-
Content Count
334 -
Joined
-
Last visited
-
Medals
Everything posted by mr.peanut
-
But your client side script will fire at mission start, so some players, but maybe not all due to PV loss at mission start, will be in the global target array twice. That is, if they are also explicitly added to the target list in init.sqs. The extra wait line I suggested will keep your client side script from trying to PV the players at mission start. An alternative is to check that a target is not already in the target array before adding it. if !(respawnedguy in gblalltargets) then {gblalltargets = gblalltargets+[respawnedguy]} I would suggest both changes.
-
Mission sent to your cannon fodder address. As I say in my email, it worked tonight, but yesterday it did not. My clan really wants your pack! For the MP player init GL, how do you transmit the data to the server? Through a "disposable" GL init? edit: unpbo to look at MP GL, and I see that it is more for respawn not for first unit creation. From that I infer that for MP the global target array must be defined. I would suggest that in zmpscript_c.sqs that after the "~1" but before "#clientloop" you insert "@ !(alive player)". You don't want the players to PV at init. It is not reliable, and if the global target list is also defined in the init.sqs, there will be redundancy. Just a suggestion. I will retest on ded server the first mission I made with multiple hellgates and see how it goes when I explicitly add global target array. I think I did try this but still had freezing zombie issue. I will let you know how it goes.
-
I made the most basic of MP missions. One playable unit(west), one zdummy(east), active hellgate, MP init gamelogic and Difficulty gamelogic. On a dedicated server I am finding that after the first spawn wave more and more of the newly spawned stand around mindlessly, like, er, zombies. Lazy zombies. They groan a lot.
-
When WrpTool Says p3d Not in ODOL format
mr.peanut replied to mr.peanut's topic in OFP : MAP EDITING (VISITOR)
They work fine in a repack, thank goodness. -
Okay. So I depbo Chernobyl Island to add an English translation of the place names. I load it up in WrpTool and everything is fine except for five p3d it says are NOT in ODOL format. I then peek into each of these and they do have the magic word ODOL. What could be going wrong here? If I tried to recompile the wrp, would these p3d be missing?
-
Commander optic view not rotating.
mr.peanut replied to mr.peanut's topic in OFP : CONFIGS & SCRIPTING
Okay, is it because for boats only the gunner has a view axis? -
I am trying to tweak the Everon Cartel submarine. I gave the gunner's optics to the commander, and moved the gunner to a spare seat beside the driver. I wanted the commander to have the periscope view. However, now the optics view for the commander show the periscope view, but it can not rotate. What I have I done wrong? class ECL_KL42o_dummy: BoatW { . . . hasGunner=1; hasCommander=1; commanderisgunner=0; driverIsCommander=0; driverCanSee=CanSeeAll; gunnerCanSee = CanSeeAll; commanderCanSee = CanSeeAll; gunnerhasoptics=0; commanderhasoptics=1; commanderOpticsModel = "\ECL_KL42o\periscope.p3d"; fuelCapacity=100; secondaryExplosion=-1; nightVision=false; commanderinAction = "manactcargo"; commanderAction ="ManActM1A1Commander"; gunnerinAction = "manactcargo"; gunnerAction ="ManActM1A1Gunner"; driverAction="ManActJeepDriver"; cargoAction[]={"ManActCargo"}; . . . class TurretBase { gunAxis="osa hlavne"; turretAxis="osa veze"; gunBeg="usti hlavne"; gunEnd="konec hlavne"; soundServo[]={"ECL_KL42o\s.wav",0.001000,1.000000}; minElev=0; maxElev=0; minTurn=-180; maxTurn=180; body="OtocVez"; gun="OtocHlaven"; }; class Turret: TurretBase {}; weapons[] = {CoC_ShkvalLauncherSUB}; magazines[]={CoC_ShkvalLauncherSUB}; class ViewCommanderBase { initAngleX=0; minAngleX=-8; maxAngleX=11; initAngleY=0; minAngleY=-360; maxAngleY=360; initFov=1.0; minFov=0.52; maxFov=1.25; }; flashSize=0; optics = 1; burst=0; class ViewOpticsBase{}; class ViewOptics: ViewOpticsBase { initAngleX=0; minAngleX=-8; maxAngleX=11; initAngleY=0; minAngleY=-360; maxAngleY=360; initFov=1.0; minFov=0.52; maxFov=1.25; };
-
When WrpTool Says p3d Not in ODOL format
mr.peanut replied to mr.peanut's topic in OFP : MAP EDITING (VISITOR)
The first four characters in the file are "ODOL". I also thought maybe they had not been binarized but O2 would not open them, which left me confused. -
Thanks for the help and to Macser for sending me the head. Turned out it was a fiasco with a simple cut and paste. The skull of the lauma head is too different in shape and proportions. When I substituted the BI head, all the hidden selections (hats, glasses, mics) are screwy, and I do not have the fortitude to tweak them all to fit.
