killswitch
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Everything posted by killswitch
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createVehicle it in the spot where you want it to be when it's fully setup.
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Yes, it's available and works. You enable the use of it with the server config option called persistent. It's all documented in the Biki: server.cfg That page also tells you what kind of respawn you need in a mission to make use of the persistent game world feature. This might be doable using the startup parameter -init, which at the time of this writing is only vaguely described here. AFAIK, no.
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Okay i've been having this problem all morning
killswitch replied to mrbean1112's topic in ARMA - MISSION EDITING & SCRIPTING
You have a strings embedded inside a string. Try this one: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "zombieclassname" createUnit [getMarkerPos "marker_zombie",groupAlpha,"this addEventHandler [""killed"",{_this exec ""zombieKilled.sqs""}]", 0.8, "corporal"] -
Feedback needed - Ammo box scripting
killswitch replied to suma's topic in ARMA - MISSION EDITING & SCRIPTING
This is an old bug that I'd love to see fixed in either of the two suggested ways. These functions (I'm assuming addMagazineCargo,addWeaponCargo and similar) are indeed used in lots of user made missions and in many a custom script within addons. One can make a case for both variants of the suggested fixes: <ul>[*] A) Make it work everywhere and have the effects be distributed. [*] B) Make it work only where the affected entity is local and have the effects be distributed. Option B is more "backwards compatible" with the common use of having lots of addMagazineCargo commands be run on ammo crates either from an init line or from a script that runs on all machines. OTOH, A is more "universal" for scripters that know what they're doing - that one has to take care to limit some commands to only one machine (eg the one where an entity is local). Like Igor Drukov says - knowing how and when to separate server-side and client-side scripting (and when not to do so) is a required skill. In any case, I'm glad to see the bug is being looked at. PS. It would be great to have a "getMagazineCargo" or similar. -
Rgr on the DePBO DLL. One can actually use those preprocessor directives with OFP and ArmA. We used these directives extensively when working on WGL5 and they occur frequently within the chaos that are the WGL5 config files. I just tried Eliteness 2.10 (which still crashes inside msvcrt.dll in the way described earlier in this thread). I'll try finding a newer version of it and see where it leads.
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It's not an AC97 solution. The board is one based on the nVidia 680i chipset which is used to implement the HDA standard together with the ADI 1988B codec.
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the old anoying loop question
killswitch replied to Albert Schweitzer's topic in ARMA - MISSION EDITING & SCRIPTING
I introduced that variable as a matter of convenience. Here's the relevant code part again: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_accelFactor = 0.5 setAccTime _accelFactor ; This will keep the loop going until ~10 "wall clock" seconds have passed _delayUntil = _time + 10.0*_accelFactorOne could also write this as <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">setAccTime = 0.5 ; This will keep the loop going until ~10 "wall clock" seconds have passed _delayUntil = _time + 10*0.5or even <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">setAccTime = 0.5 ; This will keep the loop going until ~10 "wall clock" seconds have passed _delayUntil = _time + 5All three will get you the same result. Using the variable lets you try out different time acceleration factors by only changing the _accelFactor value. The _delayUntil time is then calculated automatically. -
the old anoying loop question
killswitch replied to Albert Schweitzer's topic in ARMA - MISSION EDITING & SCRIPTING
Trimming off some of the unused variables, one might end up with something like the following. It's thoroughly untested and written late in the evening, so... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">titleCut ["","BLACK IN",10] _camera = "Camera" camCreate [0,0,0] _accelFactor = 0.5 setAccTime _accelFactor ; This will keep the loop going until ~10 "wall clock" seconds have passed _delayUntil = _time + 10.0*_accelFactor #loop ~0.01 _camera cameraEffect ["INTERNAL", "BACK"] _camera camSetTarget plane1 _camera camPrepareFOV 1.384 _camera camSetRelPos [0,5,-0.5] _camera camCommit 0 ?_time < _delayUntil: goto "loop" ; Do whatever comes next... Hope it helps! -
I too, can't get Eliteness 2.08 running using either the 1.44 or 1.45 versions of the DePbo.dll. The DLL has been tested either in the same folder as Eliteness.exe, placed only in %SystemRoot%\system32 or present in both locations. I hope you can figure it out, Mikero, because it seems like a fine GUI tool. I'm making do with the CLI tools in the mean time. Speaking of those, I have a problem with the rapify tool. It seems to choke on #defines within an #ifdef or #ifndef block. Here's an example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#ifndef KLSTEST #define KLSTEST #endif class CfgPatches { class KLS_Test { units[]={}; weapons[]={}; requiredVersion=1.96; requiredAddons[]={}; }; }; Output of rapify 1.20: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">D:\test> rapify config.cpp rapify Version 1.20 #ifndef KLSTEST ERROR: Line 2 Expected array[] or = D:\test>
