Murcielago_ESP
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Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi guys! First, I want to thank you for your comments, interest and feedback! Looks like that Real Damage has compatibility issues with ACE. I did not study anyone's code to create Real Damage but after reading _MaSSive post I'm guessing that they use the "HandleDamage" event handler that I used to create Real Damage. Logically Real Damage will be compatible with any code that does not use "HandleDamage" command (Real Damage is a tiny system created only with 4 elements, a "HandleDamage" event handler, 2 tiny scripts and 1 game logic object.) That does not mean that you can not use Real Damage with a mod that uses "HandleDamage" event handler. You can use if you blend the codes. The easy way will be to add the tiny Real Damage code to the big mod code. About creating a simple mod for Real Damage I did not receive any e-mail or comment of people interested on it. But do not worry, after the interest that people show about it, with e-mails and comments, I will try to create it. No problemo. Thanks for your interest, again! Murcielgao Dear Tes, I read all the thread... but looks like there are not interested. By the way! I'm happy and proud to say that Rubber expressed his interest on Real Damage code. Rubber said that he will try to incorporate to the new Warfare mission update. Thanks Rubber! -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
For the people how want to apply Real Damage to a large number of units or to apply Real Damage to units created via script take a look to this: "...Yes there are another alternative methods to add the Real Damage code to units. I only showed the easy one to make things more "affordable" for people who is not an "Arma expert". The steps 1 and 2 will still the same. 1. The Real Damage code folder place it on your mission's folder. 2. To create a game logic (Side = Game Logic / Class = Objects) and add into its initialization box: Logic_Team = CreateGroup Civilian; 3.1 To add to every unit's initialization box: This addEventHandler ["HandleDamage", {If (Alive(_This Select 0)) Then {Null = _This ExecVM "Real_Damage\Damage_Detector.sqf";};}]; Or 3.2 How to Apply Real Damage to every unit inside a circular area? You will need two extra objects: . INVISIBLE HELIPAD to determinate the area centre. I normally use a "H (Invisible)" (You can find it inside the "empty" category) Name it as RD_Centre (Name box) . TRIGGER to run the script. First add to the "Condition" box: IsServer and on the "On Act." box add: Null = [RD_Centre,100] ExecVM "RealDamage_Script.sqf"; This is the "RealDamage_Script.sqf" code (Save is as SQF file and add it to your mission folder. I always use Notepad...) // Create a "invisible helipad" and name it RD_Centre // Create a trigger and set "Condition" box to "IsServer" and "On Act." box add this code: Null = [RD_Centre,100] ExecVM "RealDamage_Script.sqf"; // 100 is the radius of the circular area in meters and the RD_Centre invisible helipad is the centre of that area. Every unit inside this area will receive the Real Damage script. _Object = _This Select 0; _Rad = _This Select 1; _Soldier_Type = "SoldierEB"; // SOLDIER TYPES: // BLUFOR -> "SoldierWB" // OPFOR -> "SoldierEB" // Guerrila -> "SoldierGB" // Civilian -> "Civilian" _RD_Units = (Position _Object) NearEntities [_Soldier_Type,_Rad]; {_x addEventHandler ["HandleDamage", {If (Alive(_This Select 0)) Then {Null = _This ExecVM "Real_Damage\Damage_Detector.sqf";};}];} ForEach _RD_Units; Change the "_Soldier_Type" variable depending the type of the units you want to apply the code to. By default is set to east units ("SoldierEB") 3.3 How to apply the Real Damage code to a unit created via script? We are going to use the "CreateUnit" command http://community.bistudio.com/wiki/createUnit. This command needs: . UNIT TYPE. The best way to find your unit type is to create the unit you want on the editor and name it for example as XXX. Save the mission and go to the mission folder and open the "mission.sqm" file using the notepad. Then search for XXX inside the file. Once you find your target you will see a vehicle variable (vehicle="NameTypeObject") That is the unit type. . UNIT POSITION. This will be the place where the unit will be created. . UNIT GROUP. The unit needs a group to be created. "Unit_Type" CreateUnit [unit_Position, Unit_Group, "This addEventHandler ['HandleDamage', {If (Alive(_This Select 0)) Then {Null = _This ExecVM 'Real_Damage\Damage_Detector.sqf';};}];", 1.0, "MAJOR"]; If you need to allow to respawn a unit created via script unpack the " RealDamage_TestMission.Chernarus.pbo" file (Inside the Real Damage Zip file) and check the " Target_Respawn_New.sqs". I hope this will help. Again, thanks for your interest." -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