-
Hi there, This is a very basic question. How much work is involved in replacing one model's head with another? I want to revert a lauma 2.0 head to the default BI head. I have looked at the model in o2. It looks like I would have to manually select the head points, delete them, import a p3d of the bis head and connect the dots. It is complicated by there being multiple hidden selections grouped to the hlava. Where would I get a default BI head p3d? None of the basic tutorials deal with infantry :(
-
Is my description of the methodology correct?
-
James "Planck" McNicoll: 1952 - 2010 Rest in peace our friend.
mr.peanut replied to hoz's topic in BOHEMIA INTERACTIVE - GENERAL
Planck was the epitome of patience. -
Any chance of getting this(and the african foliage) hosted for six-updater? And making a matching key for the african foliage bisign?
-
Patrol helicopter goes crazy when spotted enemy.
mr.peanut replied to konyo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It is in a drop-down menu for the WP, but I doubt it will help. What type of WP have you used for the heli at this location? Try a different type. -
Patrol helicopter goes crazy when spotted enemy.
mr.peanut replied to konyo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does the allowFleeing command work? In the helicopter init: this allowFleeing 0 If not, does it make help if the waypoints are setCombatMode "YELLOW" instead of "RED"? -
How Do I Activate Mines
mr.peanut replied to PapaVayne's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does setDamage 1 set the mine off? If it does, and you do not want to use an addon for antipersonnel mines, you could use a trigger checking for type MAN. -
Probability / IsNil problem?
mr.peanut replied to jakerod's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try using str this(for the car) in your condition. It should have a testable string value whether the car exists or not. You also have the problem of whether the init for the car or the man runs first. Can't think offhand of how to solve this existential dilemma. If they are both civilian and you placed each car before each man you should be okay. Maybe. Otherwise you are most likely sol with this approach. -
NVIDIA video card(s) owners read here!
mr.peanut replied to Dwarden's topic in ARMA 2 & OA - TROUBLESHOOTING
Still using 186.18 on Vista 64-bit. Has anyone had any luck/improvements with more recent drivers on Vista 64-bit? -
I love reading threads like these. Great entertainment! :)
-
@Solus, what vehicles are affected by your mod? All mods should be signed. Some servers have strict mod control.
-
Sak, are you still playing around with this at all? It would be great to have a definitive signed version.
-
A.C.E. Advanced Combat Environment - Public Beta *2*!
mr.peanut replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I know this has been talked to death, but I wanted to enquire about the stamina system and add my own two cents. A player on our server claimed he blacked out for the entire game after walking with an RPG for 200m. I suspect he is exaggerating, but his complaint was that recovery seemed to take a very long time. My guess is that the stamina is modeled as a quadratic/exponent; push yourself twice as hard and you have to rest four times as long. How about an upper limit to fatigue as a global parameter? Or exposing the fatigue/recovery variables? I am also curious what the plans are for the wounding/healing system. I personally like the idea of truly needing a medic. Players should be able to morphine/epi themselves and reduce minor bleeding, but a medic should be required to heal all serious wounds. At present it feels like players can survive nearly anything if a buddy has some morph, epi and a bandage. -
Will you buy Arma 3 if they will ever release one?
