Murcielago_ESP
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Everything posted by Murcielago_ESP
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Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
Hi guys! I just finished testing the new version of my Death Match 4 + mission system. Update Log: v.20130612 . Included a new big scenario: . Air Base: Small scenario for 16 players (Or 15 AI units) perfect for medium and small weapons and with a lot of action. . Agia Marina: Perfectly balanced medium size scenario for 16 players (Or 15 AI units) suitable for all types of weapons. . Air Base (Sniperland): Big size scenario for 18 players (Or 17 AI units) perfect for long range weapons. . Included a feature to heal you but it will cost you 1 point. . Strikes are now more powerful. Now the 5 projectiles will be capable to damage/kill units inside an 50x50m area. . Backpack system improvements. . Removed respawn event handler and some changes done to the code to avoid usage of non stable commands/systems to resolve the score count game bug and people respawning without the weapon menu. . Respawn spots improvements. . Changes made to work perfectly with the 0.6 patch. Same link: http://www.armaholic.com/page.php?id=20699 I'm proud to say that DM4+ has only a 10% FPS loss even when DM4+ has cool features like: death penalty, strike system, backpack mode, healing system (NEW!) Stay tuned! More features and scenarios are on their way! Please post here your comments about future possible features or issues you may have had with this mission system. Special thanks to the people who helped me to improve the mission during the open tests! Enjoy it while is free!!!! I should charge for it! :) Quality is not in tools, quality is in people who use tools. -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
New update! v.20130603: . Included a new bigger scenario, Agia Marina. . Respawn event handler have been removed due to reliability issue where scripts after respawn are not started 100% of the times (Lees commands -> Higher performance!) . Little change to backpack system to control when players carrying the backpack leaves the server. . Small change to the winner camera. . New camera options: Short, medium and full. Default value now is, medium. This option will allow you to see at the end the last killed unit and its killer with a quick cool camera. . Added an anti-camper feature (Disabled by default) . Added a new flexible system to limit the battlefield area. . Introduced street lamps to create a cool night experience. DOWNLOAD: http://www.armaholic.com/page.php?id=20702 Enjoy it! -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
Old_Painless, In DM4+ you need to kill 2,3,4,5,6... (Admin can change this value, default value is 3) in a row to be able to use the strike. "STRIKE: ON" message let you know that you have reached that value so you can use the strike. Plus delivering a backpack to the designated spot on the map will give you more points or strikes! You will need to bring the backpack to the north or south of the map. If a backpack is dropped at the south of the map the player who takes it will need to bring the backpack to the north and vice versa. Believe me to do that is not easy at all! (Points received for delivering backpacks can be changed by the admin) -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
Chortles thanks for your info! Currently death penalty is a parameter with two values, off and on. When death penalty is activated every time you are killed one point will be removed from your score but I will modify that with the next update so the new parameters will be something like: Off, -1, -2, -3 (Being -1 the default value) Chortles, about magazines class name changes it will be easy to fix. There are two files managing the units gear: AI_Gear.sqf (For AI units) and \WeaponMenu3D\Main.sqf (For players) Again... THANKS FOR YOUR COMMENTS! -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
Hi mates! Zeep, I quite like the idea of making fall the backpack... I will do some tests to see if I can manage to create something solid! Bill, About increasing the penalty for death... consider it done for next update! I was thinking to introduce but I did not want to create rejection but now that someone is asking for it I will include it as optional. About new maps and teams version they will arrive. My idea is to create a perfect DM system and then I will introduce new locations, ideas and finally I will export the ideas to different game modes... like team death match. You must bear in mind that Arma 3 alpha is "dynamic"... I do not want to invest to much time in a feature that it will be removed later... Take a look to what it happened with the ability to remove walls... they remove this feature with the 0.58 patch and I needed to make a new lay out. In addition I let you know that some game bugs are... I do not know how to tell it with words... but for people