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Issetea

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About Issetea

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    Corporal

core_pfieldgroups_3

  • Interests
    Armed Assault, Operation Flashpoint, C++, Ruby

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  1. Were you ever looking for nice PvP game in ArmA2? A mission you only have to join to play right away? A game mode that features endless tactical possibilities which suits clanwars and publicservers at the same time? Let's face it: There are way too less PvP missions for Armed Assault 2. But now there is change: rp-mods.com is proud to be present ArmA Strike, a new high quality PvP mission by Issetea and Fewo, featuring two different game modes. Read more with screenshots...
  2. Issetea

    Chernarus Life (RPG)

    Updated changelog on the first page (This version is currently online). - changed: Players are able to enter the copbase, but it's a safe zone (Kills will be punished automatically, vehicles can't be lockpicked, bombs can't be used) - changed: Storage in copbase 2 (Same as in Copbase 1) - added: System for cloth - added: Kevlar suit for police units - added: Items - Kevlar west/trousers/gloves in a new factory - added: Items - Small Backpack Chernarus Life 1.00 Beta is currently running as open beta - Feel free to join. Password can be found at www.rp-mods.com Please report all bugs you find.
  3. Issetea

    Sahrani Life

    Yes, this mod works with the "normal" Armed Assault version which is included in the gold version.
  4. Chernarus Life is a multiplayer mission designed for 3 to 32 players. Here is the first Sahrani Life 1.69 -> Chernarus Life 1.00 Changelog: Version 1.10: Version 1.12: Version 1.13: Version 1.14: Version 1.15 Version 1.20 Version 1.21 Keep in mind: Chernarus Life needs you! We are still looking for people helping us with creating role play addons and scripts. If you are familiar with 3D modeling, texturing or scripting and want to help, please contact us at www.rp-mods.com, Issetea(X-Fire) or 283-776-375 (ICQ).
  5. Issetea

    Scripting

    Although i think that this could be useful I didn't find a suggestion for it yet: A command for sending something to a single client only. PublicVariable is a useful command but i guess it produces a lot of lag if a single client wants to communicate with the server and everyone else receives the same (for them useless) data. Something like "Variable" sendTo PlayerObj would be nice.
  6. I just replaced 260 loops and it works. Thanks for your help!
  7. Thanks for your reply again. I'd like not to use exitWith anymore but since we are using it 650 times this might be a problem. The breakTo command and all the other scope related commands seem to work fine though.
  8. The value printed is always the value returned by the "exitWith". If we return true the output of amount will be true, but only in the same "hint format" the function is called. Since the amount variable stays 10 (As the second output shows), the variable is never really changed (or if, it's somehow magically changed back) The following line in the script above would output "true" for the amount variable in the first output. if (((_arr select _c) select 0) == _this) exitWith { _Fobjarray = _arr select _c; true }; And this one "test123" if (((_arr select _c) select 0) == _this) exitWith { _Fobjarray = _arr select _c; test123 }; EDIT: Well thinking about it, changing the amount variable inside the function will change the amount variable outside of the function as long as it's not in the private array. However, there's no reason for it to be changed by the exitWith I think.
  9. While still converting some ArmA1 scripts to ArmA2 we've encountered a ?bug? in the exitWith command. Can someone tell me whether I'm using it wrong or it's a real ArmA bug please? Here is a small example of the exitWith in ArmA2 (The function doesn't make much sense but it's just an example): // Searches given Parameter in the array "_arr" and returns the array. In this example it returns: [1] for parameter: 1 INV_getitemArray = { private ["_c", "_Fobjarray", "_arr"]; _Fobjarray = []; _arr = [[1]]; for [{_c=0}, {_c < (count _arr)}, {_c=_c+1}] do { if (((_arr select _c) select 0) == _this) exitWith { _Fobjarray = _arr select _c; /* true */ }; }; hint "Still returns the array after exit."; _Fobjarray }; INV_getitemName = { ((_this call INV_getitemArray) select 0) }; _amount = 10; hint format["Test-1: %1, %2", _amount, (1 call INV_getitemName)]; hint format["Test-2: %1, %2", _amount, 1]; Output: "Still returns the array after exit." "Test-1: <null>, 1" <- Amount should be 10, instead, it's the reutned value of the exitWith block. "Test-2: 10, 1" Notes Replacing "exixtWith" with "then" fixes the problem. If we return true (At the comment above), the _amount variable in the first output will be "true" as well, in the second, it will be 10 again.
  10. Solved the Problem. The exitWith behaviour (used in the function "INV_getitemName") in Armed Assault II seems to be different. Not exactly sure where the difference is though - It still exists a loop and continues and the function returns the correct value. Gonna test more tomorrow.
  11. While converting Sahrani Life to ArmA2 we've encountered a strange problem: First of all the content of all variables: _author -> "Server" _period -> 20 (_minprize call ISSE_str_IntToStr) -> returns 50 (_objid call INV_getitemName) -> returns "Bank insurance" _amount -> 10 Here are the commands used for output hint format["Added new Auction object 1: %1, %2, %3, %4, %5.", _amount, (_objid call INV_getitemName), (_minprize call ISSE_str_IntToStr), _author, (_period)]; hint format["Added new Auction object 2: %1, %2, %3, %4, %5.", _amount, (_objid call INV_getitemName), "", _author, (_period)]; hint format["Added new Auction object 3: %1, %2, %3, %4, %5.", _amount, (_objid call INV_getitemName)]; hint format["Added new Auction object 4: %1, %2, %3, %4, %5.", _amount, (_objid call ISSE_DummyFunction), "", _author, (_period)]; hint format["Added new Auction object 5: %1, %2, %3, %4, %5.", _amount, "", "", _author, (_period)]; Here are the results Added new Auction object 1: <null>, Bank insurance, 50, Server, 20. Added new Auction object 2: <null>, Bank insurance, , Server, 20. Added new Auction object 3: <null>, Bank insurance, , , . Added new Auction object 4: 10, 4412, , Server, 20. Added new Auction object 5: 10, , , Server, 20. Somehow the amount variable only shows up when the (_objid call INV_getitemName) function is not called. Right before the first output the varaible is "10" as well. Edit: All local variables in the INV_getitemName function are declared private. Thanks in advance, Issetea
  12. Issetea