domokun and _MaSSive, I do not know if that it will be possible But I will love to see it! (I did not study the CBA or ACE addon code but I'm pretty sure that they can add Real Damage to their addon in seconds. Real Damage code is easy to use/understand.) I have many opened projects, many ideas... (In addition I try to answer to all comments and e-mails that I received about all my projects) I have a small experience with addons but because I can not delivery the same quality that I achieve with my code/missions and I'm really passionate about my unreleased projects I will be happy if people want to create a Real Damage addon or add it to their addons. I think I should concentrate on what I do best. I'm going to be honest, I'm happy if anyone takes the Real Damage code and creates an addon or integrates it to their addon (For example guys CBA, ACE...) Interested people/teams please send me and e-mail (mgllgm@hotmail.com) or post a comment here. That is all. I have receive many comments from people interested on the addon version of Real Damage in addition the YouTube video have been watched 5000 times in 10 days! Not bad for a 10min videos without: Music, DayZ, cats, hot chics... ;) Thanks for your interest guys! (I'm carry on working on the bullet proof vest feature for Real Damage) -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
New updated version that fix the vehicle issue and reduce the number of variables. Download Link: http://www.armaholic.com/page.php?id=18305 -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi all! I'm glad to say that I fix the vehicle issue reported by Too Tall (YouTube). In addition I removed the variables used on the event handler code. It uses "_This Select i" instead internal variables. I guess this will make the code slightly light than before. Azrael000, I read some comments and it says that for this work (Human target at 2800m) you can use an L115 sniper rifle instead of a anti-materiel rifle. In Arma 2 it will hard to kill a human target at 2800m with a AS50/m107 but I do not think so you can do it with a L115 sniper rifle. On one hand because the Arma 2 bullet will have low energy, on the other hand, the Arma 2 optics on the L115 sniper rifle are not good enough for that range. Arma 2 is the best game simulator out there but still being a game so sure developers they take decisions to balance the gamming factor with the simulator feature because Arma 2 still being a product, Bohemia would like to sell as many copies as they can. About Arma 3... I'm happy to see they delay it to release the product when is properly done. I guess they, and many more companies, have learned the The WarZ lesson... Check what it happened to this game... Do not confuse it with DayZ (Some people confused the names even on the Youtube videos) or World War Z (The film) I'm looking forward to get lost inside the Arma 3 editor! This is what I do first with Arma games. Then I will spend some time to set up the keys... Mmmmmmmm... I can fill it! The sad thing with Arma 3 is that I was ready for it! I upgrade my Pc to a SLI configuration to enjoy the PhysX feature... but may be when Arma 3 will be released I will need to go shopping again... What a pity! -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Azrael000, I'm currently working in a new version including a bullet proof vest feature and more accurate reactions to bullets impacts. But I let you know that there are many limitations in order to create features from the Arma 2 code. I will try to do some magic things but at least I'm sure soon we will have a better version. About the sniper bullet impact reaction I need to say that I'm happy with my first achievement. Once you are hit on a leg with a high calibre bullet you will have 3 or 2 minutes before you will die but in addition you will have some problems: huge recoil and large fades to black to simulate pain linked to a huge wound. Remember that if you try to move with this type of wound you time will be reduced to about 30s. Thanks for your time. Please guys carry on giving me comments and information to try to create a better version. ---------- Post added at 00:08 ---------- Previous post was at 00:07 ---------- Kremator, Thanks for your interest. About modifying Real Damage feel free if you need help to merge the code I will be happy helping. By the way! Tomorrow I will post my a new Real Damage version that fix a vehicle issue. May be it will be available on Monday at Armaholic.com but if you need it right now this is my e-mail: mgllgm@hotmail.com -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Dar, This code should not create any conflict with any code/mode. Is a tiny and straight code and it only controls the unit's damage. Does not need to public variables or need different versions of the script for server and client... The same code works on players, AI, multiplayer and single player missions. I spent long time to achieve a dead easy to use code like Real Damage. About the mod version I think is a good idea but I still thinking that there is nothing better solution that include this tiny code inside the mission. It is possible to include the Real Damage code for all units with two code lines (+Folder) That's is really simple. By the way I have been learning about body armor an soon I will pick your brains about some ideas I have and what you want. For example what you will like to see when a .50 caliber bullet hit a bullet proof vest? The science says that you will die due to the kinetic energy -> Your chest will be crushed by the bullet force if you are wearing the best body armor. During the Real Damage creation I notice that there are different values of body armor for different units. With a .50 caliber bullet the armor only makes the different on your place to die: at the street or at the hospital. To add this situation to Arma 2 I will do something like after being hit by a .50 caliber bullet on the chest you will have some fades to black and after 15 seconds you will die. What you