Jump to content

Kolmain

Member
  • Content Count

    519
  • Joined

  • Last visited

  • Medals

Everything posted by Kolmain

  1. Script: "Scripts\wep.sqf" Not found. :'(
  2. Downloading and uploading as we- chat- :D
  3. My MSO grinds to a hault with a server FPS of 3, not sure if its the TCells or what, and still no enemy camps, any word oh great Wollfy?
  4. I'm trying to develop code for the ability to unlock ALICE spawned locked empty vehicles. The code isn't difficult, as all it is is an animation and sleep command. The difficult part is that I'm trying to handle the time it takes by the player's "experience". I want the time to unlock and hot-wire the car to start at something high, let's say 60 seconds (for game purposes) and each time they do it, it happens quicker. I've never dealt with math in sqf so I'd love some help with this. I can easily store each players "experience" or sleep time using SetVariable, the hard part is coding an equation to lessen the value by a greater amount each time, ie you get better at it the more you do it. Looking forward to feedback thanks!
  5. Kolmain

    Math Function

    How hard would I be to add a progress bar?
  6. Does NOMAD still require you to be in the same player spot, or can you rejoin in a different slot? Also can NOMAD be adapted to include AI squad mates and spawn them back on your position as well as removing them when you leave?
  7. Well I'm testing in Takistan... and I havent come across ANY camps... there are plenty of enemies, just no camps for them to fortify, any ideas? Can anyone else confirm this? And I am running ACE with it.
  8. Kolmain

    97thRR Opens Doors!

    The 97thRR continues to press on and become increasingly involved in the development of the @i44 mod and the MSO mission! We have also eagerly opened up a complete new support squad, totaling a fierce platoon size activity! Our new european dedicated server box provides great ping to our EU squad which has been growing at an astonishing rate! Hop on teamspeak 3 today and see what youre missing!
  9. Are there any? What about BAF?
  10. On Chernarus, and also we watched like 6 AN-2s land on top of each other... Lol
  11. The latest RC had no enemy prescence at all, I'll check with debug off tonight
  12. @Shuko That looks great, ill try it! @PvPscene I know of the nearestObjects, but im not looking for a type, im looking for pre-placed units in an array :)
  13. Im randomly selecting a point known as _pos, then I need to check which object _pos is closest to, us_trig, ru_trig, cdf_trig, or ins_trig. For each object it is closest to, theres a differnt _fac. so if the closest object to _pos is us_trig then _fac = "USMC" and so on, if then statments tend to not work so well, maybe theres a different syntax, any ideas?
  14. Kolmain