    Sahrani Life

    Update. Fix 2 of 1.69 was released today. Version 1.69 Ultimate - fixed: player was not able to drag out other players (vehicle interaction) when having a grenade launcher or sniper rifle - changed: only driver of the convoy gets weapons when moved to terror vehicles (Also changed the amount of weapons and removed the cop handgrenades) - fixed: weaponbag also removes guns out of weapon crates if near - fixed: Some weapons weren't recognized as a cop weapon - fixed: Bounty and Wanted status is removed when player is auto arrested - changed: Players who got auto arrested cannot be released from prison - changed: player can't drop robbed money or place it in a storage - fixed: Weapon convoy cannot be lockpicked anymore - changed: The player robs 3% of the money and another 3% is automatically added as bounty. All other players will lose 10% of their money. If they have insurance they only lose 1/10 of the 10% - changed: Bank can only be robbed with a 1/2 cop/civ ratio (same ratio as for drugs) - changed: Bank account is not reset when robbing the bank - changed: added parachute to copbase - fixed: Guild mission now has civ weapons - added: new and easier system for placing objects - changed: Copleader receives a paycheck of 10000, normal cops a paycheck of 3000 - fixed: numerous problems with teleportation when player weights too much - added: rules to inventory - fixed: players were able to kill a certain shop keeper - changed: speedcam now mentions position and driver name - fixed: when resetting the skills twice, player was not able to carry anything anymore - changed: message when a player is seen while planting a bomb in a vehicle now contains the playername of the planter - changed: Player now ALWAYS has to use the same name in order for the account to work (The name used when logging in for the first time after the next fix is online) - fixed: Convoy idletime didn't work - changed: Workers can't drive vehicles anymore - changed: players are not able to lockpick vehicles in storage area - changed: with a cop/civ ratio below 1/2 the konvoy will have less weapons - changed: if auto arrested players escaped they will be rearrested automatically - changed: Copkills in copbase will be punished by getting in the "normal" jail. Copjail removed. - added: Crimelog now mentions the victims names - changed: copleader actions can now be accessed using the normal copmenu (copleadermenu removed) - added: New way of selling drugs. The player has to be in certain areas of a city (marked on the map) with drugs in the inventory. The drugs will then automatically be sold (slowly) - added: When a cop removes illegal objects from a trunk or civ, he will receive money (The amount is the price of all removed items) - fixed: Tracker markers displayed the classname instead of a readable name on the map - fixed: Trackers sometimes caused errors when tracked vehicles were deleted - fixed: Stat menu was listed two times in the inventory dialog - fixed: Stat dialog included two Close buttons (Removed one of them and also removed the "level dialog" button, since it can be accessed using the inventory dialog) - fixed: Factory storages where not always saved correctly - fixed: Some mistakes in the resocialisation test in prison - fixed: Some shops (like Drugdealer) were not public - fixed: Reconnect after arrest did not autoarrest the player again - added: Drugs heroine and speed - added: Dead bodies can be collected (Player bodies will still be deleted, this system might be improved in the future - bodies can't be sold yet) ------ Fix 1: - fixed: Speed and Heroine can be sold - changed: Everyone loses 10% when the bank is robbed (If the player has a bank insurance it's about 1%). The robber gets 30% of the lost money as illegal earnings. 10% of the illegal earnings are added as bounty. - fixed: players released by cops were autoarrested when killed - fixed: Auction storage is saved ----- Fix 2: - changed: Cop Disarm action will remove holstered weapons, unholstered weapons and magazines - changed: Cop remove illegal objects actions will remove all illegal objects - fixed: Tracker sometimes caused errors - fixed: Civs were able to drag peope out of locked vehicles (instead of cops) - fixed: Players where not able to join a guild after a guild mission was finished - fixed: Voting system did not always work - fixed: Prison Bug (players spawning on San Thomas)
  13. Issetea