think guys? -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tes, Roger! I going to start working in a new Real Damage version including bullet proof vest. Al comments, information, suggestions... are welcome! I'm going to start gathering information about bullet proof vests. Murcielago (mgllgm@hotmail.com) -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Vilas, - The code is base on weapon/ammunition damage so if you create/modify an ammunition values the Real Damage will work. - About the medic issue I did not saw that problem when I created my Silent Rescue mission. This mission has some medics and they help anyone at the map. I did not saw that problem with the groups. I tested the medics on Silent Rescue and they did it right all the time. May be is because someone forgot to setup the medics right? AI medics will work fine if you add to them a support waypoint. I will add Real Damage to my best coop mission (Silent Rescue) soon and I'm pretty sure that I will see no issues. - I not friendly mod... mods or small mods in particularly adds problems to Arma... The most important one is players fragmentation so instead to have less servers with more people together we have many small servers with fewer people inside. That is not good for a product live. Do not get me wrong, I love the modification aspect of the game but I think we need some quality control on non official missions... and more official missions. I let you know that many current missions have errors and/or heavy performance issues... If Arma 2 will be my product I will do something clear to show what missions are originals and what missions are created by players like me. I think we really need a quality vote parameter on the mission search engine... Finally I took it from my chest! When I create my codes I make sure my code does what I was expecting because many times the -showscripterrors does not show the errors! If you do not se the error messages that does not means your code is right. - About implementing improved body parts I think this is what BIS is doing implementing the "HandleDamage" event handler. I'm not sure but I think they included it on the last patch (1.62) To me it seems to be under development. I know that attaching objects to units to determinate specific body parts does not work, because you will be attaching objects to the bounding box not to the character itself and when the character changes the stance the bounding box barely changes. It will possible to fix this with extra code but sure there is a price... drop in performance. If BIS is not doing right now sure there is a reason way and sure they will find the way to fix it. Mate we do not need more performance issues. The game now is bloody smooth problem is the code that people like me includes is creating multiplayer performance issues. - About the bullet proof vest it is possible. I do not know how to attach an object to someone head... I guess is not easy to implement it on a multiplayer mission. In addition how that thing will work when the unit is inside a vehicle? If I will want to create a bullet proof vest I will tweak a little bit Real Damage system an that's it. The VBS2 has a bullet proof vest feature if you people want it I think I can created it in one night. May be I will include it on the next Real Damage version. Do you know what was the initial name of the real damage project... Bullet Proof Vest. Have fun and thanks for the comments! -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is the first version of Real Damage system but depending on you interest guys I can make it even better. You are right about that bullet damage increases with the unit damage and in addition there is an affected area value that increases with damage too. I learn it from the mission I created to study the Arma 2 damage. I personally think that this event handler "HandleDamage" is like a "test version" so I'm pretty sure that Bohemia Interactive is working on it (We should take a look to VB2 to know what is coming) Did anyone saw a Bohemia Interactive mission using the event handler "HandleDamage" on infantry? I do not think so because is a little bit... not properly done or under development. It is tricky to use but like I think I manage to used it decently. I wish it will be more... useful or even better so people like me will be doing other things. The current "HandleDamage" is triggered every time a unit is hit and for every part of the body in different stances. That means you can not link the information between what parts where hit by a the projectile straightaway. You can link them creating variables... but that will create performance issues and lag. (Real Damage is tiny and it does not use even variables to pass info to other scripts.) This parallel process makes hard to locate the area hit as, for example, you can not ask at the same time if the unit was hit at the legs and body. The event handler will show in different stances the damage for head, body, hands and legs but you can not link easily data. The more you do... the more issues you add because it will have an impact on performance. Think how many times the event handler will be triggered when a group of 3 units are killed by a grenade? I let you know that even if the event handler has a tiny script link to it will create performance issues. I manage to fix this issue by blocking the code if the unit is dead, that reduced the number of running scripts