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Mongoose_84

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Everything posted by Mongoose_84

  1. I plan on using this script in a map i'm going to make and maybe anyone else has use for it, too. This script combines standard respawn scripts ("instant" or "base") with my custom group respawn method. It is meant to be used on players who lead a team of AI-units (exclusively). After the player's death he will respawn into the nearest unit of his team. If there aren't any, the game will make use of the standard respawn method instead. If new units are added to the player's team, the group respawn will work again. - more about it in the readme download: armaholic.com (thanks for hosting) Something else I should've mentioned in the readme: You have to initialize base or instant respawning yourself in the description.ext. The respawn delay also applies to group respawning. Please post here what you think about it, if it works properly and any suggestions of how to improve it. btw: i haven't been able to actually test it with several clients - i just think it should work, from what i've learned about MP-scripting
  2. i know, there are fuctions to return a vehicle's gunner, commander, driver or the entire crew, but is there a way to return the cargo units only? i want to find out in a script what position a certain unit has inside a vehicle. i could just assume, that if it isn't the driver, gunner or commander, it has to be in cargo - but since there are also turret positions (units in those positions can't be returned with a function either, right?), that wouldn't be a good idea, i guess. edit: and another question... what's the best way of deleting or at least removing a unit from a vehicle (instantly, if possible) - deleteVehicle doesn't work on a unit inside of a vehicle.
  3. Mongoose_84

    MFCTI Beta Download

    same here. ive tried to dl the files several times since the first version was released here. flushing the dns cache doesnt solve the problem either. there are probably some more people then who cant connect to that server for some reason, so couldnt someone add a mirror please?
  4. I want to connect different types of muzzles to different types of magazines to be used for a single weapon, but i also want only one magazine to be loaded at a time - unlike the rifles with grenade launchers, which can have both their muzzles loaded at the same time. I think it's possible somehow, the shotgun from OPF for example could only have "balls" OR "shells" loaded as far as i remember (not so sure, actually)... and the mortar from OPF also didn't allow for normal firing, when it was attached to the m16. Can anyone help me?
  5. Mongoose_84

    Muzzles that exclude one another

    thanks - does that mean, i can add "muzzle-information" to different magazine types then? or modes? or anything else that does what i want? or can i even set values for magazines that would normally be set for weapons?
  6. Mongoose_84

    The Great ARMA Turkey Shoot

    What annoys me much more than that is how the ai sometimes spottes you in the most impossible situations. If you shoot a single bullet at a tank from a perfect cover and 1000 meters distance, it instantly knows where you are and probably starts firing immediately. And hiding from the ai after you have been spotted once seems impossible, too - no matter what you do. I really hoped BIS would improve ai in that respect compared to OPF, but it's stayed exactly the same, unfortunately. I know, it must be a very hard thing to implement, but it really would've been great... Ah well, still a very good game, of course... edit: hmm... i haven't played in a while, so i just quickly checked in game, wether what i just wrote is actually true or not (shot bullets at a tank) - and it really doesn't seem to be that bad anymore... funny, i remember when i got the game one of my first thoughts was whyever they hadn't "tweaked" these super-human-ai-senses. dunno what made me think that, maybe they changed it in 1.02? ah, doesn't matter...
  7. sorry, i can't think of an easy and clean way to do this. you would probably have to use the selectPlayer (i don't even know, wether it works in MP or not...) command, when a team has run out of lifes to prevent them from respawning - and delete the former player's unit. but there would be no seagull for observing then. unforunatley i'm also rather busy right now preparing for exams and i can't really afford spending so much time trying to find out, how something is done right in MP. i still don't know for example, wether this script i made is working or not... that kinda sucks. maybe by the time the semester is over the biki can provide all the important information, but for now i'm just sick of the fact, that there doesn't seem to be an easy way to properly test MP-maps, while you're making them... sorry, maybe someone else can help you.
  8. Didn't find the answers in the biki... When I declare variables in the init.sqs or in the editor (or whereever) and do all kinds of stuff with them - use them in triggers and scripts - all of this will stay on the client, right? One copy per client that is. It's pretty much as if I was doing it for Single Player, only it will work for every player in the game and the scripts and variables will not interfere with each other from one client to another. Did I get that right or is my picture of how MP-scripting works wrong? I better know that, before I get started...
  9. Mongoose_84

    Variables in MP

    and another question: if a player joins a game that has already started, is the init.sqs still executed then on that client? or do i have to take care for that manually?
  10. Mongoose_84

    Making Respawn in MP work.

    i'm not sure i understand what you're saying, but did you actually use the script as "description.ext"? if so, it can not work. in the description.ext you only need to write down the few lines that are always needed to initialise respawning. for example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> respawn = base; respawnDelay = 10; and of course in the case of base respawning you also need markers on the map named "respawn_west", "respawn_east" and so on. also check the original topic i made for this script, if you don't get it to work. however, has anyone actually got it to work? and maybe even in a "real" MP-game with several clients? would like to know...
  11. thanks, though i would feel a lot more comfortable, if i knew whether it works or not hope, there'll be some feedback soon... i just read about eventHandlers causing a lot of trouble in MP. if it doesn't work the way i described, maybe instead of adding eventHandlers in the editor (initialisation), it would be better to write this line into the mission's init.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> player addEventHandler ['killed', {[] execVM 'initRespawn.sqf'}]; don't know... shame, there isn't a way to properly test MP-scripts on a single computer.
  12. Mongoose_84