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How to empty a Ammo Crate
killswitch replied to Scillion's topic in ARMA - MISSION EDITING & SCRIPTING
no longer works with crates.It never did. The command you're looking for is clearWeaponCargo. While you're at it, have a look at clearMagazineCargo too. Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">clearWeaponCargo this -
While I woulnd't call it an "API", I understand what the OP wants. Many other MP server programs have the ability to open up an extra control port through which one can, well, control the game. You'll often see this referred to as "remote console" or "rcon" abilities. This is not just limited to games - the well-known voice chat application "TeamSpeak" has this ability too. This gives you a way to control and monitor a service outside of the "native" client program (eg the Armed Assault game client). Essentially, the game server accepts text commands from a remote client that could be a command line client such as "telnet" or a GUI client wrapped around the communication protocol. I've seen web-based front ends to game servers. No matter how they present themselves to users, they all use that control port to communicate with the game server. The need for and usefulness of this should be obvious. Many of the high-profile MP game servers have this - for example the Unreal/Source/Battlefield engine based games, all of which support "remote control" in the fashion described above. In this day and age, a game server lacking this ability is like a brand new car having only three wheels- sure, you can drive around in it... Likely, this is something for the ArmA wish list
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Things look OK, except for one thing - the contents of your /etc/hostname. According to this the file /etc/hostname should contain just the computer name, not the FQDN name. In other words, it should have just <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">quantexin it. That said, I doubt changing that will fix your problem. <ul>[*] Do you have all the necessary files, as created by Kegety's script referenced in the first post of this thread? [*] Make sure the file names are all in lower-case. (The server installation script should have done this, otherwise, run './tolower' again) [*] Check the ownership of the ofp server files - the server should be run as a normal user and it needs to have proper access to the files [*] You're using the old compatibility libs(*) and the LD_LIBRARY_PATH bit, right? (*) Here's another set of those files. I have a Ubuntu 6.06 LTS server (i686) here in the lab that can start and run the OFP server just fine with them. Link: ofp-libs-2.2.5.tgz
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Does <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">VoiceOverNet=0;in the server config file work? EDIT: Starting with the 1.02 version of the dedicated server, there is a configuration directive named disableVoN that one can use. As an example, add this to your "server.cfg" to disable VoN: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">disableVoN=1; (The parameter "VoiceOverNet" discussed above is a remnant from the days of DirectPlay-based VoN in OFP and apparently has no effect in ArmA. Use disableVoN)
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Are you talking about dual core or dual CPU? While he may have meant one dual-core cpu, the statement is actually valid for both kinds of machines.
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On Windows machines, you can use a utility named imagecfg.exe to "mark" a certain application as either "uniprocessor only" or set the program's CPU affinity to one of the available cores. You'll have to google that baby. On Linux servers, depending on which distribution you run, you want to look at using either numactl (this is only useful on proper NUMA architecture machines) or taskset. (Look for program packages called "schedutils" and "numactl")
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I know what WGL 5 does with rucksacks when a soldier is killed, since I wrote the darned thing. I'd say it's indeed some issue between your computer and WGL 5. Therefore, I suggest we continue this bug hunting session in the forums on the WGL site. InqWiper, please register in the forum there and re-post the problem description there. Does it happen during single-player? Tell me about that too in that post-to-be, not in this thread. Make sure to convince yourself that you're using a clean install of WGL 5.0 or 5.1. By "clean" I mean that you deleted and removed any old @wgl5 mod folder before unpacking or installing a newer one. (For example, do not install 5.1 on top of a 5.0, instead remove (delete) the @wgl5 mod folder entirely and completely before "upgrading")
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Use the "trick" on that page (Installation): 1) Change to the folder where your ofp server is, in other words, where @wgl5 is and the rest of the ofp files 2) Issue this command: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ln -s \@wgl5/bin \@wgl5\\bin (Write it exactly like that. There is no syntax error in it whatsoever) 3) Then, create an empty folder named "scripts" in the ofp server folder: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mkdir scripts (This is needed for WGL 5.12 to work around a bug in the server program that makes the use of the scripting command preprocessFile fail.)
