CaptainMurphy
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Everything posted by CaptainMurphy
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Excellent. I am glad to hear it. We really are looking forward to trying out the ACRE system and this stopped us cold, unfortunately. As a suggestion, would it be more beneficial for the dialog to not cause a complete stop of the dll if the version is not in the supported array/list and instead give a warning dialog saying it is not compatible with a 'load yes/no' instead?
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Will there be an update to support the recent v1.10 update? We would like to get ACRE set up on our server but we are now getting a "Incompatible version" warning.
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ArmA Manager - Codeplex Release
CaptainMurphy posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Some of you may recall the original release of this application for ArmA. We have since upgraded it to allow for A2 usage (vanilla A2 has been tested). Recently we have decided to push it to Codeplex to get some more community involvement going and hopefully create an excellent server manager. Features: Start and Stop ArmA server instance Modify Config file with specialized information for a particular server Set multiple missions to use in Queue Set Server Name Set Port Set Password Set Admin Password Set Max Players Set Persistent Mode Set Mods Set Message of the Day Template File can be modified for each server to have special features not currently designated Upload Mission files to server Delete Mission files from server Ban, Unban users Manage an infinite number of servers Manage users for server administration Requirements: Server component requires IIS6+ and .NET 2.0 Client component requires .NET 2.0 Future Plans: Web Interface Saved configs to allow for quick changover of server type Better mission management -
ArmA Manager - Codeplex Release
CaptainMurphy replied to CaptainMurphy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the offer Sickboy. If it turns out to be popular enough I may move it over there but as of now (since I am the only one working on it anymore) Codeplex is preferred just for the familiarity. I am hoping to have another release ready in a few more days with a few small fixes and some minor changes. Once I get back from a week long air show that is. =) -
ArmA Server Manager (Web Service Based)
CaptainMurphy posted a topic in ARMA - ADDONS & MODS: COMPLETE
This is an Alpha of the program we will be release in the next month. Our team has several servers and we got tired of having to log in to each one to check its' status and set its config files, so we wrote an application that can control all of the variables we needed to get to without having to use a remote desktop manager or other outside programs. This program works on a Windows machine that has IIS 5+ installed on it and .NET 3.5. Here is a quick list of features available for it: * Start and Stop *ArmA server instance * Modify Config file with specialized information for a particular server * - Set multiple missions to use in Queue * - Server Name * - Port * - Password * - Admin Password * - Max Players * - Persistent * - Mods * - Message of the Day * - Template File can be modified for each server to have special features not currently designated * Upload Mission files to server * Delete Mission files from server * Ban, Unban users * Manage an infinite number of servers It runs as an application from your desktop and manages the server using Web Services for .NET applications. There are a few more features we are adding before we release it, mostly user management, which will allow you to define users and their administrative abilities (i.e. what they can do and not do on the server). Also event logging and ArmA server logging are next on the list. If anyone has an ideas for it, please let us know. You can visit the ArmA Manager Homepage for more information and updated screen shots. * * Updated: The Beta is now available for download HERE. Our TeamSpeak server will be available in the evenings (sometimes during the day) with people to help get it installed if you are having trouble. IP: www.teamduck.com:8767 Pass: Quack -
