McArcher
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Posts posted by McArcher
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thanks, I'll try adding those markers by a script. I hope, it'll help :)
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server's script runs setMarkerColor but on clients marker is with old color... why could that be?
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Just useif ( isNil{player getVariable "mk_killedEHadded"} ) then { player addEventHandler ["killed", { [] spawn { waitUntil { alive player }; execVM "script.sqf"; }; }]; player setVariable ["mk_killedEHadded", true]; };oh, great! that's what I meant, but didn't know how to write. thanx, I'll try it.
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I have another noob question :)
If marker is created via Editor is it global (if any client moves it, will it be moved on other clients too?) ?
If one client changes its color, will it be changed on all clients?
If not, how can I make marker, made in Editor, changing color for all clients? Changing it by server's script ? Please, examples will be very useful.
I've searched, but hasnt found it.
---------- Post added at 19:34 ---------- Previous post was at 19:22 ----------
http://community.bistudio.com/wiki/Locality_in_Multiplayer - no word about markers...
---------- Post added at 19:38 ---------- Previous post was at 19:34 ----------
http://community.bistudio.com/wiki/setMarkerColor - here's no picture if it is local or global...
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btw, I found solution, i placed initialization in the EH not with a "execVM" call of file, but directly pasted code to EH =) it's not so beautiful, but it works. I don't know why... maybe some way of giving access to variables differs?
if the code was like in NWN2, where you could write in C/C++, i wouldnt have such misunderstandings... (in NWN2 very large part of game's code was opened to dev's ))) )
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COIN bug with creating-deleting it.
game ver.: 1.05.62017
mission: http://narod.ru/disk/16319663000/mcti_r0.Chernarus.rar.html
(enter antibot code and press green button with word "Ñкачать" on it)
how to get bug: Play as 1st russian unit from top (commander) and enter and then leave MHQ (it will delete and re-init COIN) and then use build menu. it will hang the game.
.rpt has following:
Unsupported language Russian in stringtableError in expression <es = _cashValues + [call compile _x];
} foreach _funds;
_cashValuesOld = _logic >
Error position: <foreach _funds;
_cashValuesOld = _logic >
Error foreach: Тип ПоÑледовательноÑть, ожидаетÑÑ ÐœÐ½Ð¾Ð¶ÐµÑтво
File ca\modules\coin\data\scripts\coin_interface.sqf, line 721
Creating debriefing
the most interesting facts:
1. yesterday i was able to build and then enter/leave MHQ and thus deleting/creating COIN, but today it crashes after first MHQ GetOut EH.
2. A forum member helped me with COIN, he sent me his small mission to run it (not this mission), he showed video of it, where his COIN was re-initialized after death by grenade. I ran same mission, but COIN hasn't reinitialized ! Very strange !
---------- Post added at 16:05 ---------- Previous post was at 15:50 ----------
If I re-init COIN witout parameters (default ones), bug doesn't happen
// mca_hq_coin_init.sqf // version 1.0 // EH RU MHQ RU_MHQ addEventHandler ["GetOut", { //[] execVM "mca_coin_ru_init.sqf"; "ConstructionManager" createUnit [ getPos RU_MHQ, group_RU_MHQ, "COIN_RU_MHQ = this;"]; //alt COIN_RU_MHQ synchronizeObjectsAdd [RU_player_1]; //alt "respawn_east" setMarkerPos getPos RU_MHQ; publicVariable "RU_MHQ" }]; RU_MHQ addEventHandler ["Killed", {deleteVehicle COIN_RU_MHQ; "respawn_east" setMarkerPos getPos RU_MHQ; publicVariable "RU_MHQ"}]; RU_MHQ addEventHandler ["GetIn", {deleteVehicle COIN_RU_MHQ}]; // EH US MHQ US_MHQ addEventHandler ["GetOut", {[] execVM "mca_coin_us_init.sqf"; "respawn_west" setMarkerPos getPos US_MHQ; publicVariable "US_MHQ"}]; US_MHQ addEventHandler ["Killed", {deleteVehicle COIN_US_MHQ; "respawn_west" setMarkerPos getPos US_MHQ; publicVariable "US_MHQ"}]; US_MHQ addEventHandler ["GetIn", {deleteVehicle COIN_US_MHQ}];(here, instead of init-file call i create only a COIN and synconize it, without parameters for COIN, so that means that bug appears somewhere when I set COIN's parameters, I guess)
---------- Post added at 16:22 ---------- Previous post was at 16:05 ----------
If I replace
with all commands from file "mca_coin_ru_init.sqf" , it works witout bug...[] execVM "mca_coin_ru_init.sqf"; -
Can you please create a CIT ticket.Attach your mission, and explain how to repro in 1,2,3 bullet points please.