    Variables in MP

    some of the tutorial's text i find rather irritating... "You only need to dynamically create objects (using CreateUnit or CreateVehicle) on the server." >what if i want to create units by a client? i know now, i don't need to do that - but will it work? "Be prepared for a great deal of pain if you start handling events (especially player-activated ones such as map clicks) in multiplayer." >why?... "You should only ever measure distances or perform calculations on the server (because the server is always right)" >again - why? i can imagine that in some cases that may be important, but for example if i use my custom respawn script client-sided only and calculate distances between group members (and more) - why would that be a problem? would be nice, if someone could clarify this for me
  13. Mongoose_84

    Making Respawn in MP work.

    i was just searching the forum for info on using multiple respawn locations, when i saw that post of yours and i just finished a script that may be exactly what you're looking for: link truth is, i don't even know for sure if it works as i can't test it with multiple cliens, but you might want to give it a try.
  14. Mongoose_84

    speed up time?

    in SP editing you can also use the "setAccTime" command to slow down the game (value from 0 - 1). with an eventhandler and some code you can easily make it, for example, that "bulletTime"/slow motion starts, whenever you get hit by something and the adrenaline gives you supernatural reflexes
  15. btw: if anyone knows a way of changing the player's class without using selectPlayer, i would love to hear - so the player's model could fit with the unit he takes control of. i don't really want to use selectPlayer for "respawning", because the group numbers always get mixed up that way and trying to avoid that by removing and adding units to the group is pretty unreliable, i think... though, if noone has another solution, i guess i will try and make it work that way. edit: no... i don't think i want to use selectPlayer after all, because making use of standard respawning has so many advantages - most importantly, the game passes all the player's information (including eventHandlers) to the new unit. So, if anyone can think of another solution, i would still like to hear it. another thing i'd like to add is the adaption of a unit's stance when respawning into them, but i think that's just not possible the way i handle it. still, if anyone has an idea...
  16. Mongoose_84

    Variables in MP

    actually, i'd like to learn something about it, right now: how can i be certain, that a script is run only once (on the server, i guess)? for example, i want to add a group of units to the map by script and of course, i don't want it to be one group per player. i would just try and find that out myself, but the annoying thing about MP-scripting is, that you can't really test your scripts unless you have an entire LAN at home... edit: just took a quick look at this tutorial of snYpir and i'm probably gonna find most of what i need to know about MP-scripting in it... sorry for the unnecessary post - the forum is way too crowded already
  17. Mongoose_84

    Variables in MP

    thanks once more! i guess sooner or later i'll also have to learn about the server's special role in this. but for now i think i can get started.
  18. the original group respawn works differently, doesn't it? for example, you'd become a bird, after all your group members died. or is that not what you meant?
  19. Mongoose_84

    ARMA Script: CSL_Bring_Out_Your_Dead.sqf

    put this in the unit's initialisation: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this addEventHandler ['killed', {(_this select 0) execVM 'removeBody.sqf'}]; and create a text file "removeBody.sqf" (in the mission's folder): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> sleep 300; deleteVehicle _this; haven't tested, but i guess there isn't much i could've done wrong about this... (you can also use "hideBody _this" instead of "deleteVehicle _this" or both with another delay in between - just not sure, if that works. of course, you can also use any other value (in seconds) for the delay after sleep)
  20. i tried this without any success. executing a script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [x, y , [z1 ,z2, ...]] execVM 'script.sqf'; (i want the number of elements in z to be variable) in the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _x = _this select 0; _y = _this select 1; _z = _this select 2; but passing on an array like this doesn't work the way i expected. what do i have to do instead? edit: allright, allright... dunno whether it was the fact that i didn't create a new array before using it as a parameter (instead of creating it right in the parameters-array) or just the missing "then" again, that caused the problem, but it works now - so nevermind...
  21. Mongoose_84

    ARMA Script: CSL_Bring_Out_Your_Dead.sqf

    as far as i know, eventHandlers are passed on to the next player's unit after he dies (not in the case of group respawning). so if you use them instead, it should work well.
  22. i am looking for some way to do exactly what you (or at least i) would normally expect the 'init'-eventHandler to do (but for some reason doesn't do). that is, i want to run a script on a player everytime he respawns in MP. i'd be glad, if someone could help me with this...
  23. i need to know one last thing to finalize my script. i'm gonna make it available for download here, if anyone's interested. very simple question, actually: how do i add additional parameters to my .sqf-script executed with execVM? couldn't find anything about it in the according biki-entries. i want to add the possibility to customize the respawn equipment and use a distance limitation for group respawning - and if anyone can think of something else, just let me know edit: i think i figured it out...
  24. another question: can i somehow "eject" a dead body from a vehicle without replacing it with some other unit? edit: i think i can just use action "getout" to remove the unit, while it is still alive and then delete it.
  25. I believe you cannot use "else if" which is not a capability. it worked in C... but then again this isn't C, after all. probably needs to be put in further brackets here (else {if {...}}).still, i think the error message was linked to an "else" other than those "else if"s. i will check again tomorrow, thx! edit: yep, i used extra brackets to avoid the use of "else if", but it still produces error messages... edit2: i experimented and removed bits of code one by one to find the error and it turned out to be a missing "then" inside of another then/else {...} - to which the error message referred. so you were right, the "else if" should've caused the same error (i just had already removed them by then).
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