ArmA Server Manager (Web Service Based)
CaptainMurphy replied to CaptainMurphy's topic in ARMA - ADDONS & MODS: COMPLETE
This project is now open on Codeplex for anyone interested in helping work on it. http://armamanager.codeplex.com/ Right now the code is in a bit of disarray and needs a bit of cleanup but so far it is a stable copy. -
Arma 2 dedicated server
CaptainMurphy replied to lynxwolf's topic in ARMA 2 & OA - Servers & Administration
The arma manager was changed to allow A2 management a while back. It has just now been moved to Codeplex for open development so if anyone is interested in helping work on it you are more than welcome to dig into the code. -
Arma 2 dedicated server
CaptainMurphy replied to lynxwolf's topic in ARMA 2 & OA - Servers & Administration
I've got a couple days of downtime coming up so I will take a look at updating the server manager. It has been a while since I have looked at it so if anyone has any suggestions I am all ears. -
Personally I liked the first 'unedited' version of the post better :D
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ArmA Server Manager (Web Service Based)
CaptainMurphy replied to CaptainMurphy's topic in ARMA - ADDONS & MODS: COMPLETE
I figured out the problem with the namespace. It was a bout of stupidity. I kept looking at the web service portion for the answer, and the problem was the client was not looking for the latest web service build. It had not been synced in a while to the latest version so it was still looking for the wrong name. It is now fixed and the latest version deployed on the DUCK server for download. Special thanks to gruber for help in figuring out the problem and getting access to their server for testing! -
Polar to Cartesian Scripting
CaptainMurphy replied to CaptainMurphy's topic in ARMA - MISSION EDITING & SCRIPTING
Ok, thanks for the tip. I have a water check in my regular spawn script, never had thought about the slope though. I do use a similar spawn script for my civilians and military units so I should look into that one as well. -
A simple idea we had for a mission was that we start in the center of a town and have randomly spawning units all around the town coming at us. The problem was that we only wanted one central position to work from and to place the units in a zone that would put them at least 150-200 meters away from the central area, and at a random direction. Well here is where remembering some trigonometry came in handy. I recalled that there was a function to be able to convert a Polar radius/theta (direction) into Cartesian(x,y). What this allows is to place a unit around a central point and vary where it is placed in a circle and at a distance from the center. Here is an example script. It is fed an array of units _pos = getmarkerpos (_this select 0); //marker placed in the map _grp = _this select 1; //group to add the unit to _r0 = _this select 2; //radius of outer diameter of spawn circle _Units = _this select 3; //array of units to choose from //step 1 is to set the variation in distance that they can show up in. // this simple removes a random amount up to 50 yards from the initial radius _r1 = _r0 - (floor (Random 50)); //outer radius of spawn circle // this picks a random direction _theta = floor (random 360); //direction from center // this is the trig function applied to the x axis of the current marker position _x = (_pos select 0) + (_r1 * cos(_theta)); //x coordinate // this is the trig function applied to the y axis of the current marker position _y = (_pos select 1) + (_r1 * sin(_theta)); //y coordinate // this picks a random unit to create from the passed array _uName = _Units select (round(random(count _Units))); _unit = _grp createUnit [_uName, [_x,_y,0], [], 0, "form"]; This works good for 'defend the position' missions because you never know quite where the enemy is coming from. You can add as many spawns in the one direction as you want to put groups in place. We are using it for the upcoming zombie mission Op Iron Justice to place zombies around a city and have them move in toward the center, so the attack is coming from all sides.