Excuse me, what is "CIT ticket" and what do you mean by "repro in 1,2,3 bullet points"? Sorry, but my English is not perfect.
---------- Post added at 15:53 ---------- Previous post was at 15:00 ----------
ok, I've done this...
http://forums.bistudio.com/showthread.php?p=1524610#post1524610
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BIS, please read about COIN bug!
here:
http://forums.bistudio.com/showpost.php?p=1524379&postcount=47
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COIN module is bugged :D
after some attempts of deleting and creating it back, it returns error in .RPT file !
Error in expression <es = _cashValues + [call compile _x];} foreach _funds;
_cashValuesOld = _logic >
Error position: <foreach _funds;
_cashValuesOld = _logic >
Error foreach: Тип ПоÑледовательноÑть, ожидаетÑÑ ÐœÐ½Ð¾Ð¶ÐµÑтво
File ca\modules\coin\data\scripts\coin_interface.sqf, line 721
BIS !
I think it's your bug this time

and this bug is appearing randomly (it can be after first removal of COIN object and then its creation, or after 10th attempt).
in game it results in a clear COIN interface: without money, witout list of buildings and it doesnt respond to Backscape button !!!!! game is hung... only quitting game helps...
BIS, please hear me !
---------- Post added at 06:35 ---------- Previous post was at 06:24 ----------
// mca_players_eh.sqf // version 1.0 // Evenhandlers for players RU_player_1 addEventHandler ["Killed", { deleteVehicle COIN_RU_MHQ; }]; US_player_1 addEventHandler ["Killed", { deleteVehicle COIN_US_MHQ; }];// mca_hq_coin_init.sqf // version 1.0 // COIN init for RU & US MHQs // server script // EH RU MHQ RU_MHQ addEventHandler ["GetOut", {[] execVM "mca_coin_ru_init.sqf"; "respawn_east" setMarkerPos getPos RU_MHQ; publicVariable "RU_MHQ"}]; RU_MHQ addEventHandler ["Killed", {deleteVehicle COIN_RU_MHQ; "respawn_east" setMarkerPos getPos RU_MHQ; publicVariable "RU_MHQ"}]; RU_MHQ addEventHandler ["GetIn", {deleteVehicle COIN_RU_MHQ}]; // EH US MHQ US_MHQ addEventHandler ["GetOut", {[] execVM "mca_coin_us_init.sqf"; "respawn_west" setMarkerPos getPos US_MHQ; publicVariable "US_MHQ"}]; US_MHQ addEventHandler ["Killed", {deleteVehicle COIN_US_MHQ; "respawn_west" setMarkerPos getPos US_MHQ; publicVariable "US_MHQ"}]; US_MHQ addEventHandler ["GetIn", {deleteVehicle COIN_US_MHQ}];// mca_coin_ru_init.sqf "ConstructionManager" createUnit [ getPos RU_MHQ, group_RU_MHQ, "COIN_RU_MHQ = this;"]; COIN_RU_MHQ synchronizeObjectsAdd [RU_player_1]; COIN_RU_MHQ setvariable ["BIS_COIN_name", "RU MHQ"]; COIN_RU_MHQ setvariable ["BIS_COIN_rules", [RU_player_1]]; COIN_RU_MHQ setvariable ["BIS_COIN_categories", ["Base", "Active Defence", "Passive Defence", "Storage", "Barriers", "Respawn Points"]]; COIN_RU_MHQ setvariable ["BIS_COIN_items", [ //--- Class, Category, Cost or [fundsID,Cost], (display name) // Buildings for Base construction ["RU_WarfareBBarracks", "Base", 3000, "Barracks (Field Variant)"], ["Land_Mil_Barracks_i", "Base", 3500, "Barracks (City Variant)"], ["RU_WarfareBLightFactory", "Base", 9000, "Light Factory"], ["RU_WarfareBHeavyFactory", "Base", 25000, "Heavy Factory"], ["RU_WarfareBAircraftFactory", "Base", 31000, "Aircraft