Jump to content

[kh]jman

Member
  • Content Count

    886
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by [kh]jman

  1. [kh]jman

    Arma2MySQL

    I'll get my source files up asap as well as some example missions, docs and the DB schema. I'll also add the compiled a2mysql binaries + support files for the Windows server. If anyone has the skills and would like to contribute and join the dev team plz ask.
  2. [kh]jman

    Arma2MySQL

    Ok Sickboy has very kindly given us a new project so we can start to migrate our two projects over to this new one and then we can remove our old projects. The new project link is: http://dev-heaven.net/projects/a2-sql-persistent-db
  3. [kh]jman

    Arma2MySQL

    Thats great, ok I will have a word with Sickboy over at DH about merging our two projects into one and calling it something like 'Arma2MYSQL and PersistentDB'. Then I will upload all my code/scripts to the new DH repository ready for the new devs to get their teeth into it. I will also add the compiled Arma2MYSQL binaries + support files to the new repo since the old Arma2MYSQL only contains the source atm. On the A3 subject, yes I was aware of the upcoming Java support. I have also heard on the grapevine that A3 may also include a DB API but that is certainly not confirmed at this stage by anyone at BIS.
  4. [kh]jman

    Arma2MySQL

    Indeed. I have already written this for Arma2MySQL. See here and here. We have been testing and using my scripts very successfully now for a few months. I have written all the .sqf scripts needed to be dropped into a mission to save persistent data. There are still some issues that need to be sorted plus some frontend ajax and forms that still need to be done. I have been working on this on my own for over 7 months now so I am a little reluctent to make my work so far public however it seems that what you want to achieve I have already pretty much done 80% of. I have spent many, many hours on these. With time more could be added. With this in mind how about we maybe merge these 2 projects together. The more devs the better, I am finding less and less time to finish all this on my own. I have an SVN with all my .sqf code available plus a full mysql DB schema. I had plans to port this to Arma3 in some form in the future.
  5. I have added the biki page for A2OA 1.60 here (includes many download mirrors): http://community.bistudio.com/wiki/A2OA:_Patch_v1.60
  6. Missions -> Player Data -> Edit More WIP Weapons, Magazines, Weights done. Slot capacity to do.
  7. [kh]jman

    ACE for OA 1.12

    Great thanks for the info and I just answered my second part of the question as i just tested it and can indeed fit 34 in the ruc ;)
  8. [kh]jman

    ACE for OA 1.12

    I wonder if any of the ACE developers could shine some light on the ace_weight, ace_size and ace_packsize variables used in the definitions of the weapons and magazine classes. For example. AK-103 PSO ace_weight => 3.3+ 0.6+ 0.2 Does this mean that to weapon weighs 4.1 Presumably this is in kg? Why are there three floating point numbers and not just the one? Does the ace_size directly relate to the ace_packsize, i.e in the example below you could fit 34 30Rnd_762x39_AK47 in the ACE_Backpack_US? (obviously not tried this but searching for a definitive answer) 30Rnd_762x39_AK47 ace_size => 550 ace_weight=> 0.8 ACE_Backpack_US ace_packsize =>18800 Many thanks.
  9. Thanks Sickboy that means a lot. I'm working on the loadout slot limitations and ACE weight amount today so it's still coming on slowly but surely. Trying to make sure I don't miss anything out and make it as easy to use a possible.
  10. Moved frontend to new subdomain: http://pdb.kellys-heroes.eu username: demo password: demo Work in progress screenshot of a section of the view player loadout screen: Work in progress screenshot of a section of the edit player loadout screen:
  11. [kh]jman

    M109A6 Paladin v1.1 (UPDATED)