    Rpg

    im working on a different kind of RP, one centered around milSim, PM if youre interested.
  15. My server seems to crash our with this in the RPT; any ideas? Virtual memory total 4095 MB (4294836224 B) Virtual memory free 3239 MB (3396526080 B) Physical memory free 139 MB (146395136 B) Page file free 944 MB (989958144 B) Process working set 661 MB (693694464 B) Process page file used 678 MB (711106560 B) Longest free VM region: 2147061760 B VM busy 915398656 B (reserved 152551424 B, committed 762847232 B, mapped 14102528 B), free 3379437568 B Small mapped regions: 12, size 73728 B ErrorMessage: Out of memory (requested 31 KB). footprint 670957568 KB. pages 32768 KB.
  16. fSpawnChop = { [size=2][color=#ff0000][size=2][color=#ff0000]private[/color][/size][/color][/size][size=2]["_comp","_side","_heli","_nr","_h","_hlist"]; [/size][size=2][color=#808080][size=2][color=#808080]_comp[/color][/size][/color][/size][size=2] = [/size][size=2][color=#0000ff][size=2][color=#0000ff]_this[/color][/size][/color][/size][size=2] [/size][size=2][color=#ff0000][size=2][color=#ff0000]select[/color][/size][/color][/size][size=2] 0; [/size][size=2][color=#808080][size=2][color=#808080]_side[/color][/size][/color][/size][size=2] = [/size][size=2][color=#0000ff][size=2][color=#0000ff]_this[/color][/size][/color][/size][size=2] [/size][size=2][color=#ff0000][size=2][color=#ff0000]select[/color][/size][/color][/size][size=2] 1; [/size][size=2][color=#808080][size=2][color=#808080]_h[/color][/size][/color][/size][size=2] = [/size][size=2][color=#ff0000][size=2][color=#ff0000]nearestObjects[/color][/size][/color][/size][size=2] [[/size][size=2][color=#808080][size=2][color=#808080]_comp[/color][/size][/color][/size][size=2], ["HeliH"], 100]; [/size][size=2][color=#808080][size=2][color=#808080]_nr[/color][/size][/color][/size][size=2] = [/size][size=2][color=#ff0000][size=2][color=#ff0000]random[/color][/size][/color][/size][size=2] 1; [/size][size=2][color=#0000ff][size=2][color=#0000ff]if[/color][/size][/color][/size][size=2] ([/size][size=2][color=#808080][size=2][color=#808080]_nr[/color][/size][/color][/size][size=2] > 0.25) [/size][size=2][color=#0000ff][size=2][color=#0000ff]then[/color][/size][/color][/size][size=2] { [/size][size=2][color=#ff0000][size=2][color=#ff0000]switch[/color][/size][/color][/size][size=2] ([/size][size=2][color=#808080][size=2][color=#808080]_side[/color][/size][/color][/size][size=2]) [/size][size=2][color=#0000ff][size=2][color=#0000ff]do[/color][/size][/color][/size][size=2] { [/size][size=2][color=#ff0000][size=2][color=#ff0000]case[/color][/size][/color][/size][size=2] [/size][size=2][color=#ff0000][size=2][color=#ff0000]EAST[/color][/size][/color][/size][size=2][color=#0000ff][size=2][color=#0000ff]:[/color][/size][/color][/size][size=2] { [/size][size=2][color=#808080][size=2][color=#808080]_heli[/color][/size][/color][/size][size=2] = [["ACE_Mi17_RU", "[/size][size=2][color=#ff00ff][size=2][color=#ff00ff]Mi24_V[/color][/size][/color][/size][size=2]", "ACE_Mi24_V_FAB250_RU", "[/size][size=2][color=#ff00ff][size=2][color=#ff00ff]Ka52Black[/color][/size][/color][/size][size=2]"],[12,8,6,2]] [/size][size=2][color=#ff0000][size=2][color=#ff0000]call[/color][/size][/color][/size][size=2] CRB_fnc_selectRandomBias; [/size][size=2][color=#808080][size=2][color=#808080]_spawned[/color][/size][/color][/size][size=2] = [/size][size=2][color=#808080][size=2][color=#808080]_heli[/color][/size][/color][/size][size=2] [/size][size=2][color=#ff0000][size=2][color=#ff0000]createVehicle[/color][/size][/color][/size][size=2] ([/size][size=2][color=#ff0000][size=2][color=#ff0000]position[/color][/size][/color][/size][size=2] [/size][size=2][color=#808080][size=2][color=#808080]_h[/color][/size][/color][/size][size=2]); [/size][size=2][color=#808080][size=2][color=#808080]_spawned[/color][/size][/color][/size][size=2] [/size][size=2][color=#ff0000][size=2][color=#ff0000]setPos[/color][/size][/color][/size][size=2] ([/size][size=2][color=#ff0000][size=2][color=#ff0000]getPos[/color][/size][/color][/size][size=2] [/size][size=2][color=#808080][size=2][color=#808080