Factory"], ["RU_WarfareBVehicleServicePoint", "Base", 4000, "Vehicle Service Point"], ["RU_WarfareBUAVterminal", "Base", 4000, "Radio Terminal"], //["PowGen_Big", "Base", 1000, "Diesel Power Generator"], ["RU_WarfareBFieldhHospital", "Respawn Points", 1000, "Field Hospital"], ["Land_tent_east", "Storage", 100, "Small Tent"], ["Land_Ind_Garage01", "Storage", 450, "Small Garage"], ["Land_Ind_Workshop01_02", "Storage", 475, "Small Workshop"], ["Land_Barn_W_02", "Storage", 500, "Short Barn"], ["Land_Ind_Workshop01_04", "Storage", 600, "Old Workshop"], ["Land_Barn_W_01", "Storage", 700, "Long Barn"], ["Land_Hangar_2", "Storage", 1000, "Large Hangar w/ Doors"], ["WarfareBAirport", "Storage", 2500, "Large Hangar"], ["KORD", "Active Defence", 250, "KORD Minitripod"], ["KORD_high", "Active Defence", 275, "KORD"], ["RU_WarfareBMGNest_PK", "Active Defence", 300, "MG Nest (PK)"], ["AGS_RU", "Active Defence", 700, "AGS-30"], ["Igla_AA_pod_East", "Active Defence", 800, "AA IGLA Pod"], ["Metis", "Active Defence", 800, "Metis AT-13"], ["ZU23_Ins", "Active Defence", 900, "ZU-23"], ["2b14_82mm", "Active Defence", 1000, "Podnos 2B14"], ["D30_RU", "Active Defence", 1900, "D-30"], ["SearchLight_RUS", "Active Defence", 100, "Searchlight"], ["Land_CamoNet_EAST", "Passive Defence", 50, "Camo Net 1"], ["Land_CamoNetB_EAST", "Passive Defence", 75, "Camo Net Big"], ["Land_CamoNetVar_EAST", "Passive Defence", 50, "Camo Net 2"], ["Land_fort_rampart", "Passive Defence", 50, "Rampart Element"], ["Land_Hlidac_budka", "Passive Defence", 50, "Sentry Box"], ["Land_fort_artillery_nest", "Passive Defence", 100, "Rampart (Nest)"], ["Land_fortified_nest_small", "Passive Defence", 200, "Nest (Small)"], ["Land_fortified_nest_big", "Passive Defence", 500, "Nest (Big)"], ["Land_Fort_Watchtower", "Passive Defence", 525, "Fort"], ["Land_Vysilac_FM", "Passive Defence", 600, "Tower"], ["Land_Mil_Guardhouse", "Passive Defence", 1000, "Checkpoint"], ["Land_Mil_ControlTower", "Passive Defence", 2000, "Control Tower"], ["Fence_corrugated_plate", "Barriers", 20, "Fence 1"], ["Fence_Ind_long", "Barriers", 20, "Fence 2"], ["Fort_RazorWire", "Barriers", 25, "Razor Wire"], ["Hedgehog", "Barriers", 50, "Hedgehog"], ["Hhedgehog_concrete", "Barriers", 75, "Small Concrete Hedgehog"], ["Hhedgehog_concreteBig", "Barriers", 100, "Big Concrete Hedgehog"], ["Fort_Barricade", "Barriers", 100, "Barricade from Garbage"], ["Land_fort_bagfence_long", "Barriers", 25, "Land_fort_bagfence_long"], ["Land_fort_bagfence_corner", "Barriers", 50, "Land_fort_bagfence_corner"], ["Land_fort_bagfence_round", "Barriers", 50, "Land_fort_bagfence_round"], ["Land_HBarrier1", "Barriers", 20, "Hesco x1"], ["Land_HBarrier3", "Barriers", 60, "Hesco x3"], ["Land_HBarrier5", "Barriers", 100, "Hesco x5"], ["Land_HBarrier_large", "Barriers", 150, "Big Hesco x4"] ] ]; COIN_RU_MHQ setvariable ["BIS_COIN_funds", "mcti_money_east"]; COIN_RU_MHQ setvariable ["BIS_COIN_fundsDescription", ["R"]]; COIN_RU_MHQ setvariable ["BIS_COIN_areasize", [150, 15]]; COIN_RU_MHQ setvariable ["BIS_COIN_actionCondition", "TRUE"];
COIN is bugged after its re-initialization in GetOut EH. Before GetOut (when I am in MHQ) no line in .RPT there was.