mr.peanut replied to goldkid80's topic in ARMA 2 & OA - GENERAL
What is ArmA3? -
A.C.E. Advanced Combat Environment - Public Beta *2*!
mr.peanut replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
How lovely. Was anything else moved about? Before posting here, I combed the ACE Wiki, but could not find details. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
mr.peanut replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Were the keys moved on purpose to a new subdirectory, or was that a mistake? They are now in store/keys. They used to be under keys. Broke my Linux update script. BTW my script is a modified version of Dr.Pulp's that updates server keys. I run it in a cronjob. #!/bin/bash # # ACE Update script for linux # # by Dr.Pulp - www.FAKKer.de # # Modified for LOL by Mr.Peanut - Version 2.0 # Changed style for consistency # Fixed bugs, including random mirror function(try original with one # element in MIRRORLIST and you will see what I mean) # Added server stop/start # Added logic to not process when files have not been updated # Downloads retain structure to be used with rsync daemon and six-updater # Only most recent ACE and CBA keys are kept i.e. when there is a new key # the old one is deleted # 2.1 Removed seeding of $RANDOM. Method was wrong(yet rife on interweb) # Without setting will seed from PID. # 2.2 Changed path for keys and userconfig to match changes in six-updater. # Unknown where mpmissions has ended up, but we don't use them. # # READ FIRST!!! # # In order to use this script you need to have gunzip and rsync installed! # # You will also need two separate folders to take advantage of rsync, # otherwise "tolower" will alter the filenames and rsync will redownload # all files everytime you use the script. #(Mr.Peanut comment: In other words, the rsync folder must _not_ be under your arma2 folder!) # # You manually need to create a folder in your arma directory called userconfig/ace. #(Mr.Peanut comment: Above statement seems false, in my opinion) # # After the script finish successfully, you will have new folders depending of the number # of mods you chose to synchronise. The folders are named like the mod but with a leading @. # ################################## # Configuration start # ################################## # Number of times to retry rsync for a mod MAXRETRY=10 # Directory where the arma server is installed ARMA_DIR=/arma2/arma2-server # Directory where the arma server addons are installed ARMA_ADDON_DIR=/arma2_data/arma2_addons # Directory where rsync stores the data. DON'T use a subdirectory of your arma directory! ARMA_SYNC_DIR=/arma2_data/rsync_store # List of available Mirrors. You can add new mirrors, or delete ones that are no longer functioning. Leave a blank between mirrors! #MIRRORLIST=( dev-heaven.net s01.6thsense.eu s02.6thsense.eu 64.34.164.115 arma2.armagoons.com 213.245.0.237 six.bssnet.dk zeus2.zeus-community.net ) MIRRORLIST=( dev-heaven.net s01.6thsense.eu s02.6thsense.eu 64.34.164.115 arma2.armagoons.com 213.245.0.237 six.bssnet.dk zeus2.zeus-community.net killingtimeproductions.com ) # Mods you like to synchronise with this script. For a complete list of available mods look at http://updater.dev-heaven.net/main ! # You can use every mod listed there -> just use the modname without @. Leave a blank between mods! # MODS="ace acex acex_pla cba fdf_podagorsk fran_quesh_kibrul fran_sbrodj panthera sap_everon" #MODS="ace acex cba" MODS="ace acex acex_pla acex_sm cba