like me I can tell that some network bugs are... pain in the ass! The idea behind this mission is to create a mission where you can train yourself, have fun with colleagues or have a great competition against other players! but the most important thing is to create a high quality game system that could be applied to other game modes. Be patient guys, give me some time and I will fix a "little" Arma problemo... Most Arma multiplayer missions -> low frame rate missions, poor quality and no explanation for new players. I'm taking my time to create missions with: high frame rate, high quality and information to make players life easier. By the way... tomorrow we will have another mission update. Take a look to this: Like always... stay tuned! -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
Feel free! Stay tuned as soon I will release an update! If you have any issue with my mission please let me know. In addition any cool ideas are welcome! Murcielago -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
Issues: 1. Engine changes that do not allow anymore to hide Stratis objects. I hide/"delete" some walls and objects from the original airfield to increase the gameplay (Creating new paths for players and AI) Due to the patch 0.58 I was not able to hide/"delete" objects so I changed the lay out of the mission. 2. Magazine class name changed for ammunition ("20Rnd_762x45_Mag" -> "20Rnd_762x51_mag") [Reported on this thread by Beerkan] 3. "Land_Ytong_F" no longer available (Object is there but with a different name). I edit the Mission.sqm replacing this object name for a working one. [Reported on this thread by Beerkan] In addition I introduced an script to create markers for all missing important objects I introduced and for the original Stratis objects. A "little" fix to help with the score bug... Before this "little" change the game not always add a point for every kill so sometimes it remove a point instead of add one for every kill. I realized that it was something to do with the rating... so I created a system to broadcast the rating without public variables or triggers ;) Currently in DM+ this problem is removed but occasionally a kill is not counted but mission is 100% playable! I guess this issue was there before. -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
NEW VERSION: http://www.armaholic.com/page.php?id=20702 v.20130525 . Fix issues introduces by game update 0.58. . Included an optional backpack feature. Players will receive extra points if they pick the backpack in the middle of the battlefield and they deliver it to the random spot on the map. . Increased the size of battlefield area. . Added 4 new player/AI slots. . Added markers for most objects to make easier to use the strike system. . Introduced a change to fix the game score issue related to rating. I'm currently working on it... ---------- Post added at 10:30 ---------- Previous post was at 10:16 ---------- Zeep! I let you know that I included your idea in this version, making the winner camera shorter (Now is optional and the short version is the default one) In addition I'm more than happy to see that people liked the backpack thing so soon we will have an update making it more "visible"... The new update will show an small camera showing where the backpacks are generated and some basic ideas to make sure that every player understood how the backpack mode work (System description is include to on the notes sections) Thanks for you comments guys! -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
Just let you know that I'm currently working on solutions for the issues that the 0.58 patch has introduced to the mission. It will be bigger... It will be better! May be Saturday... DM4+ -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
Thanks zeep! Like I told you... first step is to create a solid system... then I will expand it! Yes mate! Team missions will arrive! I have great codes and ideas... I have even 2 new missions for Arma 2 that I did not published yet! I guess I will have a new DM4 version for Saturday. I need to change something little as I'm not happy with the Arma 3 waypoint system. Stay tuned guys! -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
Thanks for all your comments! By the way zeep, I will include your idea of shortcut the winner camera. I love that camera but this mission in not for me is for us so I will include it! About other features vs bigger map size... I'm going to focus on adding new features and improving things until Bohemia Interactive fix some issues with AI, score, visuals fluidity... then I will knock down the walls... About new features I would like to mention that in addition to a system to add missing markers (To increase game experience when using the strike system) I achieve something... cool? A backpack system! If backpack system is activated a backpack will be generated in the middle of the map then players will need to fight for it. Once a player grabs the backpack the player will need to delivery it to an specific point. If the player deliveries the backpack he/she will receive extra points and a new backpack will be created in the middle of map. If the player carrying the backpack dies the backpack will be dropped at that location. Thanks for your time! Murcielago -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