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Operation Iron Justice - AKA Zombie Killing Spree
CaptainMurphy posted a topic in ARMA - USER MISSIONS
Sometime around spring 2009 After a short and bloody regional war between several small countries in the archipelago, life is starting to come back out of the hiding places it was in during the conflict. One small problem... some of it isn't alive! As the conflict raged on above the surface, the populations hid in bunkers and caves to stay away from the multitudes of death dealing weapons. Chemical, biological, and nuclear devices were used by both sides in their struggle to destroy each other. Seemingly all that is left are two small divisions of the islands warring armies. After their leadership was wiped out during the struggle, the remaining units decided to call a cease fire after the emerging populace started to have side effects to the onslaught of radiation and mutagens. Both armies formed elite units to deal with the new threat. They began to compete for existing resources to help stem the flow of the mutated civilian 'dead walkers'. The first case was reported in Paraiso at the hospital. A patient was brought in with massive trauma to their body and subsequently died during the attempt to save their life. Shortly after the body was declared missing by the hospital staff and the attending physician was found dead in the morgue, his entrails apparently ripped from his body. Slowly, more hospitalized patients began to disappear. The overworked hospital staff finally caught one patient roaming the halls and found that their eyes were open but they were not all there. After a short but bloody fight to restrain the patient, two doctors that were bitten during the struggle noticed that they were weak and having trouble breathing. Within hours they were in comas and died. The mutagen began to evolve, growing ever faster in its ability to jump from host to host. Before the remaining military could stop it, the whole island began to overflow with the apparently reanimated dead. By the end of the week a bite victim would reanimate within seconds of death. The last remaining civilian population retreated to the military bases on the island, but those two were overrun before long. The military factions retreated to their island bunkers and began to regroup their forces in an effort to contain the threat to the main islands. The West forces retreated to the southernmost island and the eastern forces retreated to the northernmost island. Short on supplies and personnel, they recruited able bodied civilians into their ranks. Unable to simply hand them the military hardware without some understanding that they would use it correctly, the military simply handed a person a simple sidearm with the promise of cash for every kill they could commit against the new threat. As civilians began their attack on the undead, they were quickly able to purchase more and more sophisticated hardware. As well as finding discarded equipment from the previous battles laying about the island. Concept Explanation With the goal of incorporating an element of RPG into the game we feel it necessary to outline the 'level grinding' that will be involved for the game. We want to make it so that the player has to earn their way through the system, and the process will not be instantly gratifying to a player other than a good action element. Here is the level items we are proposing: Starting Out Your player is coming in from off the boats that are slowly arriving of refugees of other islands and mainland cities that have been devastated by the war. You start with the cash you had on you when you left your home and a simple weapon and small collection of ammo. With a clean background and a fledgling reputation, you can only get small level jobs from the work center. These will include ferrying other civilians to starting cities, ferrying supplies, working guard duties, retrieving designated vehicles, and more. Each job completed will increase your Karma, XP, and cash. A failed mission will affect your Karma and XP, the cash will be left alone (for now). These starting missions will give you enough time and money to build up your characters cash and XP in order to get bigger and more dangerous jobs. Black Market Want access to an AK47 with GP25 but don't want to wait until you have the XP? The SLA has been left almost leaderless and their failing infrastructure needs large inflows of cash in order to survive. They have started to sell everything they own just to get by. They have massive reserves of weapons but no soldier to use them so they are willing to part with their high end hardware.... for a price. Dealing with them and purchasing their hardware is not authorized by the US forces so you run the risk of having your permits revoked at the US base and your Karma lowered significantly. Some days the SLA base commander may have a mission or two for you to complete, so stop by once in a while to see if they need some help. Cities Your goal is to repopulate the island and get each of the major population centers rebuilt. It will involve spending some of your hard earned cash for city upgrades, but that is the only way it can be done. As a starting player you can ferry new citizens to the cities for the re-colonization effort. The cities start out with no defenses at all and are usually filled full of zombies to start, so it may take a while to clear the town and get it ready for the new residents to move in. Be warned, even with better defenses and more people, the city is not impervious to infection spreading rampant. Be sure to purchase and deploy weapons and ammo to all of the citizens whenever you can afford it to stem the threat of infection. While you are away from the cities, they are going to do things as they see fit and will usually need your help from time to time, in order to stop zombie attacks and infection outbreaks. Just remember, every civilian that survives will help the repopulation effort along even faster, so guard them with your life. Once a city has reached a certain size status, the mayor can be picked and semi-purchased by a player using their Karma, XP, and a little cash to grease some palms. The better the mayor, the better the city has a chance to survive a zombie