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D.murphy man

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Everything posted by D.murphy man

  1. D.murphy man

    SPACE INVADERS ARMA

    Brilliant looking 'alien' tanks you got there. They certainly look the part. They look like there remotely operated or even controlled by some sort of alien AI computer (rather then having crew in them) which certainly makes sense. Such an advance alien race would perhaps have a large part of there armed forces controlled via computers or remotely from 'the mother ship' or something, just like the way current military technology's going with UAVs and such. Also traveling large distances across the galaxy would mean it be long time before reinforcements could arrive to replace loss troops and AI or remote controlled combat units would cut down losses of valuable troops, and can be replaced easily by just manufacturing more on 'the mother ship' or somthing.
  2. D.murphy man

    Quarantine

    I was considering adding food and such, maybe in the future releases, my main goal at the moment is ironing out every single last bug to have a perfectly playable version with all the current features. With this latest release i believe im pretty close to it. Fingers crossed theres now no show stopping bugs in MP, id be happy to see this take on on a few dedicated servers just like Sharani ville RPG and the like. At the moment main player base is purely SP, dont get me wrong im glad people are enjoying this, i just want to be able to join some others in the zombie huntin' fun Although its understandable with the earlier releases that where very unstable in MP.
  3. D.murphy man

    Quarantine

    Yes that was intentional, i thought it could add some player conflict if players could steal a valuable 'resource' from one another. In this case the survivours. You can also kill the other player, then go steal all his survivours before he has a chance to respawn and get back to them, and also all his weapons and go sell them at the gun smugglers.
  4. D.murphy man

    Quarantine

    V2.3 *NOW REQUIRES ARMA 1.09+* FIXED-Sycning in MP with markers, secure area missions, etc... *SHOULD NOW BE 100% PLAYABLE IN MP* FIXED-AI not firing over sand bag walls (AI fix in latest ARMA patches) FIXED-Friendly AI shooting each other and you due to negative ratings FIXED-Entering a vehicle whiles in a Secure area mission causing the mission to fail.*STILL DO NOT GET A REWARD IF MISSION IS COMPLETED WHILE IN VEHICLE.* FIXED-Strange bugs when JIP'ing. FIXED-Not all players being able to 'rescue' survivors. ADDED-All vehicles found in the quarantine zone now have random amounts of fuel as well as damage. ADDED-Fines of 2000 for any player that kills a friendly AI guards. RapidShare link If every things stable with this release, then i shall get to work on aesthetics and atmosphere of the mission.
  5. D.murphy man

    Quarantine

    I am planning to add "this setfuel random 1" to all the vehicles in the quarantine zone, however this does involve me going over every single last vehicle on the island (which is a lot) to add this to all of them. And as for whole disconection issue, its been solved thanks to some helpful people over at OFPEC forum. Players character and all survivors under his command are now killed if the player disconnects. Solving all strange issues with survivors under your command at reconnection and solving few other problems.
  6. D.murphy man

    Quarantine

    well i could do it all fancy like but to be honest the most simple and straight forward solution would be just to kill the players character and survivors in the players group as soon as the player is disconnected. Meaning no issues with civs (survivors) under your command after reconnecting or issues with new players joining previously played slots. When you rejoin your bank and money are all set back to default any way and like i said before if another player joins into the slot u disconnect from it make sense to have them start from respawn with nothing rather then be in the last location with all the weapons the last guy who played that slot had.
  7. D.murphy man

    Quarantine

    Ok guys, doubt ill get it released today, however alls going well, just about every thing now works 100% in MP and is all synced up with JIP players. Just one issue remaining, seems to be some weird going ons with players who rescue survivors, disconnect, reconnect into same player slot, then not being able to see any action menus, pick up gear, or get in cars, or when the action menus do work, when players try to 'save' survivors they dont get any reward or even money taken off them!? the survivors seem to still follow the player but player cant command them and theres no indication of the survivors being under there control. strange indeed, however i think i can fix it all by simply killing off the player and all survivors in his group when he disconnects so hell respawn fresh. At the moment if you disconnect, then reconnect into the same player slot (or even if a new player connects to your previous slot) where ever you where last/weapons carrying/survivors under you command will all be as you left it, this isnt intentional and i think it make things easier if you just respawn a fresh when reconnecting (plus if a new players connects to your previous slot, it makes sense to have them respawn a new). Im just trying to understand how Onplayerdisconnect works and if i can simply kill the player and his group off with somthing like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Onplayerdisconnect {(_x setdammage 1) foreach units player/_id/_name/somthing else....} in the init.sqf but at the moment i cant seem to get any thing working. Help would be appreciated!
  8. D.murphy man

    Quarantine

    sorry guys no update this weekend, maybe Wednesday or Thursday, mainly because its a friends bday and im currently off my tits on alcohol this weekend, the only thing left to fix is survivors not being able to be rescued, ill hopefully be able to fix it soon enough. cheers guys, Murphy.
  9. D.murphy man