from something like 30 to 6. That may be explain the poor performance of some multiplayer missions using this event handler. May be there is something weak on the Real Damage but like always I check it several times and trying to capture every single situation before I share it with you guys. -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I even take care in how my scripts looks like. I try to made them easy to check by giving them a visual value so when there is a problem the problem is highlighted automatically. If you want a quality product you need quality ingredients. I think that is a key point of why I manage to release this project because the way I use to do scripts does not add issues to the problem I try to resolve. That was a free tip. -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes, a head shot is lethal. I created a short video to explain the main things but for example the Real Damage code works when units are hit by a vehicle or with grenades... ---------- Post added at 00:00 ---------- Previous post was at 23:59 ---------- Thanks! That was the idea! ---------- Post added at 00:01 ---------- Previous post was at 00:00 ---------- Yes, a head shot is lethal. I created a short video to explain the main things but for example the Real Damage code works when units are hit by a vehicle or with grenades... ---------- Post added at 00:19 ---------- Previous post was at 00:01 ---------- Yes and no. A shot on the chest means trouble (With Real Damage) specially when located near the heart. But like I said on the video with Real Damage you can kill someone with 2 shot on the chest using a pistol. Most of the time you will need 3 bullets but sometimes you need only 2. I need to say that I noticed and I love to see that Real Damage is more random than the original Arma 2 damage system. With Arma 2 you know that using a sniper rifle it is normally one shot one kill with Real Damage is different because to kill someone straightaway you need to hit vital parts (Head and chest area) or the unit will bleed out. -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks guys! About compatibility... Just I need to say that is Arma 2 compatible! It does not need CBA, ACE... or anything more than Arma 2. Is hard to understand for some people but it works. It does what is says on the tin. Depending on feedback I will make even better. Happy to listen comments from anyone in order to make it better... that it is right now! I do not have a bunch of guys and a server to make a big scale test. I test the worse case scenario, grenade + 3 units. The normal "HandleDamage" will be triggered more than 30 times but the Real Damage "HandleDamage" is only triggered when a unit is alive and wounded so in the same situation (grenade+3 units) the code is triggered about 6 times! In addition the Real Damage code is tiny (Around 6kb) Remember that you can use other easy ways to include the Real Damage code into your mission than one by one method. Real Damage is solid and easy to use, that was the idea! Thanks guys! I will really appreciate if someone does a big scale test an let me know how the performance was. -
The Shooting Range 2 - ACE version (1.14.0.583) Ladies and gentlemen here we have the ACE version for The Shooting Range 2. The Shooting Range 2 ACE version will allow you to test the huge amount of new weapons included in this amazing Arma 2 mod. ACE mod also includes wind deflection for projectiles so they make a perfect combination, the heaven for shooters! Enjoy it! DOWNLOAD: http://www.armaholic.com/page.php?id=18035 DOWNLOAD: http://www.armedassault.info/index.php?cat=news&id=5988&game=1 dofGgQ239jw&feature=plcp
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The Shooting Range 2 by [MIC] Murcielago
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - USER MISSIONS
Hi Kawa, There is an option on every Pc to turn the right menu on or off. About tidying the weapons I think is a great idea. I can include inside the updated version that I will release soon. Thanks Kawa! Murcielago -
The Shooting Range 2 by [MIC] Murcielago
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - USER MISSIONS
Thanks Kawa! I will take a look. I think you are right. I did have a little issue before I released the mission and looks like I forgot to replace this part of the code (Score part). My bad! Thanks Mate! ---------- Post added at 01:23 ---------- Previous post was at 01:12 ---------- Due to the little mishap I think I will work on an update. Again, thanks Kawa! I will try to include the kestrel device. I need to say that I'm not into ACE mod so if I missed something please let me know it. I will wait for a week and then I will release the update version. Any good idea could be included so feel free to post them! Guys feel free to modify my mission code only remember to mention the author please. Feel free to post here your questions about the mission. I will stop my current projects to polish the mission. The more comments the more time I will spent on this mission. Thanks for ALL the comments! ---------- Post added at 01:28 ---------- Previous post was at 01:23 ---------- Kawa! You are 100% right! I do not know how that thing happened! I normally work "cloning" files! I will kill one of my Quality Control testers! ;) I did test many times both missions! May be I need a team! Thanks Kawa, I really appreciate your time. Murcielago -
Missions with an anti-hacker system built-in.