attack while you are out of town. It can also affect what missions are available at the city for you to complete. Researching the Infection Someone has to do it, and that person could be you. We can't risk sending scientists into the field to research the infection, so it is time to earn your keep. Whether it be capturing a live zombie, using a new drug on them to test it, or retrieving valuable research material, you could earn lots of cash and a lot of XP. Who knows, it may even help make a cure, or at least keep the infection from spreading. Pirates! There are sinister units roving the hillside in search of plunder and fame. Small units of rogues are roving the island in search of supplies, weapons, and slaves. You may be called upon to help defend a city from an attack from pirate bands. as they attempt to take from the city what you have worked so hard to build. If they succeed in taking the town, they will enslave the unarmed populace (a good reason to keep them armed) and steal anything that you have purchased for the city. Also, a mayor is usually left beheaded after they leave, so be sure to protect him. They won't stay in one place for long, so if you get a chance to attack them on their home turf you should take it. Beware though, they are heavily armed and quite adept at surviving in their habitat. It may be wise to do a little scouting before you rush in and lose a $2 million dollar helicopter in an attack. Recruiting Now that your interest is piqued and you want to know more, we are recruiting for helpers, developers, scripters, and more. Visit the official site at www.opironjustice.com for more information and news about the mission. Weigh in on the forums there for direct feedback from the developers. Bugs and issues are being reported and tracked with the generosity of www.dev-heaven.net. Official Dev Heaven Page Official Web Site If you are interested in joining the team, please let me know and we can find something for you to do, I am SURE of it! -
Operation Iron Justice - AKA Zombie Killing Spree
CaptainMurphy replied to CaptainMurphy's topic in ARMA - USER MISSIONS
Sorry, the BIF forums going awry has me a couple of days behind right now. We have the new repository active on the Dev Heaven site and it is public for anyone that wants to tinker with it. I will PBO the current build and put it on the server tonight. It doesn't do a WHOLE lot, but it has zombies and you can kill them in several towns. The next version will have a little more functionality that makes it more like a mission. -
Operation Iron Justice - AKA Zombie Killing Spree
CaptainMurphy replied to CaptainMurphy's topic in ARMA - USER MISSIONS
The repository at Dev-Heaven for the mission is now tied to the active mission editing SVN. Now you can quickly download and build the mission yourself with your own modifications if you like. http://dev-heaven.net/repositories/show/oij-opironjustice -
Operation Iron Justice - AKA Zombie Killing Spree
CaptainMurphy replied to CaptainMurphy's topic in ARMA - USER MISSIONS
We are trying to keep it as addon free as possible until we get the very basics of the mission working stable. Once that is working we are going to be setting up a branched version with a lot of other stuff tweaked in it. Everything we can do with a script is going to be the key to it. Hopefully we will not have much actually showing in the mission editor other than a few placed units and that is all. http://www.opironjustice.com/Default.aspx?tabid=1728&forumid=62&threadid=560&scope=posts That is the current list that we are using. I am sure the zombies addon will be modified to our own customized version before long. -
Polar to Cartesian Scripting
CaptainMurphy replied to CaptainMurphy's topic in ARMA - MISSION EDITING & SCRIPTING
1) I would be glad to. As soon as it works right! I have only just start working with the FSM, so once it actually makes them react correctly it will be freely available in the repository for our mission. The current one I pulled as a template from the Yomies addon and it works fair, but not enough to our liking just yet. 2) That sounds like it may be something we could use. You are welcome to join the OIJ project and give us a hand with it, we could use some more novice scripters. Together we could actually make it work! 3) They are doing exercises this morning, my cell phone and wireless connections are going crazy so I am guessing they have a wild weasel up there somewhere. Any help and advice is appreciated. I have been scripting for a total of 8 days now, so I can use all the help and advice I can get! -
Polar to Cartesian Scripting
CaptainMurphy replied to CaptainMurphy's topic in ARMA - MISSION EDITING & SCRIPTING
The AI for the mission we are making is now being controlled by a custom FSM file (thanks to Sickboy for that suggestion). With our usage of the script, we pass over a marker that is placed on a city, the city then has a trigger that spawns in the zombies into one group that is tied to the city. Once they spawn in, they are controlled by the FSM instead of a basic moveTo or waypoint. Mainly because we could never get the kind of behavior we wanted from the native FSM for them. We wanted the zombies to start off by wandering aimlessly about a certain radius that is centered on the marker. The goal of ours was just to make zombies spawn all OVER the place, not in groups or with certain units. You could easily spawn the first unit using this script, then once you have the group leader you could run a second level that would create a group in a smaller radius next to the leader. It is all possible in an sqf I am sure. Offtopic: I live under the flight training zone for Tyndall AFB, so I have F22's, F15's, F16's, and F18's over my house at least three or four days a week during exercise sessions. -
I would imagine that since the original developer (D.Murphy) allow these scripters to edit his mission (D007 and Bishop) that they really can't say much. Especially since they are gone from the editing scene. Honestly though, if you are wanting a little more robust version of a zombie mission I would suggest editing or modifying another project like the original Quarantine or the new Op Iron Justice. With the 700+ megs of unsigned addons you are begging for a kiddy hacker attack.