isla_duala fdf_podagorsk fran_quesh_kibrul namalsk panthera sap_everon" # Commands to stop and start server # The commands below are custom to the LOL server and WILL NOT WORK FOR YOU! # Either substitute the commands your server uses, or set to empty strings to # not use e.g. STOPSERVER=""; STARTSERVER="" STOPSERVER="touch $ARMA_DIR/stop" STARTSERVER="touch $ARMA_DIR/start" # Seconds to sleep after stopping server, for safety. Set to to not use SLEEPTIME=5 ################################## # Advanced Configuration # ################################## # Define some of the OS tool the script uses. If you encounter an error you can check is your pathnames may differ with the type command. example: type rm # this will tell you your exact path to your rm. in case it differs, edit this part...otherwise leave it as it is. RM="/bin/rm --recursive" RSYNC="/usr/bin/rsync --timeout=60 --times --omit-dir-times --no-whole-file --recursive --delete --itemize-changes --exclude=.rsync rsync://" CP="/bin/cp --recursive --force" MKDIR="/bin/mkdir" GUNZIP="/bin/gunzip --recursive --force" ################################## # Configuration end # ################################## # Function: random mirror selection RANDOM_MIRROR() { MIRRORCOUNT=${#MIRRORLIST[*]} MIRROR=${MIRRORLIST[$[ $RANDOM % $MIRRORCOUNT ]]} } echo "==================================================================" echo "Starting update at: " $(date --utc) echo " Server time: " $(date) # Must cd for "tolower" to work properly cd $ARMA_DIR # Loop: rsync, decompress and copy for each mod you selected SERVERSTOPPED=0 for MOD in $MODS ; do echo "------------------------------" echo "Synchronising ${MOD}" OK=1 RETRY=0 until [ "$OK" -lt 1 ] ; do RANDOM_MIRROR echo "Attempt number:" $(( $RETRY + 1 )) echo "Mirror: " $MIRROR CHANGED=$( $RSYNC$MIRROR/rel/$MOD/ ${ARMA_SYNC_DIR}/$MOD ) OK=$? RETRY=$(( $RETRY + 1 )) if [ "$RETRY" -ge "$MAXRETRY" ] ; then echo "There is a problem with rsync of mod ${MOD}. Maximum retries exceeded." echo "All mirrors are full or there is a problem with directories or user-rights." echo "Aborting" exit 1 fi done # Process only if files have changed if [ "$CHANGED" ] ; then if [ "$SERVERSTOPPED" -eq 0 ] ; then echo "Stopping server" $STOPSERVER SERVERSTOPPED=1 # Slight pause to make sure server has shutdown sleep $SLEEPTIME fi echo "${MOD} has updates" echo "Copying ${MOD} to the destination folder" if [ -d "${ARMA_ADDON_DIR}/@${MOD}" ] ; then $RM ${ARMA_ADDON_DIR}/@${MOD} fi $CP ${ARMA_SYNC_DIR}/${MOD}/.pack ${ARMA_ADDON_DIR}/@${MOD} echo "Decompressing ${MOD}" $GUNZIP ${ARMA_ADDON_DIR}/@${MOD}/* echo "Converting filenames to lower case" ${ARMA_DIR}/tolower # Copy keys if [ -d "${ARMA_ADDON_DIR}/@${MOD}/store/keys" ] ; then for keypath in ${ARMA_ADDON_DIR}/@${MOD}/store/keys/* ; do newkey=$(basename $keypath) keymatch=${newkey%_b*.bikey}'_b*.bikey' set -- ${ARMA_DIR}/keys/${keymatch} if [ -f "$1" ] ; then echo 'Deleting old key(s):' "${keymatch}" $RM ${ARMA_DIR}/keys/${keymatch} fi echo "Copying new key:" $newkey $CP $keypath ${ARMA_DIR}/keys/. done fi # Copy mpmissions and userconfig # if [ -e "${ARMA_ADDON_DIR}/@${MOD}/mpmissions" ] ; then # $CP ${ARMA_ADDON_DIR}/@${MOD}/mpmissions/* ${ARMA_DIR}/mpmissions/. # fi if [ "$MOD" = "ace" ] ; then $CP ${ARMA_ADDON_DIR}/@ace/store/userconfig/* ${ARMA_DIR}/userconfig/ace/. fi else echo "No updates for ${MOD}" fi done # Start server if necessary if [ "$SERVERSTOPPED" -eq 1 ] ; then echo "Starting server" $STARTSERVER fi exit 0