About what I will include for next Friday I guess I should work in adding new features as Arma 3 looks like that it currently has an issue with AI vs performance. There is something weird when AI units respawn so if you make respawn many AI units you can see a performance drop. It is not a huge impact but is not acceptable. Sure BI guys will fix it soon. I currently added a script to create markers with perfect fit for the mission markers on the editor and for the objects I added to the mission. This will help when people use the strike feature. Thanks guys for your comments! -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
Hi mates! DM4 can be defined as a smart update of the death match system that I created forma Arma 2. DM4 use a smaller and improved code that allows this cool mission to run without issues. I have been asked several times about if it will be possible to include AI inside my DM missions but there were technical issues with Arma 2 engine and the complexity design of my missions (AI was capable to go through the extra objects that I added) But despite the Arma 3 AI has the same problems it is a great added value for a DM mission so I started this project trying to minimize this issue. I created and a cool complex environment where AI units have virtually no problems to move, in fact I'm sure that some times it will hurt your pride! Don't worry for it... You will not be the first one... DM4 is a good quality death match mission that can be used also to improve your fighting skills in Arma 3 because you can play against AI units. Due to its construction it can be used to create a fair competition as every players has exactly the same conditions. The code behind this mission does not use triggers or public variables thanks to this unique system DM4 is Network friendly but in addition it is also Pc friendly. This will ensure that everyone will have the best smoothest experience possible. Summarizing, we have: . a solid DM system. . a challenging AI that adds value to the experience. . an amazing new set of animations. . and great graphics! So that was enough motivation to create DM4! But this time I was thinking to push the envelop so I created the code, from the begging, in a way that will allow me to introduce new features: . Winner camera. . Visual menu to pick your weapons. . Strike system. . Dynamic score system with a death penalty feature. I let you know that I had a working prototype where players after killing some enemies in a row received a mine but I rejected it as mines create a conflict with the AI movement. I have another idea where helmets and bullet proof vest will add additional protection. The current Arma 3 does not make a difference if you use a bullet proof vest or not. I can fix that... Or simply I can add game mode variations... I quiet like something I will call it something like "Hunting the fox"... The idea behind DM4 system is to create SOLID COMPETITIVE MISISONS with special features to increase the gameplay but always with a realistic approach, for example the strike action is not instantaneous and it does not show you where enemies are. Stay tuned! I guess I can have something new ready for this Friday. What you want guys? Bigger map size or new game mode? -
Death Match 4, Players + AI
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
Thanks beerkan! Thanks for your comments. I will include the changes soon. One question, what about: "Land_Ytong_F" no longer available. Did you have any issue with it? My colleagues and I we did not experience that issue. May be is a random alpha bug. The spelling mistake... No one saw the error before and many people helped me with the mission test... :( My bad! -
Mission 1, a coop mission by Murcielago
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
UPDATE version is up! This version includes a bonus mission, DM4, the first DM mission with 100% working AI, safe respawn position, dynamic score display, AI recycling, amazing environment design... This is an alpha version of a future COMPLETE DM mission system like you never saw before. This mission is 100% recommended to every one who wants to improve their combat skills! DOWNLOAD LINK: http://www.armaholic.com/page.php?id=20410 Be aware that Mission1 is complex and very difficult. Murcielago -
Mission 1, a coop mission by Murcielago
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