    The addon below is specifically for use with the m109a6 Paladin addon and CAA1 Sahrani for Arma2. The addon will alter the map grid system to a six figure reference on Sahrani and create the required grid offset for the m109a6 Paladin's targeting computer. Enjoy! Download @sahrani_grid.7z (2Kb) Image preview here
  12. Great, tested and working thanks again.
  13. Lovely thank you I willl give it a go and report back.
  14. I'm using the addon version not the script version but if you have a script fix I could move the mission over to the script suite.
  15. The mission is on Sahrani (CAA1).
  16. Mandoble, I'm using the latest addon version of mma & mma_xeh in conjunction with the latest ACE version and Arma 2 beta version 1.59.85598. All connecting players get a clientside script error when the mission starts. mma appears to function normally however. The serverside rpt does not report any errors. The clientside error follows: Error in expression <logic" createVehicleLocal [0,0,0]; _log setPos _pos; _log setVariable ["mando_il> Error position: <setPos _pos; _log setVariable ["mando_il> Error 4 elements provided, 3 expected File mando_missiles\mando_missileinit.sqf, line 442
  17. Crates could be populated via the database and that data could be modified via a webbased form but the resupplying would not be possible via a webbased form post only an ingame trigger or sleep command.
  18. [kh]jman

    Medevac Module

    I can also confirm that this does not work on a dedicated server. Works very well in single player however so kudos there!
  19. Quick update. Now Completed: Convert scripts from sqlite to mysql: http://www.dev-heaven.net/issues/24696 Save/load mission's LandVehicle data: http://www.dev-heaven.net/issues/16637#change-112971 Save/load player's in vehicle status http://www.dev-heaven.net/issues/16650#change-113073 Save/load mission's time of day http://www.dev-heaven.net/issues/16654#change-113148 I've started work on the frontend: http://pdb.kellys-heroes.eu username: demo password: demo If you select me from the list, thats probably the one with the most data. It uses a privilages system. It can be skinned using css. It's all subject to change atm. The demo user can see all users but not edit just so you get the idea. Normal users can only see and edit their data. Administrators can see all users and edit all data. The mission data will be located next to the Player Data column and will consist of landvehicles, man, air, ship and building. Mission Date & Time will also be editable, as I say it's all just wip atm.
  20. *********************************************** Mission Overview *********************************************** COOP19 ACE KH Hell of Zargabad Hell of Zargabad. Mission by [KH]Pauld, [KH]Foxy and [KH]Jman. Additional scripts by Reezo, Tophe and Monsada. *********************************************** Mission Requirements *********************************************** ArmA2 version: Combined Operations Island: Zargabad Addons required: ACE Optional addons: ACRE *********************************************** Mission Objectives *********************************************** Your objectives are to find and kill the Takistani Army Commander, destroy the enemies fuel supply, destroy the enemies ammo cache and finally clear Zargabad of all enemies. You have 2 medics and 1 IED specialist per squad. IED specialists carry an IED detector and are potentially able to defuse the IED threat. This is a close quarters battle so go slow. *********************************************** Mission Features/Parameters *********************************************** Time of day Terrain detail View distance Weather conditions with player synced dynamic weather system. ACE wounding system. Enable/disable ACRE radios. Special admin command system. Enable/disable ACE stamina system. Enable/disable AI wounding system. Vehicle ignition key system. Return ignition keys to vehicle on death or disconnect. Enable/disable civilian module. Uses new BIS Module Improvement Project. Enable/disable ambient vehicle module. Uses new BIS Module Improvement Project. Enable/disable ambient animal module. Uses new BIS Module Improvement Project. Enable/disable sniper rifles in ammo crates. Enable/disable TWS weapons in ammo crates. Enable/disable crew served weapons in ammo crates. Vehicle crew system. See who is in your vehicle. Randomly located IEDs. IED Detection scripts by Reezo of SR5 Tactical and modified for purpose by [KH]Jman. *********************************************** Links *********************************************** KH Forum Thread Download Mission
  21. [kh]jman

    COOP19 ACE KH Hell of Zargabad

    Yes it is designed for dedicated. You should be able to adjust viewdistance clientside no problem at all with a VD addon or similar. @Shadow.D. ^BOB^. Glad you are enjoying it, we've had a lot of fun playing it too. If you can get to the Villa and secure the buildings it makes for a good FOP into the city.
  22. [kh]jman

    ITV fakes terrorist footage using ARMA II

    That would seem a plausible explanation. Still very embarrassing for ITV.
  23. [kh]jman

    ITV fakes terrorist footage using ARMA II

    Leaving aside the fact that ITV have used Arma2 footage without permission, the programme's presenter (Paul McGann if I'm not mistaken) clearly states that it is 'the terrorists own footage'. That has far more serious implications and is very damaging indeed. At the very least I would expect the production team to make a retraction on terrestrial TV after all this was peak time viewing.
×