To be more accurate, bug appears when i press enter button on selected COIN build action in menu (so, initializaton seems to be ok, something wrong with coin's script?)
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Standalone exe is exactly same as the arma2server.exe that came with 1.05.As for the script, if you insist on using the killed EH, then I hope someone else has the patience to help.
Btw, waituntil stops the loop and waits for the condition to become true. In theory waituntil is a loop (but not one that trys to run as fast as possible) itself as well, but in practice checking for single boolean isn't any more cpu time consuming than using sleep.
i dont insist now.
now i want to run it on non-dedi server.... and i can't)
---------- Post added at 03:52 ---------- Previous post was at 03:51 ----------
oh, there's really a 1.05 server's exe in the root..... my mistake...
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and I'm having a virus that creates a window on top ov every application with advertisements of sex toys... i was shocked to see it in arma on top of the game screen.... and antivirus doesnt help... f*cking hackers...... thats why my PC was lagging lately..... so many troubles at te same time.... 1.05 server's exe is working at last))
---------- Post added at 04:19 ---------- Previous post was at 04:04 ----------
so, the name is the same... then how can I know that my new RU_player_1 is different from old RU_player_1? when it goes into2009/12/25, 4:10:07 Unsupported language Russian in stringtable2009/12/25, 4:11:18 Server: Update of object 2:35 arrived from nonowner
2009/12/25, 4:11:43 Server: Object 3:3 not found (message 121)
2009/12/25, 4:11:48 Server: Object 3:5 not found (message 121)
2009/12/25, 4:11:51 Server: Object 3:6 not found (message 121)
2009/12/25, 4:12:07 "Log: recieved spawned unit: RU_player_1"
waituntil {!alive player};
waituntil {alive player};
?
---------- Post added at 04:47 ---------- Previous post was at 04:19 ----------
how can I execute a script on server's side, when I am totally respawned (i am resurrected and standing alive) ?
(alive check says I'm alive, but I am dead, waiting for respawn)
---------- Post added at 04:48 ---------- Previous post was at 04:47 ----------
btw, virus was CMedia... my antivirus was at medium level of defence, on high level it detected it...
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You can do anything you wish, but I wouldn't do that if you want it to work some day.Yes, except it's not looping 99.9% of the time, it's actually waiting for the player to die (after that it waits for him to respawn), then loops to wait for dieing again.
but "waituntil {!alive player};" is looping 100% of time before death? maybe code after "waituntil {!alive player};" can be put into EH Killed?
RU_player_1 addEventHandler ["Killed", { waituntil {alive player}; McArcher_NewUnit = player; publicvariable "McArcher_NewUnit"; }];I forgot first line in previous quote.
---------- Post added at 03:29 ---------- Previous post was at 03:22 ----------
is
"McArcher_NewUnit" addpublicvariableeventhandler { _unit = _this select 1; diag_log format ["Log: recieved spawned unit: %1",_unit]; }; [] spawn { while {true} do { waituntil {!alive player}; waituntil {alive player}; McArcher_NewUnit = player; publicvariable "McArcher_NewUnit"; }; };ok for non-Dedi server?
my dedi is not working now, no standalone 1.05 server exe for win =)
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Can i replace this:
[] spawn { while {true} do { waituntil {!alive player}; waituntil {alive player}; McArcher_NewUnit = player; publicvariable "McArcher_NewUnit"; }; }; };by making it this:
RU_player_1 addEventHandler ["Killed", { McArcher_NewUnit = player; publicvariable "McArcher_NewUnit"; }];so that "else"-part goes into Killed EH and "isServer"-part stays where it was?