I have been thinking about what I can do for needed update version... I think that I need to add something special... So I'm going to add a "small" version of the first complete multiplayer deathmatch system with AI for Arma. After my DM mission system (For Arma 2) some people asked me for a version with AI units... Today (28/04/2013) I create a complete DM system with AI units! Current version runs with very nice FPS (50+) The idea was to create a DM system with AI units where players can join replacing the AI units... IT WORKS! -
Mission 1, a coop mission by Murcielago
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 3 - USER MISSIONS
I'm embarrassed... You are right. I made a silly error (It was an object ID) Soon I will release an update and may be I will include a present! Thanks for your time! -
How to spawn ai in buildings
Murcielago_ESP replied to Ghostwolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks froggyluv! I know it works and it works without creating performance issues. By the way I manage to create this using this script! That was my Silent Rescue mission. Maybe the most difficult COOP mission ever created. Thanks for your time. -
How to spawn ai in buildings
Murcielago_ESP replied to Ghostwolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi mate! Take a look to my script (Fully tested and working like silk!) (FILE NAME: Unit_x1_Spawn_x3.sqf) //Null = [This,"MIDDLE","AUTO",ViewingAngle,[Loc_X_1,Loc_Y_1,Loc_Z_1,Angle_1],[Loc_X_2,Loc_Y_2,Loc_Z_2,Angle_2],[Loc_X_3,Loc_Y_3,Loc_Z_3,Angle_3]] ExecVM "Unit_x1_Spawn_x3.sqf"; // POS_1 POS_2 LOCATION_1 + ANGLE_1 LOCATION_2 + ANGLE_2 LOCATION_3 + ANGLE_3 // POS_1 = Body position when there is NO enemy. Values="DOWN","MIDDLE","UP","AUTO" // POS_2 = Body position when there is an enemy. Values="DOWN","MIDDLE","UP","AUTO" If (IsServer) Then { Private ["_Angle_Ini","_Pos_Val","_Switch","_Timer","_Angle"]; _Angle_Ini = 0; _Pos_Val = ([0,1,2] Select Floor Random(3)); _Switch = 0; Switch (_Pos_Val) Do { Case 0: { (_This Select 0) SetPos [((_This Select 4) Select 0),((_This Select 4) Select 1),((_This Select 4) Select 2)]; (_This Select 0) SetDir ((_This Select 4) Select 3); _Angle_Ini = ((_This Select 4) Select 3); }; Case 1: { (_This Select 0) SetPos [((_This Select 5) Select 0),((_This Select 5) Select 1),((_This Select 5) Select 2)]; (_This Select 0) SetDir ((_This Select 5) Select 3); _Angle_Ini = ((_This Select 5) Select 3); }; Case 2: { (_This Select 0) SetPos [((_This Select 6) Select 0),((_This Select 6) Select 1),((_This Select 6) Select 2)]; (_This Select 0) SetDir ((_This Select 6) Select 3); _Angle_Ini = ((_This Select 6) Select 3); }; }; _Timer = 0; _Angle = Getdir (_This Select 0); (_This Select 0) SetUnitPos (_This Select 1); While {Alive(_This Select 0)} Do { If (IsNull (AssignedTarGet (_This Select 0))) Then { If (_Timer < Time) then { _Angle = _Angle_Ini + (Log ([0.1,10] Select Floor Random(2)))*( (((_This Select 3)/2)*0.5)+Random (((_This Select 3)/2)*0.5) ); (_This Select 0) DoWatch [(GetPos (_This Select 0) Select 0) + (80*Sin _Angle),(GetPos (_This Select 0) Select 1) + (80*Cos _Angle),0]; _Timer = Time + (1 + Random 5); }; } Else { If (_Switch == 0) Then {(_This Select 0) SetUnitPos (_This Select 2); _Switch = -1;}; }; Sleep 1; }; }; This baby will make spawn the unit randomly at one of three locations. It will set the right direction and stance too. This script not only a random location and direction... it also manage the unit stance. Unit stance is important to lock units stance to allow them to shot trough windows! Locations are 3D coordinates so you can place a unit anywhere! How to gather locations and angles? You will need 4 triggers. (CODE FOR TRIGGERS) 1. ALPHA-> Pos1 = (GetPosATL Player); Pos1 = Pos1 + [GetDir Player]; 2. BRAVO-> Pos2 = (GetPosATL Player); Pos2 = Pos2 + [GetDir Player]; 3. CHARLIE-> Pos3 = (GetPosATL Player); Pos3 = Pos3 + [GetDir Player]; 4. DELTA-> CopyToClipboard (Str(Pos1)+","+Str(Pos2)+","+Str(Pos3)); 1. Now you only need to run the mission on the editor and move your unit to the desired position. Then look to the desired location and finally press ALPHA. 2. Move the unit to the next location. 3. Now you only need to run the mission on the editor and move your unit to the desired position. Then look to the desired location and finally press BRAVO. 4. Move the unit to the next location. 5. Now you only need to run the mission on the editor and move your unit to the desired position. Then look to the desired location and finally press CHARLIE. 6. Press DELTA to copy the information. 7. Stop the mission and return back to the editor. 8. Create a unit. 9. Inside the init field for the unit add the code to run the script and select the bold text and press CRTL+V (Paste) to introduce the new data: Null = [This,"AUTO","AUTO",100,[2855.6,5880.88,0.00164986,341.394],[2857.62,5886.96,0.00111771,251.519],[2856.75,5883.51,0.0946131,124.048]] ExecVM "Unit_x1_Spawn_x3.sqf"; (You can manage the unit stance to avoid glitches) Units using this script are more... effective so you will need less units to make missions more challenging. If you have any doubt using it please let me know. If you want an simple mission example with the code contact me (mgllgm@hotmail.com) I hope you like it! Murcielago -