]_h[/color][/size][/color][/size][size=2]); [/size][size=2][color=#808080][size=2][color=#808080]_spawned[/color][/size][/color][/size][size=2] [/size][size=2][color=#ff0000][size=2][color=#ff0000]setDir[/color][/size][/color][/size][size=2] ([/size][size=2][color=#ff0000][size=2][color=#ff0000]getDir[/color][/size][/color][/size][size=2] [/size][size=2][color=#808080][size=2][color=#808080]_h[/color][/size][/color][/size][size=2]); }; [/size][size=2][color=#ff0000][size=2][color=#ff0000]case[/color][/size][/color][/size][size=2] [/size][size=2][color=#ff0000][size=2][color=#ff0000]WEST[/color][/size][/color][/size][size=2][color=#0000ff][size=2][color=#0000ff]:[/color][/size][/color][/size][size=2] { [/size][size=2][color=#808080][size=2][color=#808080]_heli[/color][/size][/color][/size][size=2] = [["[/size][size=2][color=#ff00ff][size=2][color=#ff00ff]MH60S[/color][/size][/color][/size][size=2]", "[/size][size=2][color=#ff00ff][size=2][color=#ff00ff]Mi17_CDF[/color][/size][/color][/size][size=2]", "[/size][size=2][color=#ff00ff][size=2][color=#ff00ff]UH1Y[/color][/size][/color][/size][size=2]", "ACE_AH1W_AGM_W"],[12,8,6,2]] [/size][size=2][color=#ff0000][size=2][color=#ff0000]call[/color][/size][/color][/size][size=2] CRB_fnc_selectRandomBias; [/size][size=2][color=#808080][size=2][color=#808080]_spawned[/color][/size][/color][/size][size=2] = [/size][size=2][color=#808080][size=2][color=#808080]_heli[/color][/size][/color][/size][size=2] [/size][size=2][color=#ff0000][size=2][color=#ff0000]createVehicle[/color][/size][/color][/size][size=2] [/size][size=2][color=#ff0000][size=2][color=#ff0000]position[/color][/size][/color][/size][size=2] [/size][size=2][color=#808080][size=2][color=#808080]_h[/color][/size][/color][/size][size=2]; [/size][size=2][color=#808080][size=2][color=#808080]_spawned[/color][/size][/color][/size][size=2] [/size][size=2][color=#ff0000][size=2][color=#ff0000]setPos[/color][/size][/color][/size][size=2] ([/size][size=2][color=#ff0000][size=2][color=#ff0000]getPos[/color][/size][/color][/size][size=2] [/size][size=2][color=#808080][size=2][color=#808080]_h[/color][/size][/color][/size][size=2]); [/size][size=2][color=#808080][size=2][color=#808080]_spawned[/color][/size][/color][/size][size=2] [/size][size=2][color=#ff0000][size=2][color=#ff0000]setDir[/color][/size][/color][/size][size=2] ([/size][size=2][color=#ff0000][size=2][color=#ff0000]getDir[/color][/size][/color][/size][size=2] [/size][size=2][color=#808080][size=2][color=#808080]_h[/color][/size][/color][/size][size=2]); }; }; }; }; [/size] Called: if (_camp == "heli_park_us1") then {[_pos, WEST] call fSpawnChop;}; if (_camp == "heli_park_ru1") then {[_pos, EAST] call fSpawnChop;}; so what im trying to do is detect if the spawned composition is a heli park, and if it is, spawn a random chopper there. Any ideas? Seems to not be working. Also, is there a solution to this? If, then statements tend to cause issues I've noticed, is there a more proficient way to check if _x in in which list? Example: _fac = "GUE"; if (_camp in _rucamps) then { _fac = "RU"}; if (_camp in _inscamps) then { _fac = "INS"}; if (_camp in _usmccamps) then { _fac = "USMC"}; if (_camp in _cdfcamps) then { _fac = "CDF"};
  17. Is there anyway to create a scenario where players are independent but the AI are fighting via "warfare"? (ie capturing towns and such?)
  18. How can I check if a heli's lights are off and it is above 30 meters?
  19. What if the heli is player?
  20. I'm opening a TvT RP server using this :) PM for info or if you want to help! ---------- Post added at 09:11 AM ---------- Previous post was at 09:10 AM ---------- @CarlosTex, PM me your script
  21. Well this well help us decide if thats the problem ;)
  22. Whats the best way to determine if a location in Chernarus is in 1 of 2 triggers, or in other words on the northern or southern side of chernarus? Can you determine if a location is in a list? What about checking the distance? Thanks!
  23. I believe I said to disable the caching module all together and see if that works, have you tried it? Go into modules.hpp and remove #define CEP_Caching
×