    Quarantine

    well fritz now im using the latest ARMA beta patch for this mission the problem with AI not being able to fire over sandbag walls is one of the many fixes included in the latest patch: 5170 - Fixed: AI was not able to fire over sandbags unless the enemy came very near. So all problems with AI M2 guns not mowing down the infected intill they where very near is now solved.
  10. D.murphy man

    Quarantine

    yes i did see that, will give it a whirl and see if its worth adding when its released. Now time for another progress update! And its good news! Recently i have discovered how to host a dedi server and then join it all on one machine. As mention here in this extremely useful MP scripting tutorial by Mandoble & Spooner (thanks guys) which now means i can test Quarantine quickly and reliably in an MP environment without having to organize a beta test and get hold of people with dedicated servers etc... cutting potential testing/bug hunting/fixing time in half and also making the implementation of new features a hell of lot easier. So with that i have now exterminated numerous bugs that have cropped up only in MP, namely the synchronization of secure area missions with server and clients. Expect v.2.3 by the weekend if all goes well, then you guys can hopefully be able to go zombie hunting with friends without any problems at all!
  11. D.murphy man

    Dawn of the Yomies

    I am extremely glad to hear your back on the scene and continuing to work on your excellent Yomies. I shall look forward to future updates, keep it up the great work! I've had countless hours of fun with your Yomies, and of course used them in my Quarantine mission. Good luck with bug fixing! I know how much of a pain it can be
  12. Hey guys, As some of you are aware i have recently released the latest version of Quarantine. How ever in the latest version a serious show stopping bug related to the 144 group limit as cropped up, leading the zombies eventually drying up. The zombies i am using for the mission are the excellent Yomies using the spawn system that came with the package. Currently i implemented the suggestion by andersson on braking the unit cap: Of course i needed unlimited amounts of zombies for my open ended dynamic RPG like mission. However after some people tested the above fix it was confirmed the unit cap was broken. But alas nothing ever goes to plan in the world of mission making and scripting and the Yomies dry up within the first hour of the mission even with the above fix implemented. So being completely and utterly stumped on how to solve the issue, and development of yomies (or any zombie mods for that matter) has seemed to of stopped i am begging for help on solving this major problem! Thanks for reading guys, any help is extremely appreciated!
  13. D.murphy man

    Quarantine

    They will still respawn at the seaport. However when i get around to fixing all current issues one of the next features was in fact to have a sever selectable option for either 'Mercenary' mode which would be the current setup, or Survival mode. Survival mode would have random respawn all across the quarantine zone rather then at the seaport, and maybe a few other differences. Dont expect that any time soon though people. @Liljb15 Yes i am keeping a close eye on Agamoths Apocalypse mod, once its further into development and release i will definitely consider adding it to the mission. @thy_raven I could see this working in some limited form, perhaps players could set up there own 'camps' for a hefty price. Players would only be aloud to have 1 camp at any one time. When players respawn they could have the option at the refugee camp to be teleported to there own camp for a small price, but players could also choose to teleport other players camps for a slightly higher price, % of the money spent to go to other players camp would be paid to the owner of the camp. Of course this is just an idea i had whiles reading you suggestion and typing this up. I will have to flesh the idea out a bit and again, don't expect any new features in till current version has been fixed up and stabilized.
  14. D.murphy man

    Quarantine

    Quick update: I been working on syncing the markers for the M2 guns and Secure area missions to all clients and JIP players, to make my life easier i have been using the new addPublicVariableEventHandler command that came with Arma patch 1.09+, at the moment it is still yet to be tested but fingers crossed itll all work out and a shall release a new version in coming weeks. Also because of this the next version of Quarantine will require 1.09 or above to play, hopefully this shouldnt be too much of a problem for most of you, and even an advantage to the SP players since the Save game is fixed with 1.09. shall be working on the other bugs soon! cheers guys, murphy.
  15. D.murphy man

    Quarantine

    Hey guys sorry i havnt been in contact for a while. Been busy working night shifts in my new job and sleeping most of the day. As such i havnt had any time at all to work on the mission. However i have been taking note of all the bugs you guys are reporting and will get right to work on it when i find the time. Thanks again guys for all your suggestions and bug hunting/reporting, its much appreciated and motivating to see people actually enjoying and playing my mission. @BigBadBobNed Correct, this isn't the case at all. To get around this i used a trigger covering slightly larger area then the marker. Made it activate on players presence, and in the activation line of the trigger i put:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">call compile format ["bSpawn%1=true", _i]; _i being the number of the yomie_spawn marker you wish to activate and on deactivation: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_i call fDisableSpawn; _i again being the number of the marker you wish to deactivate when player leaves. Further information on yomies and there spawning can be found here Of course feel free to unpbo my mission for reference if your still unclear, or want to take a look at other scripts and such, be warned thou i am not the most tidy or organized mission maker and things might get a bit confusing. Cheers, Murphy.
  16. D.murphy man

    Quarantine

    It could simply be because you enter a vehicle whiles in the mission zone. For some reason the NearestObject command im using doesn't take into account players who are inside vehicles. Like discussed earlier in thread with missions not activating when players enter the area when inside of a vehicle. Of course make sure you don't accidentally leave the boundaries of the mission as marked on the map.
  17. D.murphy man