    Sahrani Life

    We have a Linux Server and afaik there's no 1.15 Linux ArmA Server yet.
  14. Issetea

    Sahrani Life

    Oh right I forgot to mention that you have to be logged in in order to be able to download the files, but we will change that in the future. btw here's the changelog for the next fix so far: - changed: Player is only kicked out of a vehicle if weight is too much AND the engine of the vehicle is on - changed: Only one player can access a trunk at a time (Player does not have to be driver anymore and other players can be near) - fixed: Speedcam sometimes displayed a speed of 0 - fixed: time is synchronized with JIP players (this already worked but took a lot of time until it was synchronized) - changed: killer of convoy driver will be set wanted
  15. Issetea

    Sahrani Life

    Addons can be downloaded at www.rp-mods.com (Database section) - Sorry for the late reply. Information about the updated versions of 1.68 (I can't post these information on the first page since the max characters per post have been changed): ------ Fix 1: - fixed: trunk->storage radius increased to 20m (Action is now only visible if trunk is not empty) - changed: less weapons at cute gun shops (magazines still available) - fixed: shopkeepers will automatically be teleported back - changed: mining is now possible without clicking all the time. After a certain amount of time, the area will be empty and t he player has to move around. - changed: After running over 2 people in a single life (car, pickup or truck), the currently used vehicle license is removed - added: message when player status is set to idle - fixed: Player is set to active when pressing a button - fixed: weapons and magazines in storage ammo boxes were spawned global and not only for the player the equipment belongs to ------ Fix 2: - changed: weight of ressources increased by 50-100%. mining speed increased by 100-200% - changed: mining message now comes as a title text (avoiding spam in the hint box) - added: Message when stats are saved added again - fixed: "heavy vehicle" factory is now moved into a standard arma hangar; the vehicles will spawn outside (both, manufactured and storage vehicles) ------ Fix 3: - changed: player has to be near the shop in order to be able to buy - fixed: When finishing the refuel/truck mission, the marker of the main refuel station is now deleted - fixed: When finishing air taxi mission, marker is now deleted ------ Fix 4: - fixed: Weapon factory storages now use the same ammobox as the manufactured weapons - changed: If workers are near the player (distance should be less than 20 meters), the player will be able to collect resources faster - fixed: stats were bugged after someone did the assassine job - fixed: Job points were not always added to the correct job - removed: factory buildings - fixed: no one can release himself from prison - fixed: cops do not lose their holstered weapons when killed - changed: it's not possible to kick people out of moving vehicles - fixed: Death messages with NPCs - fixed: Current dialog closes when player is arrested - fixed: sometimes the shopkeepers were not teleported back when moved - changed: vehicle information now includes a list of all passengers - fixed: gate animation at cop base in Masbete (it's not very smooth but it works) - fixed: Drug dealer did not stop when a player was near - fixed: DMZ Statusmessage was localized in the language the mayor uses (e.g. if the mayor was german, everyone got a german word in the message) - changed: information when buying vehicles if the skill is not high enough - fixed: adjusted "manage dmz" dialog layout - added: server rules show up before the login screen is available - fixed: drug dealer received new drugs every 6 instead of 60 minutes ------ Fix 5 (Released today): - fixed: Players were not able to join a guild - fixed: death message showed "NPC" even if there was none - fixed: passenger list did not work with more than 1 person - fixed: when selecting more than 1 vehicle (of the same class) to buy, only one spawned (which is correct) but the whole selected amount has beend removed from storage - fixed: When a player changed his name and uses the same slot again, it was said that he was already logged in - changed: removed some items from factories (mainly "west" weapons/vehicles); turned UH60MG into Mi17MG - changed: message when killed at storage - server: new life rule removed - changed: in the next fix civs will not be able to use cop weapons/magazines (use the time to sell/exchange them) - changed: civs AND COPS will automatically be arrested for killing at storage - changed: when a player is arrested, the public message will show the time the player has to be in prison - fixed: It was possible to vote for no one (just by selecting nothing in the copleader/mayor vote menu) - fixed: when having the max level of a skill and selecting it in the level dialog, an error occured - fixed: important buildings will always be repaired automatically
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