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HappyG

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About HappyG

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  1. HappyG

    teamSwitch problem

    It does indeed, which is exactly why I though teamSwitch should work aswell. Basicly you can script your own working teamSwitch dialog using selectPlayer, so I do not really understand why teamSwitch doesn't work...
  2. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> while {true} do { sleep(1); skipTime(0.0167); }; This script accelerates daytime to double speed. Basicly it skips 1 seconds each second (skipTime takes hours as a parameter, while sleep uses seconds - messy :P). skipTime only affects sun position and height of tide, so it doesn't interfere with gameplay.
  3. Hm... not sure if I am missing something, but I have a MP mission in work, and it does include a teamSwitch dialog at some point to switch to another group. It does work when I test it in editor, and it does work as a single player mission, however when I tried it as a multiplayer mission (being the only player, hosting it myself), teamSwitch dialog does't want to pop up. I threw in some debugg messages, and script seems to normaly run over the teamSwitch line. There are enough units you can switch to and I can also force role switch with selectPlayer. enableTeamSwitch is true. Any ideas what might be wrong?
  4. HappyG

    Setpos getpos not working?

    When I try to reposition myself and my squad over the long distance, something gets f*** up Basicly my character is repositioned, I can normaly play it, but it is not shown on the screen, neither are my squad mates (although they appear to be next to me on the map). I can walk around, do various things, but I am invisible. It also seems characters are not present on the given point, because when I plant a satchel charge and blow it up, nothing happens to me or my squad mates, but it does affect the environment (trees or other units in the area, which were not repositioned). Moving vehicles with setVehiclePosition ussualy ends up with a truck half burried in the mud, or some other funky resoult... At the moment I only found one unussual workaround for this. I place units in a Ural truck, reposition Ural, kick units out of it and reposition Ural to 0,0,0.
  5. another working example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> group_units = units group_leader; _max = count group_units; _i = 0; while {(_i < _max)} do { (group_units select _i) moveInCargo vehicle; _i = _i + 1; };
  6. HappyG

    My First Armed Assault Vid

    Music is ok But I prefer movies with fresh content, not seen-oh-so-many-times in-game clips mixed with Adolf W. Bush speech. Changing the order of old clips doesn't make 'em fresh, so all you movie makers out there, save your artistic inspiration for another month or two
  7. HappyG

    SINGLE PLAYER OR MULTI ?

    SP is fun for a week, MP is fun for years!
  8. HappyG

    Couple of ideas...

    Yeah well, thats the point of my post. BIS should give us a tool, it's up to community how they want to use it than. Since I only proposed a scripting command, every mission maker will use it in his own way, so this obviously won't lead to any global high-score ladder. It only seems natural to me, that deathmatch missions would use it to track kills, while coop mission makers can use it for anything else. Same goes for different squads - if they want to show their member's kill ratio on their web site - let them have it. Tactical squads could use it for debriefing, logging squad mates positions into an XML file and showing their movement on the map later - sounds like a great tool for tactics improvements. It would also easen up different leagues (that will pop up like mushrooms after the rain when ArmA comes out) organisation, organisators could put some script code in their missions and fully automise match reporting, etc... Ability to write different things to a file during the mission has a potential you cant really predict until people surprise you with their scripts PS: BF2 has little to do with this, we're talking about ability to show some in-game data out of the game, and use it for various purposes. BF2's problem is central statistics for all players and reward system bound to it. ArmA has no such thing - if someone wants to rush with a tank for the kill ratio in one single mission, he can do it with in-game score table alone, and has nothing to do with this proposal
  9. HappyG

    Couple of ideas...

    Something like this was already discussed here - http://www.flashpoint1985.com/cgi-bin....t=52383 - and IMO every decent modern game with a scripting engine SHOULD have XML API which could be used by mission makers to read and write various data in XML files. All programming languages have libraries that support XML manipulation, therefore you can use that data for virtually anything, and most importantly display it on your website with ease. It is very easy to add in the game (all ArmaA needs to do is to provide functions to read/write XML files to a disk drive), can be served to 3rd party applications easily (you can set up small web server application on your ArmA server, that will serve them ), and I'm sure ArmA development community knows it well. I'm pretty sure tons of scripts for all kind of data manipulation and presentation would be made by ArmA community in less than a month. You can use it, either to show server status on your website, state of a long-term games (i.e. real time maps with captured cities for CTI), or simply collect data for squad statistics (member activity, lifetime kill/death ration, no. of fired bullets if you want!. With popularity RSS has recently achieved, you can make your RSS reader warn you when enough people for a decent fight come to your favorite server, and all that funky stuff. Basicly what I'm trying to say is that out-of-the game candies are very important for today's multiplayer games, and after all, statistics is important science in every war, and it's resoults are foundamental for further improvements. This should not be overlooked because you can use it to argument your superiority. It's the same, as saying "metric units should not be invented, because people use them to measure their p***".
  10. HappyG

    Speed up time?

    Uhm, keys can be configured the way you want 'em :P
  11. HappyG

    Scripting

    Separated server and client side scripting, with easy to use channels inbetween to sync it
  12. As we all know, implented script language was what really made OFP such a great game. Some of the most popular multiplayer missions, like Battlefield or Capture the Island (I bet BIS didnt expect that OFP can be turn into a real time strategy?), horde of CTF clones, Coop missions with lots of triggered events, etc. were all made possible with it. But, it took BIS 2 years to implent all that, and many simple things are still damn hard to script. Therefore, and since thers still over a year till OFP2 comes out, thers my little list of things I would like to see in OFP2 from Scripter's point of view: - object-oriented script language with user-made functions - 100% server side scripting (script outcome affecting player should be auto transfered to client, no more scripts running on multiple clients at the same time, causing problems at desyncs, etc) - if 100% server side scripting would noticeable raise the amount of data transfered between server and client, than at least strictly separeted server and client side scripting, with better data channel than simple publicvariable - C like syntax (not all will agree with me here ) - multidimensional arrays - triggers that could be triggered by events, at given time, and will be able to run scripts or call functions Im sure thers more, but perhaps other guys on the forum can say it?
  13. Hm... Ive checked the official scripting commands, but I cannot find a function for rounding numbers. Is there any way to round numbers easy way?
  14. You put an empty object somewhere on the map called server, than use ? (local server) : goto "server" goto "client"
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