Murcielago_ESP posted a topic in ARMA 2 & OA - USER MISSIONS
Hi! I was testing my new team death match mission one week ago when I had a bad experience... a "hacker" was messing around in my server. I did not enjoy it at all so I decided to do something about it... So I created a system that blocks players when they hack my mission. The current code checks: . If you have more magazines than normal. . If you are using a weapon that is not in a defined list. . If you are using an item from a specific list. By default it checks if you have explosives satchels because you can not carry them in this mission. . If you have no recoil. . It will disable any code attached to single click on the map. . It removes the god mode. . It removes every vehicle capable to fire. You don't need vehicles with weapons in this mission. . It removes al AI near to the action area. These are the original trigger conditions but it could be modify to work for in other missions. The code is tiny and it does what it says on the tin. I know hackers they will find a way to stop it, but, I will be able to modify it too. The Anti-Hacker system locks the "hacker" computer and stores his game ID on the server and sends it to the clients. Then the system will lock the computer with this game id until the mission is restarted or changed. Once a hacker is detected everyone will see a message "HackerName (ID: GameID) has been lock for hacking" and every one will be capable to printout a list (Using CTRL+V in Notepad) with all the ID games of people that hacked until then. Now you will be able to take a screenshot of this message and use it to report this player. I have some questions about this project: 1. Does anyone think that sharing "hackers" (A hacker is someone who find out something interesting. The people who use this finding has another name...) ID games could be a problem? 2. Do these codes will affect to game performance? . Code to disable OnMapSingleClick: While {True} Do { OnMapSingleClick ""; Sleep 0.01 }; . Code to remove God mode: While {True} Do { (Vehicle Player) RemoveAllEventHandlers "HandleDamage"; Sleep 0.5; }; 3. How I can create a reliable "easy" way to save and read these ID games from an external file... like a addon or similar! Think about been capable to share this ID games and put them in a addon... Like a web page filter in a anti-virus software. Now Arma players will be able to report "hackers" displaying their ID games in a YouTube video! The "hackers" have an impact on the life of a game. I will release soon a mission pack using this Anti-Hacker system and I will love to have some comments from you guys in order to improve it. Be aware that "hackers" have an impact on game's popularity. The more "hackers" playing a game, the more password protected servers will be and the less players will be playing that game... Thanks for your time. Murcielgo (mgllgm@hotmail.com) -
Missions with an anti-hacker system built-in.
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - USER MISSIONS
Thanks comments. The idea behind this anti-hacker system is to use a group of scripts system to "define player's freedom". The code will run in every machine clients and server. The server runs three tiny scripts. 1st script stores the name and game ID when players join to the server. If the game ID of a player is on the "Black List" his game will be locked. 2nd script will broadcast the cheater game ID once a cheater is detected by the client main script. 3rd script deletes all non-players units and vehicles with weapons at the area. Bear in mind that we are setting up the rules for a death match mission. With this anti-hacker system we are trying to "define players freedom". _Vehicles = []; _n = 0; While {True} Do { _Vehicles = NearestObjects [Vehicle Centre,["AllVehicles"],3000]; _Vehicles = _Vehicles - (NearestObjects [Vehicle Centre,["Man"],3000]); _n = 0; While {Count _Vehicles > _n} Do { If (CanFire(_Vehicles Select _n)) Then {DeleteVehicle (_Vehicles Select _n);}; _n = _n + 1; Sleep 0.001; }; _n = 0; _Vehicles = Centre NearEntities [["Man"],3000]; While {Count _Vehicles > _n} Do { If (!IsPlayer (_Vehicles Select _n)) Then {DeleteVehicle (_Vehicles Select _n);}; _n = _n + 1; Sleep 0.001; }; Sleep 0.5; }; Are there a way to stop the above script when it is called from "Init.sqf" file? On the client side we have four tiny scripts. Two of them are always running: 1st script will lock the OnMapSingleClick so people will not be capable to use teleport or create units/vehicles by clicking on the map. 2nd script is the most important one. I called "MANAGER.sqf". This tiny script will check what the player is doing. This is the script that editors will need to modify to remove or add conditions to "define players freedom". // [NoWeapons,"Binocular_Vector", "NVGoggles",DefaultWestWeapon,DefaultEastWeapon] _DefaultWeapons = ["", "Binocular_Vector", "NVGoggles", "SCAR_L_STD_HOLO", "AK_107_kobra"]; // Define the weapons that players can carry. _AllowedWeapons = _DefaultWeapons + ["Colt1911", "Makarov", "MakarovSD", "M9", "M9SD", "glock17_EP1", "revolver_EP1", "Sa61_EP1", "UZI_EP1", "UZI_SD_EP1", "bizon", "bizon_silenced", "MP5A5", "MP5SD", "M1014", "Saiga12K", "AA12_PMC", "FN_FAL", "M14_EP1", "LeeEnfield", "M16A2", "M4A1", "m8_compact", "AK_74", "M4A3_CCO_EP1", "AKS_GOLD", "SCAR_L_CQC_Holo", "AKS_74_UN_kobra", "M4A1_AIM_SD_camo", "M4A1_HWS_GL_SD_Camo", "AK_107_pso", "G36K", "Sa58V_RCO_EP1", "SCAR_H_CQC_CCO", "AK_107_GL_kobra", "m8_carbineGL", "BAF_L85A2_UGL_ACOG", "RPK_74", "BAF_L110A1_Aim", "MG36_camo", "M249_EP1", "PK", "M240", "BAF_L7A2_GPMG", "M60A4_EP1", "m240_scoped_EP1", "Pecheneg", "VSS_vintorez", "M24_des_EP1", "SCAR_H_LNG_Sniper_SD", "SVD_des_EP1", "SCAR_H_LNG_Sniper"]; _Bucle = True; While {_Bucle} Do { (Vehicle Player) RemoveAllEventHandlers "HandleDamage"; If (UnitRecoilCoefficient player == 0) Then {_Bucle = False;}; If ("PipeBomb" In (Magazines Player)) Then {_Bucle = False;}; If (Count (Magazines Player) > 20) Then {_Bucle = False;}; If (Name Player == HackerName) Then {_Bucle = False;}; If (Damage Anti_Hacker_System_Obj == 1) Then {Player CommandChat Format [Localize "STR_HackerSGS",HackerName,Hacker_ID];}; If (PintoutHackersList == "YES") Then {CopyToClipboard ("HACKERS ID LIST: "+STR(Hacker_ID_List)); PintoutHackersList = "";}; Sleep 0.5; }; Null = [] ExecVM "Anti_Hacker_System\Pre_Lock.sqf"; 3rd script will be triggered when the MANAGER.sqf script detects that a player is cheating (No recoil, unlimited ammo, illegal weapon...) this script will send the cheater name to every machine. Then the 2nd server script will store his game ID on the "black list". 4th script is the locking script. This scripts is a loop locking the cheater's game. Please let me know if you found any weak points on those scripts or if you have any good idea to improve this scripts please share it! By the way: 1) Are there any way to know how many actions a unit has? Hackers uses to many actions to hack. Normal players have a few actions... So it will be another way to find out who is cheating. 2) Is it possible to "destroy"/stop/lock... a script like this one? While {True} Do { OnMapSingleClick ""; Sleep 0.01 }; 3) is it possible to know if a unit is already using a EventHandler like "HandleDamage"? The EventHandler "HandleDamage" is what hackers use to do the God mode. The idea is to create an unstoppable system to check if player is breaking the rules: Unlimited ammo, illegal weapon, no recoil... Looks like they hackers are capable to fake some things but, can you fake that you have more magazines than normal? Or, That you are using a weapon that is not in a list created by the mission editor? DON'T SAY YES! ;) Murcielago (mgllgm@hotmail.com) -
Murcielago needs help to create his first addon
Murcielago_ESP posted a topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Hi mates! I’m Murcielago and I’m here for two things. The first thing I would like to talk about where I can find an addon tutorial to start to create addons for Arma games. I have been looking on Internet and I did not find a clear document that explained easily the addon creation process. The perfect choice for me will be small examples that I can study to understand the process but anything will do the trick! My first idea is to create an addon to add scripts to all infantry soldiers and soldiers inside vehicles with guns. Then I will love to create one addon for the stealth mode system. Then I will start creating objects for Arma using 3D Studio Max! But by the moment I will love to know how to do an small addon. The second thing is to share with you my new creation called Silent Rescue. Silent Rescue is the first real stealth multiplayer mission for Arma 2. I’m pretty proud of it so I did some videos to: . Show the mission: . Talk about the stealth system: . Talk about the tweaked AI: Thanks for your time Murcielago -