(I think "while {true} " is a very resource consuming loop?)
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how can I run code on serverside when my player respawns? (not when he is killed, but when he REALLY resurrects and is standing alive, i dont see "Respawn" EH in Arma2, like in VBS2 and all my efforts to make Alive-check result that it says that I'm always alive, even when I am killed :(:(:()
PLEASE HELP ME !!!!!!
---------- Post added at 01:35 ---------- Previous post was at 01:33 ----------
Respawning does not make the unit alive, instead a new unit is created. Thus, you cant do alive check for the dead unit.how can I know new unit ?
---------- Post added at 01:39 ---------- Previous post was at 01:35 ----------
// mca_players_eh.sqf // version 1.0 // Evenhandlers for players // server script RU_player_1 addEventHandler ["Killed", { if (isServer) then { private ["_me"]; _me = _this select 0; waitUntil { alive _me }; _me globalChat "Resyncing COIN..."; deleteVehicle COIN_RU_MHQ; //Side_RU_MHQ = createCenter east; //group_RU_MHQ = createGroup east; "ConstructionManager" createUnit [ getPos RU_MHQ, group_RU_MHQ, "COIN_RU_MHQ = this;"]; COIN_RU_MHQ synchronizeObjectsAdd [_me]; } }];tried to resync COIN after "respawn", but it gives error about waitUntil ( alive _me };
---------- Post added at 01:53 ---------- Previous post was at 01:39 ----------
http://community.bistudio.com/wiki/playerRespawnTimeWhen playerRespawnTime reaches zero the player respawns as expected. When the player has completed respawning this command returns -1. --Sy 18:33, 21 June 2007 (CEST)It returns -1 when I just die ! How can that be??????? Idiotizm бл*ть...
---------- Post added at 01:53 ---------- Previous post was at 01:53 ----------
I hate this game.... криворукие бл*ть пиÑали Ñтот движок....идиоты...
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I think, we need deformation of ground for many reasons:
1. realism (even in Second World War (WWII), trenches were VERY importand for defence!)
2. trenches (for infantry and for tanks with self-trenching mechanisms - no such tanks in Arma2, but in real life it is very useful to mask a tank, to make only a turret visible from ground and so on...)
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information in wiki is very fragmented, i mean only few information hidden in different places and WITHOUT good examples, which could help in most cases not to break head how to do this or that... they economized a day to write examples and now we have to spend months to collect information from different places ((
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Would actually help if we knew what you are trying to do exactly.I want to use it in many things.
1. To set a position for teleportation after respawn (not to "respawn_east" marker, but somewhere else after that).
2. I wanted to make COIN working after respawn. Somehow reinitialize it. Or there's better way to have COIN working after death?
3. in every normal multiplayer game, there are events like onPlayerRespawn =) (like NWN/NWN2. it is used there for respawn in temples or in heaven after death..or some other quest features).
---------- Post added at 08:54 PM ---------- Previous post was at 08:45 PM ----------
RU_player_1 addEventHandler ["Killed", { (_this select 0) globalChat "I'm Dead...)"; waitUntil { alive player }; (_this select 0) globalChat "I'm Alive !!! =)"; }];hasn't helped.
same as before...
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// mca_players_eh.sqf // version 1.0 // Evenhandlers for players // server script RU_player_1 addEventHandler ["Killed", { (_this select 0) globalChat "I'm Dead...)"; [_this select 0] execVM "mca_waitUntil_alive.sqf"; (_this select 0) globalChat "I'm Alive !!! =)"; }];// mca_waitUntil_alive.sqf waitUntil { alive (_this select 0) };it still writes that I'm alive when I am dead :( Why??
---------- Post added at 07:14 PM ---------- Previous post was at 07:10 PM ----------
Respawning does not make the unit alive, instead a new unit is created. Thus, you cant do alive check for the dead unit.so, what should I do then? how can I execute code when I respawn?