CheckMate missions, multiplayer missions with SWAP system by Murcielago
Murcielago_ESP posted a topic in ARMA 2 & OA - USER MISSIONS
DOWNLOAD: http://www.armaholic.com/page.php?id=19523 CheckMate Missions for Arma 2 (SWAP and ChessMove systems) CheckMate missions are a new type of mission to show my new Arma creation, SWAP system. SWAP system allows players to use the switch team member feature IN MULTIPLAYER MISSIONS! Basically this system allows you to swap from one unit to the other one but in addition I added some things... When you use the SWAP system to change from unit A to B, unit A will carry on looking at the same direction and it will keep the same stance when you will take control of unit B. SWAP system will keep the same looking direction for units inside turrets too and, aircrafts will keep the same altitude. For example you will be able to easily have a full control of an Apache helicopter. You will need only to swap to the pilot and move the helicopter to the desired location. Once you meet the enemy swap to the gunner and have fun! Swap system is an universal solution as it works with infantry and vehicles in addition it adds a new huge number of possibilities to the game because with SWAP system you will be able to do things that you could not do before, for example, you can move your SWAP units as a SWAT team or, you can place AI units wherever you want (Taking cover behind a vehicle, looking through a window, inside a house facing the door...) To complete the SWAP system I created the ChessMove system. This new system makes easy to move any unit/vehicle of your side. ChessMove system is a simple visual help that will move from individual soldiers to vehicles with two clicks on the map! So I use these features a mission system where both players have exactly the same conditions and they need to fight to conquest an specific location. It looks like a chess match. Players have same weapons and vehicles. Their uniforms are similar so I included a modified military symbols feature to help players (This option can be disable) to recognize ally units and vehicles. All vehicles will be shown on RADAR as red icons on both sides so no one has advantage as I pick the right sides and vehicles on purpose. Finally players have the same number and types of ally groups to help them to create different tactics. In a CheckMate mission only the players make the difference. MISSION INFORMTION CONQUEST: 1. Your side must stay inside the yellow circle to increase the conquest time for your side. 2. If both sides stay inside the yellow circle no one will increase its conquest time. 3. If you lose all your units the enemy will win the match. SWAPPABLE UNITS: 1. You can swap to the units on your action menu. 2. Once you swap units the old unit will remain looking to the same direction and it will keep the same stance. 3. When using vehicles with weapons get the units in the positions with weapons and then swap to the driver/pilot and use the RESET VIEW option to reset the looking direction for the turrets. 4. When using tanks with gunner and commander, BEFORE set the viewing direction for the COMMANDER and then set the viewing direction for the gunner. 5. The current unit is the one highlighted in yellow on the action menu. COORDINATED ATTACKS: You can change the fire mode for the units and team to create coordinated attacks: 1. Set the direction for the units. 2. set the fire mode to hold fire (HOLD FIRE action) for each unit. 3. Use the OPEN FIRE action to start the attack. MOVING UNITS USING THE MAP: You can move every unit on your side by using the map. It is very easy to do it: 1. Click on the unit marker (If there is an alive unit there the unit will be selected. A yellow circle will indicate you that a unit is selected) 2. Click on the destination location (A new marker will be shown temporary to indicate the destination) (Hide the map if you want to cancel the movement) ALLIED UNITS: You can move units using the map. The ally units are shown as a G1,G2... markers. NOTES: 1. Dead units/groups will be shown as black markers. 2. All in use vehicles will be shown as red icons on the radar so no one has advantage. 3. May be you will need to move the helicopters slightly away from the base before you can move them using the map. 4. When swapping units maybe the game will need a little amount of time to refresh the actions assigned to the objects around the new unit. You can use this time to move the rest of units using the map. (IF YOU GET INSIDE THE ENEMY AREA YOU WILL BE KILLED) INSTALLATION: 1. Place the files inside "...\ARMA 2 Operation Arrowhead\MPMissions" folder. 2. Open the Multiplayer menu. 3. Create a new server (Internet/Lan) 4. Pick the missions from the "Chernarus" and "Takistan" menu. Please mention me if you use parts of this project. Thanks for your time Murcielago (mgllgm@hotmail.com) -