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Config forces addon into all Missions
killswitch replied to [aps]gnat's topic in OFP : CONFIGS & SCRIPTING
That's because your config references classes that are defined in either the BIS Apache addon (Apac.pbo) or O.pbo where the "V-80" (Kamov Ka-50) is introduced. That in itself is fine, as long as one has a a proper and complete requiredAddons declaration in the one and only one CfgPatches class encompassing the whole addon. Yours doesn't. Let's work our way down the config, shall we? CfgPatches Problems <ul>[*]No less than four CfgPatches classes which in itself is a recipe for trouble. [*] Missing requiredAddons declaration Solution: make that one CfgPatches class with a proper and complete requiredAddons[] list. CfgModels Here, you re-write the BIS class Helicopter. Don't do that. Just have <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Helicopter {};in there. CfgAmmo This has a reference to "HellfireApach", something that is introduced in the BIS Apache addon (Apac.pbo/ "AH64"). That's one of the things that cause your problem, btw. CfgVehicles <ul>[*] CfgVehicles has "AH64" and "Kamov" (the latter adds dependency on O.PBO/ "BIS_Resistance") [*] Several more classes from O.PBO: T72Res, T80Res, Kamov, Civilian6 [*] SoldierESaboteurBizon is from Bizon.pbo / "Bizon" Solution: Since you don't need these, clean out your config of class references you won't be using. Summary: By cleaning up your config and removing all things unneccessary, you can fix the problems. Use your "GNT" tag on *all vehicles and weapons*. Consolidate the CfgPatches part to one class only: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class GNTFrigates { // TODO: Make sure all vehicles and units are listed in here. They are of course all properly tagged with "GNT" units[] = { GNTKrivak, GNTOHP GNTPhalanx, GNTKashtan, GNT9M317Tur, GNTRGM84Tur, GNTZodo1, GNTZodo2 }; // TODO: This needs filling out with the new weapons classes // that are introducted in this addon weapons[] = {}; requiredVersion = 1.91; // TODO: Remove dependencies on other addons or fill this out requiredAddons[]={}; }; }; -
ECP question.ECP thread is locked, posted here
killswitch replied to stingfish74's topic in ADDONS & MODS: COMPLETE
To change settings for ECP, use any text editor (such as Notepad) and open @ECP\Settings.sqf. That file is a text file. 1. I want to see more crew units burn. How do I do this? Open ECP_Settings.sqf and go to line 604. If your editor doesn't allow you to go to a specific line, search for the word "expeff_burning_smoking_men". You'll see a section that looks like this: I have marked in red the line you need to edit. First of all, you need to remove the two forward slashes that comment out that line (the "//"). Then, change the number 0.5 to a higher value to increase the chance of men burning.As you can see, the default chance is 50% and therefore the value is 0.5. As an example, if you want to make it a 85% chance of them burning, it would end up looking like this: 2. I want enemy AI to surrender easily. How do I do this? The chance of AI surrendering is set in a similar way near line 1508. Near that line you should find this: By now, you should know how and what you need to do to change the probability for AI to surrender from 50% to something higher, right? -
Yes. Best way to "upgrade" is to copy the addons from @CoC\Addons into @zcommon\Addons
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Oh, I wasn't aware of that. (Improved, *fingers crossed*)
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Oh, that? It's a feature - it helps the crash investigators figure out what happened. (Fixed)
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WarGames League v.5 (WGL 5) Full Release
killswitch replied to .kju's topic in ADDONS & MODS: COMPLETE
Yes, that's perfectly fine to do. -
Hehe...yeah, where is that guy? There's work here It seems that blackdog's problem was that the server's name was one beginning with a number. In general, that's perfectly ok, but not for the OFP server code it seems. The howto in the first post mentions this, but not how one can see if that's the case, nor how to fix it. That's OK since different distributions have different "best ways" of doing that. Also, some servers people use are customised ISP/datacenter setups using web-based control panels for access, so giving a fool-proof description of how to solve the server name problem isn't easily done. The short, quickie advice though is this:<ul>[*] Use the shell command 'hostname' to see the name of your server. [*] Take a look at the file /etc/hosts and make sure the server has a "proper" name. [*] Check with the documentation for your OS on how to change/set the server name.
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In that quote, what do you mean by "the end"? Also, you say that you "add this...". Where do you add that? Be sufficiently specific.