vehicles which are spawned as well!

    Trying to keep it as vanilla as possible - I might remove the 3d text from vehicles pointing out "free" cars, due to the 3d text disappearing after hours of gameplay.

    Changed treasure system a little bit: Treasure helper arrow shows up right after treasure spawns, 5% chance every 3 minutes for treasure to spawn in 1 of many random locations inside the treasure zone!

    Working on a damage handler to allow people to live longer to have more drawn out hollywood style shootouts with the police! And of course rdm is not tolerated, and the jail system will take care of repeat offenders, getting more and more cruel (to the point of being jailed until mission restarts if they get enough points because Civilians do death penalty if you have over certain amount of jail time, and terrorists randomly bring you into a room and slit your throat, and if you die while having points, you get to go back to jail :-) )

    Neutral is the only one that doesnt have a death penalty, so you serve a max of 10 minutes in their jails, but they are allied with terrorists and civilian, so after you server your time, if you have time in either of those - neutral hands you over :-P

    Police ai get harder for criminals the more stars they have, ultimately with them sending military attack choppers after you to hunt you down! I am thinking about writing a nice take-down script if that happens. Player can try to run, but cops will be all over and it will be almost impossible - doable if you are good and well armed, but yeah :-)

    Does anyone remember those cops/serial killer missions in ofp, That type of gameplay will be a sub mission/quest/option to do as terrorist.

    Only thing for sirens - I need to make it abruptly stop the sound played by the unit when conditions are met - otherwise the low priority can go on for 5 seconds, high for 4 seconds after conditions met.

    Sirens can also be attached/detached with 2 lines of code so ai sirens wont be difficult :-)

    Oh, and a big thing I hate about some games - they do not handle SELF DEFENSE!!!!

    Self defense will be weird to handle, but it will show who damaged who first, how much, if it was a weapon, determine if intentional, if so give go ahead to engage and kill attacker!

    That will be in place to prevent rdming, also in place will be scripted crimes!!! So if you want to rob someone in the street, you would be able to with a dialogue situation, etc. So there would really be no excuse for people of the same factions or allied factions to kill eachother, just take down the enemy!!! so there will be some CTI in there as well...


  10. Instead of adding/removing actions, I recommend adding conditions to the addActions, so they are there when needed!

    Example:

    // Add the actions for lock and unlock.
    _temp addAction ["[ Unlock ]", "Client\f_toggleCarLock.sqf", [], 6, false, true, "", "locked _target AND alive _target"];
    _temp addAction ["[ Lock ]", "Client\f_toggleCarLock.sqf", [], 6, false, true, "", "not locked _target AND alive _target"];

    Both of these actions call the same script, 6 is the priority (shows up at the top of the action menu), and the conditions are if its locked, or unlocked display the appropriate text.

    With yours, if the target is moving, show stay, otherwise show follow.

    The pilot should be spawned via editor, or via a server script. addActions should also be placed by the editor or by a server script.

    This way, if the target is moving, some other player cant come up and say follow, because the server is controlling the actions!

    Next up, the script you execute which handles the moving should be done clientside via the action - everyone should see the same thing because the pilot is under the control of the server, but being ordered to move by the player!

    The case you really need to handle is moving. The action for stop, should force the pilot to stop, and the loop which is causing the movement needs to see if the pilot stopped at all, you if you want to be safe!

    Another way, could be for the STOP should only execute this:

    gameLogicName setVariable ["pilotFollowing", false, true]; publicVariable gameLogicName;

    And the Follow should getVariable ... to make sure the player in control OR ANOTHER PLAYER hasnt ordered the stop. and then execute

    gameLogicName setVariable ["pilotFollowing", true, true]; publicVariable gameLogicName;

    when follow action is pressed OUTSIDE of the loop.

    Also execute doMove in the loop to the players position if the player has moved at least 1 or so meters away.

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