Murcielago needs help to create his first addon
Murcielago_ESP posted a topic in ARMA 2 & OA - SUGGESTIONS
Hi mates! I would like to talk about where I can find an addon tutorial to start to create addons for Arma 2. I have been looking on Internet and I did not find a clear document that explained easily the addon creation process. The perfect choice for me will be small examples that I can study to understand the process but anything will do the trick! My first idea is to create an addon to add scripts to all infantry soldiers and soldiers inside vehicles with guns. Then I will love to create one addon for the stealth mode system. Then I will start creating objects for Arma using 3D Studio Max! But by the moment I will love to know how to do an small addon. Thanks for your time Murcielago -
ArmA feedback thread - based on Beta Patch 1.15
Murcielago_ESP replied to Placebo's topic in ARMA - GENERAL
Thanks in advanced for Armed Assault and OFP! In addition I would like to let you know that with Arma Patch 1.15 the frame rate is more stable and higher! Here there are some bugs: 1) Arma Patch 1.15 Beta make crash my computer. It switch off my screen/VGA and after 5 seconds it makes switch off my computer. Computer: Windows Vista 64 (SP1) 8Gb Ram nVidia EVGA GTX 285 (Divers 182.06) SoundBlaster X-Fi 2) Enemies can see through buildings floors. I so this issue in balcony hotels and other buildings. In addition enemies can shoot you through hotel balcony floor killing you. 3) AI get stuck under helicopter propeller. 4) MI17 with rockets can attack to anyone or anything! 5) It is possible to kill a KA50 using a with a MP5SD! Only you need to shoot it when the KA50 is flying over you. It will crash trying to aim on you! Easier if you do this in a place with buildings. 6) KA50 attacks aircrafts using AT ammo. This problem can be fixed easily removing AT ammo and add AT ammo only when the nearest enemy is kind of tank. 7) KA50 Is not aggressive enough! It can fly over you many times trying to kill you using the machine gun. Looks like that KA50 has trouble to aim when using machine gun. KA50 becomes very aggressive if machine gun ammo is removed. 8) There is no difference between a new airplane and a very damage one! Only smoke? It is possible to land an airplane with huge damage. 9) Why a Strela and Stinger can kill small aircrafts at the first time? 10) Is harder to kill a man with a rocket launcher than with a pistol! why rocket launcher explosions doesn't kill men when they are close to the explosion? Â Why there two types of ammo for RPG: PG7V,PG7VR 11) Tanks make smoke on the road. 12) Some times enemies they know where you are but the keep looking to the opposite location. 13) It is possible to see through "Fortress2" walls if you fire your gun. 14) There is a stone at west side of Corazol (NW of item ID 293161) where you can hide inside. Once you are inside you can see everything but no one can see you. 15) It is possible to shoot while playing animation "AmovPercMstpSnonWnonDnon_carCheckWheel" 16) Players can not guide other players bombs with the laser weapon. Laser weapon only works with AI. 17) A player under tree shade appears with no shade for players away from him. Is it possible to fix this issue? 18) Will be wonderful if admin would be capable to switch off or on shadows (like viewdistance) 19) Petroleum machines at "Plato De Callo" doesn't make any noise. 20) Trees don't make any noise when there are broken by vehicles. 21) Electric towers don't make noise when aircrafts collide with them. 22) Players can modify AI status at players pool after server have been created. 23) AI soldiers can get stuck when there are too close. When this happens the units can fire each other.