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Posts posted by HitmanFF
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try not using the FDF sound mod perhaps?If a server has the equalmodRequired set, you'll get kicked for using the FDF sound mod. So indeed try connecting without it.
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<span style='font-size:10pt;line-height:100%'>Our mission</span>
European Combat league's mission is to provide hassle free, quality games in a friendly yet competitive atmosphere. We're aiming to be the main league for the type of maps and ladders we have to offer, dedicated fully to Armed Assault.
<span style='font-size:10pt;line-height:100%'>ECL's history</span>
ECL was founded as the European Flashpoint League in March 2002. The name change came to European Combat League came in 2004. ECL have been active as an OFP league until summer 2006, and we have gone in hibernation, preparing for ArmA until now. We've had many of the well know OFP teams in the past, and we're looking forward to getting the ArmA teams back in!
<span style='font-size:10pt;line-height:100%'>ECL's organisation</span>
We pride ourselves in having a mature staff which has several years of experience in running a league. All squad reps are able to join the squad rep council, which is able to influence the league's direction and decide on matters regarding disputes etc.
<span style='font-size:10pt;line-height:100%'>Ladder types</span>
We are planning on two main ladders: The Battle Ladder, a free-for-all ladder which is open for all teams to join. You can play as many matches as you want, and the ladder position is based on the number of victories and draws you've had. Also there will be the War Ladder, for which teams that apply will be admitted by the squad rep council on basis of a set of criteria like proven sportsmanship, players' connection quality (to prevent lag as much as possible), dependability and responsiveness of the team's squad rep etc. The War Ladder will be based on a Football style ladder, with a fixed schedule according which matches can be sceduled on a weekly basis. We have also had various other ladders like a 1 vs 1 and a 4 vs 4 (T)DM ladder. We are organising regular inter-season tournaments on different themes like a winter tournament, a C&H tournament etc.
<span style='font-size:10pt;line-height:100%'>Map types</span>
We have several map types to offer: C&H, CTF and Combi, ranging from smaller CQB to mid sized all-armor. Our maps all have a spawn protection system in place, gear is chosen by role (e.g. AT man, grenadier, engineer etc). All maps are based on our templates, which has been developed and improved over the years, and now ported from OFP to Armed Assault. Maps are made both by our mapping staff and by the community with a consistent quality due to the availability of the templates.
So head over to European Combat League and register yourself and your team!
PS: Our map pack is available for download
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Umm what do i change to make only west side visable?I tryied this but it doesn't work:
// Initialize spectating script when player joins as seagull
// Set the following to limit visible sides:
// KEGsShownSides = [west];
west execVM "spect\specta_init.sqf";
You need to remove the //, since this is effectively commenting out your side choice.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Initialize spectating script when player joins as seagull
// Set the following to limit visible sides:
KEGsShownSides = [west];
west execVM "spect\specta_init.sqf";
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Hi guys,My 1.05 server is running fine but I can't seem to get it to run privately. I have:
reportingIP=""; // private server - no reporting
But I still see it in the GameSpy in-game browser.
I haven't tried this in ArmA yet, but for OFP my solution was<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">reportingIP="localhost";
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Because European Combat League will be starting our first ArmA tournement (more info here), we've made our map pack available for download.
If you enjoy the maps, and want to join the tournament, be sure to sign up

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Use Options -> Video Settings -> Language

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The difference between a local and a global variable is called the scope. A local variable is only known within the structure it was created in, e.g. created in a script and thus only known within this script. If you want to use data across different structures (like in your case both within a script and a trigger), then you have to use a global variable. Defining a local var in ArmA means you add an underscore to the name (e.g. like in your case _grp1), a global var starts with an alpha character, not with an underscore (e.g. grp1).
Since you want to share the data between the init.sqs and the trigger, you have to use a global var, grp1. There shouldn't be mention of _grp1 anywhere, since that is a different variable, with nothing in common with grp1.
So be sure to use grp1 everywhere:
init.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">grp1 = group p1
trigger: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">leader grp1 sidechat "blah"
HTH