---------- Post added at 08:10 PM ---------- Previous post was at 07:14 PM ----------
wtf...
http://community.bistudio.com/wiki/VBS2:_Event_Handlers#Respawn
they included "Respawn" EH for VBS2, but not in Arma 2.... Very honestly...
can anyone help?
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How to understand when The Player IS RESPAWNED? This event handler runs after death...
Tried to script
RU_player_1 addEventHandler ["Killed", { (_this select 0) globalChat "I'm Dead...)"; waitUntil { alive (_this select 0) }; (_this select 0) globalChat "I'm Alive !!! =)"; }];but it says that I'm alive when I am dead... really funny :D
Every event will create an array named _this, which contains specific information about the particular event. (e.g. the "killed" EH will return an array with 2 elements: the killed unit, and the killer.)what am I doing wrong?!... :(
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the link to solution is - http://forums.bistudio.com/showthread.php?t=73769&page=5
But how to make COIN working after death/respawn?
Tried deleting everything by script and reInitializing COIN... hadn't helped :(
Please help!
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and... after Death, COIN doesn't work for me.... :/
please, HELP ME !
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So far I have read the engine cannot support deformation and also cannot support flowing water.So why are we still working with an engine that does not support some fairly basic things.
I still think that it is really funny when a plane plunges into the ground only to hit a tree and float to the ground like an empty shell and that's it, detracts from the game a lot that sort of thing.
So for me deformed terrain and flowing water would be nice but just make plane crashes more realistic.
I agree... Why are we using an engine in which THERE IS NO DEFORMATION OF ANY KIND....
* damaging model is just a change of 2-3 models of a building,
* or just a change of textures and missing tyres for vehicles...
* burning crates dont even change a texture, they just have an ugly fire above!!! :D
almost no particles or substructures in structures (you cannot break a glass window in a building, you cannot breaka door or half of the building) :(
btw, land deformation is much easier to script rather than breaking objects into particles and to calculate their trajectories and collisions. ground can just change some vertexes to a "hole in the ground" form and change textures (no more needed)
all this could be done instead of unnecesary "additional campaigns", "renaming OFP to arma and then to Arma2, making money for new addons for nearly the same old OFP's engine with some changes :(
maybe in arma 3 they understand that to develop an old engine is much more costly than to make a new one from scratch.. all this is IMHO
maybe some time later the world will make standard universal physics engine, that will be developped by everybody together and with whuch games will be written?...
---------- Post added at 01:30 PM ---------- Previous post was at 01:27 PM ----------
Please, do not speak so rude to me.And yes, thats indeed what i'm thinkin. While terrain deformation in V3 is more comparable to "offline editing", ingame ground deformation is far more complex.
First of all, when deforming terrain in V3, the software doesn't have to care too much about effects on nearby, probably affected, structures of any kind.
Ingame this is completely different. Is the deformation near a structure? Is it needed that this structure gets affected (damaged or even destroyed) due to the transformation? If yes, how much and which parts.
Now take Multiplayer syncs and add this to the things the engine has to handle. Another point V3 hasn't to take care of.
And i hardly guess that these things are only a scratch on the surface of possible issues.
to my mind, every calculations must be done in server, and clients will send only messages about their actions "like I am here, I fire there" and see the results then, calculated by server, no sync will be needed then. It will make game laggy in MP, if pings are more than 50ms for example, but it will make things easy...
what for do we have multicore multicpu computers?..... for servers....
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How can I make COIN able to build not only on the ground, but also on big flat roofls (for example, on the roof of city hospital, class Land_A_Hospital) ?
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I need a new building class, that will be a copy of Land_A_Hospital (hospital building) class, but I want to make it stronger. I think that this building is very weak in game (you can destroy it with a few shots of ZU-23). My questions are:
1) Is strength of building set up inside this class? (or how is it calculated?)
2) If, yes (strength can be changed), then how can I make my copy of this class and make it stronger ?
3) I also need a new class for special type of crate, that I want to be buyable with COIN. (COIN works with classes as i guess?) How to create new class?
Marker Color Global?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
created all markers by server's script and now it works. thanks again :)