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Operation Iron Justice - AKA Zombie Killing Spree
CaptainMurphy replied to CaptainMurphy's topic in ARMA - USER MISSIONS
We now have a server running the nightly build of the mission. Just filter for 'TeamDUCK' as part of the title and you can't miss it. If you see a bug, please visit our tracker over at Dev-Heaven and log it so we can take care of it as soon as possible. -
ArmA Server Manager (Web Service Based)
CaptainMurphy replied to CaptainMurphy's topic in ARMA - ADDONS & MODS: COMPLETE
Any update from your admin? Hopefully they got it figured out. The web service portion is really not that complicated for a regular windows admin to see what it needs to do once they read the doc. I am not much for converting geek speak into laymans terms, so if anyone feels like making the doc a little more readable you are welcome to have at it. -
Polar to Cartesian Scripting
CaptainMurphy replied to CaptainMurphy's topic in ARMA - MISSION EDITING & SCRIPTING
Yup, with a little changing of variable names we are doing the same thing it seems. I left out the checking for water as a surface from out section merely because I didn't want to confuse anyone too badly with excess code. We are currently working on the code to do rectangles of varying sizes and angles, plus the ellipses at differeing x,z and azimuth. I will post those when I get them done. Rectangles is going to be easy enough, we just need to get off our butts and quit killing zombies! -
Polar to Cartesian Scripting
CaptainMurphy replied to CaptainMurphy's topic in ARMA - MISSION EDITING & SCRIPTING
Well, if you get a chance to see what method to use, I would be interested to know if it is a function like this or something else. -
ArmA Server Manager (Web Service Based)
CaptainMurphy replied to CaptainMurphy's topic in ARMA - ADDONS & MODS: COMPLETE
By application I meant a web application. It shows the directory as a little gear looking icon in the IIS MMC. The setup is kind of standard for a web application. You just make sure that the directory or virtual directory you are setting it up is has the right name, then you right click on the directory and view the properties. General Tab - Set an application name (if one is not already set) Execute Pemissions = Scripts only Application Pool = Your created app pool name ASP.NET Tab - ASP.NET Version = 2.0.XXXXX In theory if the directory is installed as part of the inetpub\wwwroot\ then you won't have to change any file permissions for the application directory. -
ArmA Server Manager (Web Service Based)
CaptainMurphy replied to CaptainMurphy's topic in ARMA - ADDONS & MODS: COMPLETE
Ah, another useless error message courtesy of M$. http://www.eventid.net/display.asp?eventid=11708&eventno=1686&source=MsiInstaller&phase=1 That is the only reference I can find about it that makes any sense. Using the admin user should be fine. At least with the items installed you should be able to change the application pool to the correct one. Did it at least install it as an application? It can be installed manually, just as long as the service is there and it has a directory that you can modify to complete the rest of it. If we have to we can commit the changes manually. The installer package was SUPPOSED to make it easy. As far as uninstalling, it should be fairly straightforward. Normally just removing the directory will destroy any references to the settings.