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FUSION currently have a server running with VMWare Server under linux, anxiously awaiting the real thing...
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I put this in a sqs file that I call buy a trigger radio alpha<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{unAssignVehicle _x} forEach units _grp1
~1
{doGetOut _x} forEach units _grp1
I put this code in my init.sqs
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">grp1 = group p1
Still not working in dedicated server, even when I was testing in the editor it was not working.
You're using _grp1 (local var) and grp1 (global var). Replacing _grp1 by grp1 in your sqs file should do the trick

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I can confirm this. It's been reported to Suma as well.
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At least you found it now then

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If you log in (#login <password>), you'll take over from the voted admin straight away.
There's no other way to remove admin status from a voted admin.
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The biki has a part on the server.cfg.
motd[] and motdInterval are the parameters needed for the scrolling text

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I'm following the same naming conventions as Celery, apart from leaving out the version number (that's added in the briefingDescription in mission.sqm, so the version number is still visible in the assignment pool).
So the only change I'd like to have concerning terox' proposal would be to use underscores instead of spaces in the file name: ArmA exchanges all spaces with %20, making a file name quite hard to read.
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Did you use the key you've obtained with the Morphicon download or from the 505 version? The key seems to determine the default language of the game.
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I need help getting this ammo command working...not sure if I'mdrinking to much while scripting or this is a ArmA bug.....cheeers.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">emtpy = s1 ammo "M4";hintc format["%1",empty];
Looks like there's a typo: emtpy vs. empty
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">empty = s1 ammo "M4";hintc format["%1",empty];should do it

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This sucks. Pretty much worthless to have a onplayerconnect script. You cannot get their player id or anything that i can figure out. The name is ok but really no use as you cannot send them messages or anything. Pout.You could consider sending messages to all players, and only display them if the name is correct.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">name Player will give you the player's name, you can compare that to the name given in the OnPlayerConnected script.
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As soon as a player joins a game, the OnPlayerConnected statement is fired. You can use that statement to execute your script. Use a game logic called e.g. server to run it server sided only, e.g. to run from init.sqs:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(local server): onplayerconnected "[_name, _id] exec ""myscript.sqs""";_name will be the player's nick name, passed on to the script, _id is some kind of unique session id. If not needed, you can either remove them from the call or simply ignore them in your script.
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when I type sh server-1.96.shar I get this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">tolower.c:11:19: error: stdio.h: No such file or directory
tolower.c:12:20: error: stdlib.h: No such file or directory
tolower.c:13:23: error: sys/types.h: No such file or directory
tolower.c:14:22: error: sys/stat.h: No such file or directory
tolower.c:15:20: error: dirent.h: No such file or directory
tolower.c:16:20: error: unistd.h: No such file or directory
tolower.c:17:20: error: string.h: No such file or directory
tolower.c:18:19: error: ctype.h: No such file or directory
Looks like your system is lacking header files. I can't verify right now, but with Ubuntu I think the package is build-essential. So <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">apt-get install build-essentialshould solve it for you

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Most of the features I like, have been mentioned already. One important feature I really like is join in progress. No more endless reassigns due to people dropping off, coming in late etc

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">clearmagazinecargo this; clearWeaponCargo this in the init line should do the trick

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i think i've pretty much gotten all the syntax down for SQF. SQS is a different story. i still haven't figured out what the heck teh @ means in SQS.@ means 'wait until condition is met':
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">@TheCowsComeHome
Wait until...

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Check the ARMA.RPT file: It should have a list of the syntax errors encountered, so most likely the error causing this behaviour is in there.



ArmA dedicated on wine
in ARMA - MULTIPLAYER
Posted
Unfortunately the SecuROM protection prevents wine from running the ArmA server (actual error message in this thread). Your best option currently is to go for vmware to run the ArmA server on linux.