    Resistance Units

    On the idea of the 'flying letters' it also be great if we could get some larger 'litter' objects that you can currently get in Arma at the moment with one the editor addons. You know the objects you place down and in game its just a bunch of paper and other litter all over the floor? The current ones only cover a very small area, be great if a larger one could be created so you only need to place one or two of them down in editor to cover entire cities to give them the post apocalyptic look with all new papers, empty cans, other litter laying around the streets after the looting/panic/evacuation/etc...
  18. D.murphy man

    Quarantine

    I had a similiar problem when trying to join my mission when it was hosted on a dedicated server. For some strange reason it was only when i selected the very first player slot at top of the list, Selecting other player slots seemed to work fine, once i joined the game 'Player 1' (the first player slot) seemed to be completely missing. Im guessing the two are related, i have no idea why this is happening at all but will look into it. MG thing has already been noted and i will look into tryin to fix it. As for the secrure area missions failing im not sure whats going on there and will look into it.
  19. D.murphy man

    Quarantine

    Hmm maybe i should really put something in briefing pointing out that its the flag poles you buy stuff off. As for error i know what that is. Its because i had MAP_MISC addon installed and it had some custom markers and for some unknown reason more colours too and one of them happen to be another blue colour. So i unwittly selected a marker to be 'Blue' but it wasn't standard BIS blue colour but the addon blue. Thus throwing up an error for people who don't have MAP_MISC installed.
  20. D.murphy man

    Quarantine

    V2.2 now hosted at Armaholic thanks Big. As for survivors, they tend to be a bit hard to command and control, they often get preoccupied trying to engage the zombies. Try ordering them not to engage and such.
  21. D.murphy man

    Resistance Units

    For vehicles you might want to check out this Multiple turret example by RavenDK. Could come in handy! As for propane bomb, couldn't you just give it a satchel charge config? and pipe bombs a grenade config? Just open up the BIS grenades and satchel pbos and copy and paste? Of course i have no experience with addon or config making so im not sure if it would be as simple as that.
  22. D.murphy man

    Resistance Units

    These addons are excellent! Keep up the good work, i am seriously considering adding them to my Quarantine mission in the next update as there just perfect for survivors. I was also wondering are there any plans for vehicles in near future? Like previously suggested a while back, rag tag civilian vehicles and buggy's with multiple turrets, maybe some sort of post apocalyptic tank too?
  23. D.murphy man

    Quarantine

    ...And all was well in the universe once more! Lately i have also noticed a problem with JIP players and the markers for the secure area mission and the markers for the M2's at the military base not being in sync with players who have JIP. Ill try and get to work on fixing this, at the moment im still a little stumped on how to try and sync it all but have been reading a few things here and there that have given me some idea. However lately i yet again not got time as i have recently got employed again (oh noes!.
  24. D.murphy man

    Quarantine

    That is strange, of course i never really designed this mission with SP (with saving/loading) in mind, but none the less i have no idea why thats happened or think of any thing that would cause that. Any one else got any ideas?
  25. D.murphy man

    Creating units and squads

    simply put in the activation line of the trigger: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"SoldierWB" createUnit [getpos LOCATION,GROUPNAME] This will spawn one West Rifleman (SoldierWB), if you want to spawn something different you can find a list of all different class names here Now LOCATION will have to be a name of an object, or game logic at the location you want to spawn the soldier. If you want to use a Marker, simple put getmarkerpos "markername", instead of getpos OBJECTNAME. Make sure to include the " " when using getmarkerpos. GROUPNAME must be the name of a group or unit that already exists, if a group doesn't exist nothing will spawn. A simple way to do this is to have a unit placed far away and name him something for example BOB. Then just put BOB where it says GROUPNAME. or if you want the new soldiers to join the player, simply put Player. Now the newly created soldiers will try and return to formation with BOB but hes placed far far away. You now have two options: 1.In the activation of the trigger, after the creatvehicle command i previously mentioned put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;BOB setpos (getpos LOCATION); This will place BOB at the spawn location along with his squad of newly spawned soldiers. ready to fight the enemy. Of course replace LOCATION with what ever you named the object or gamelogic like previously mentioned. And again if you decide to use marker instead its Getmarkerpos "Markername". Or 2. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"SoldierWB" createUnit [getpos LOCATION,GROUPNAME,"This join grpnull"] Now the newly spawn soldier will "join" no group and wont try to keep in formation of BOB or any one. So heres an example to spawn 5 West riflemen at a object or game logic called Spawn and teleport the group leader called AlphaBob to there location: On trigger activation:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"SoldierWB" createUnit [getpos Spawn,AlphaBob];"SoldierWB" createUnit [getpos Spawn,AlphaBob];"SoldierWB" createUnit [getpos Spawn,AlphaBob];"SoldierWB" createUnit [getpos Spawn,AlphaBob];"SoldierWB" createUnit [getpos Spawn,AlphaBob];AlphaBob setpos (getpos Spawn) Remember to part different codes with a ; like in the above example. Hope that works! Cheers, Murphy
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