LtIpm9S9X9U ABRKy3Q_O0A Download: http://www.armaholic.com/page.php?id=18606 The TKL system is a tiny solution that fix a big problem... team killers or people destroying vital gaming elements. TKL system is easy to use and in addition is an autonomous system, so it does not need a admin or votes. TKL system punishes team killers by freezing their avatar (10sec, 90sec, 5min...) letting they know that they did something wrong but when they reach the maximum number of friendly kills their games will be locked automatically until the server restart or mission is changed. Every 5min the list with all the game ID from team killers will be copied so everyone can has access to this information. This games ID can be introduced into the TKL system to ban automatically those users. Now you do not need to waste your time to have any type of server protected from team killers. How to use it? The attached file is an Arma 2 mission folder (Takistan). 1. Add the "Init.sqf" file and the "TeamKillerLock" folder to your mission folder. 2. Add inside the "Initialization" box to every unit you want to protect this: This addEventHandler ["Killed",{Null = _This Spawn TKL_Killed;}]; The idea behind the TKL system is an extra marker per player, I guess the Arma engine can handle that ;) Any comments are welcome. Murcielago - mgllgm@hotmail.com
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Team Killer Lock System
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi dirtyh, Send me an e-mail -> mgllgm@hotmail.com and I send you the mission running with the TKL code. ---------- Post added at 13:37 ---------- Previous post was at 13:34 ---------- dirtyh, did you reduce the size of the folder name? -
Team Killer Lock System
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Dear dirtyh, I took a quick look to the mission. I found some problems. 1st. You need to reduce the name of the mission folder name as Arma editor can not handle the size of it. Once you save the mission a new folder is created containing only the mission.sqm file. -> No good for busyness! 2nd. Add the TKL init.sqf data at the beginning of the init.sqf mission file. Now if you add the TeamKillerLock folder it works. The code is there but due to the mission structure the TKL yellow sentences are not shown. I'm not familiarized with the mission but you only need to find a way to show the TKL chat. For example just find the where the player takes control over the avatar and run from there the TKL system: null = [4,600] ExecVM "TeamKillerLock\TKL_Manager.sqf"; (Remember to remove this line from the init file) 3nd. Problem is why you want a team killer in a mission running a revive script. With revive there is no point on using the killed event handler. Use the hit version not the killed version: this addEventHandler ["hit",{Null = _This Spawn TKL_Killed;}]; You can now raise the the team kill limit and may be change the punishment times... can be a great idea. If you to integrate properly the TKL system with revive you will need to change something inside TKL_VoteAction.sqf file: _Killer = _This Select 0; _Punishment = _This Select 1; _LinkedToPlayer = _This Select 2; Punish_YES = False; _n = 15; If (_LinkedToPlayer) Then { WaitUntil {Alive(Player) Or UNIT_IS_REVIVED}; // UNIT_IS_REVIVED = Variable used to indicate that unit have been revived ... I hope this is useful! Any doubts -> keep posting ;) (By the way... There are some errors on that mission. Do you use the parameter -showscripterrors?) Murcielago -
Team Killer Lock System
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
dirtyh, Give me a link of the file or send it to my e-mail account. I guess I can fix the problem in the blink of an eye ;) mgllgm@hotmail.com -
Team Killer Lock System
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi dirtyh, What? You have problems to use TKL system? It is pretty simple to use ;) 1st STEP: init.sqg -> init.sqf Add the content inside the init.sqf file to your mission init.sqf file (Looks like you did that part right) If your mission does not use the init.sqf file just copy it. 2nd STEP: killed event handler. 2.1. Your mission does not use event handler killed: Add this "This addEventHandler ["Killed",{Null = _This Spawn TKL_Killed;}];" inside the "Initialization" box for every unit you want to protect. 2.2. Your mission already uses the event handler killed: Inside the unit creation script or in the editor "Initialization" box you will see something like this code "This addEventHandler ["Killed",{OriginalMissionCode;}];" Just add " Null = _This Spawn TKL_Killed;" so the result will be like this "This addEventHandler ["Killed",{OriginalMissionCode; Null = _This Spawn TKL_Killed;}];" There is an alternative option that is merge both codes but you need to have enough skills to do it. If that does not fix your issue please contact me and I will help you. Would you please describe your problem?