zwobot
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Everything posted by zwobot
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publicVariable in a "killed" eventHandler in MP
zwobot replied to zwobot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for your help guys. I just couldn't get it to work properly with eventHandlers. Instead of using eventHandlers and updating the counter variables after every kill, I decided to count the units at mission start and compare it with the number of units at mission end and calculate the points based on that. This is done only on the server and the results are broadcasted via the Multiplayer framework to the clients. -
Hi Achilles I've sent you a PM regarding playing I44 online... And to anyone who is interested in playing with the I44 mod in a multiplayer tournament: check out armedglobalwarfare.com - there is a Advance And Secure tour going on right now which features the I44 mod.
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Speaking of foxhole object: in the Ofp release there were two foxhole objects which - config wise - were basically a static APC with the gunner moved below ground and a short, clever script. Will this be re-introduced in the future?
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publicVariable in a "killed" eventHandler in MP
zwobot replied to zwobot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sure, I updated the init.sqf like this: Would it be easier to setVariable and getVariable the counter variables on an editor placed game logic instead of declaring them in the init.sqf or would this open another can of worms? -
publicVariable in a "killed" eventHandler in MP
zwobot replied to zwobot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
neokika, thanks for your answer. I don't think JIP is the immediate problem since everything worked as intended when both players were in the very same group. Nevertheless I tested your suggestion with 2 Arma2 instances on a LAN server and now the global variables seem to be nonexistant on the client instance (returning "any" and "scalar" in debug hints)... -
publicVariable in a "killed" eventHandler in MP
zwobot replied to zwobot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't fully understand your answer Shuko. Do you mean I should add the eventHandlers only on the server? The comref says that "killed" eventHandlers are executed where the killed unit is local. Would you please elaborate you answer? What do you mean by PVEH? -
Does anyone know if it is possible to use the artillery interface - the screen-in-screen minimap - from Arma2 in OA and how it is done?
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The "Combat Environment 1" environment sound in editor placed triggers is not played. Custom environment sounds defined in the description.ext file are not played either. Excerpt from arma2oa.rpt when launched with version 1.59.79384 Excerpt from arma2oa.rpt when launched with beta patch 1.59.83363
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Effect sounds in triggers are not played
zwobot replied to zwobot's topic in ARMA 2 & OA - TROUBLESHOOTING
Hi alan, thanks for your advice. There are various sound classes in Arma2 which behave differently. CfgSounds only play once when played via playSound whereas CfgEnvSounds are played in a constant loop and that's exactly what I want. I've tried to put the sound into a "sound" subdirectory of my mission and changing the path in the description.ext file to no avail. Edit: After some more research and fiddling around with the parameters, I found that the third parameter (I think it's the sound's pitch) was set to 0 in my description.ext file. After I set it to 1.0 my custom EnvSound is played correctly. I also had changed the fourth parameter since I read that it defines the distance from the source (the trigger) in which the sound can be heard. This still does not explain why the standard Arma2 combat ambience sound does not work though. But maybe I can extract it from the corresponding .pbo file and include it as custom sound into my mission... -
Effect sounds in triggers are not played
zwobot replied to zwobot's topic in ARMA 2 & OA - TROUBLESHOOTING
Thanks for your answers. Yesterday I tried it again with Anonymous and Voice sounds - those work now. Don't know what went wrong the last time I tried it. All the other environment sounds seem to work fine now too with the exception of the "Combat environment 1". Description.ext for my custom environment sound which is not found either: battle2.ogg is located directly in the mission's folder and it shows up in the Environment drop-down of a trigger's effects dialog, however it is not played and the RPT file says it cannot find the file. -
Effect sounds in triggers are not played
zwobot replied to zwobot's topic in ARMA 2 & OA - TROUBLESHOOTING
No one has similar problems - or a solution? -
Another question: are you planning to enable the vehicle radar or top-down view for (armored) vehicles so that you are able to see the turret facing relative to the vehicle's hull? I guess the answer will include a comment about the vehicle radar and realism so the follow-on question is: is it possible to have the turret and hull facing information without the vehicle radar?
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Very nice mod! I'm enjoying it with some homegrown mini missions right now. Question: why are most of the marker colors disabled in the editor? For most of the markers I can only select default color or orange.
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Make it Friday (early) morning Euro time and I'm in.
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I have the same problem. I don't have post process effects enabled at all. German helmets are displayed completely transparent for me. What do I have to do to use the bayonet after having it fixed to the weapon? Neither sprinting or slow walking (Shift key) towards an enemy does cause any harm to my opponents :confused: Found out that you're supposed to use capslock key to stab with the bayonet, however enemies still are totally unimpressed by bayonet charges..
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Realistic insurgents. pick up weapon and fire..
zwobot replied to michel87's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just tried the independent trick. The armed civilian set friendly to neither side engaged nearby Blufor units however the Blufor did not return fire. -
Multi-Session Operations v3.3 is released!
zwobot replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Are there any servers running this on a regular basis, preferrably non-ACE? If there are it might be a good idea to make a list at the beginning of the thread. -
Tool - ArmaScriptTrace
zwobot replied to firefly2442's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
firefly2442, could you make ArmaScriptTrace work with Ofp missions and scripts too? I think you only would have to add "exec" and "call" to your regular expressions in the file search since those key words are not listed in your readme, right? -
Dynamic-AI-Creator (DAC) V3.0 released
zwobot replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks zigzag. I lower my head in shame for not rtfm properly :o -
Dynamic-AI-Creator (DAC) V3.0 released
zwobot replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Under which circumstances will a spawn camp cease spawning further groups, i. e. how can you destroy a camp? Do the players have to kill the group guarding the camp and/or the AI crewing static weapons and/or destroy certain buildings which belong to the camp? -
Ambient Civilians won't talk to me :(
zwobot replied to bartkusa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I know that you have to use ALICE module on Arma2 terrain and ALICE (expansion) on OA terrain. That's not the point. The point is that the conversations do not work consistently, e. g. an editor placed (not spawned with ALICE module) Chernarussian civilian on Chernarus cannot be talked to at all with a USMC or russian unit, whereas the same civilian can be talked to with a US army unit from OA. -
Ambient Civilians won't talk to me :(
zwobot replied to bartkusa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I checked it with no addons loaded. It seems to be a problem with Combined Operations. Loading up Arma2 I can talk even to people spawned by the ALICE module. Arma2 + OA behaves strange in this regard... -
Ambient Civilians won't talk to me :(
zwobot replied to bartkusa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Bump! Is there a way to force built in conversations to work? There are ways to disable them but does it work the other way around too? I noticed too that the conversations don't work all the time. Strange thing is as a US soldier unit the conversation action appears near Chernarussian civilians (editor placed) but as CDF or russian unit there is no action at all... -
Lol Tony, I hadn't noticed this caption until now :D
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AI de/activate mines
zwobot replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
My desire is to detect if mines have been deactivated which would require mines to be accessible with any commands which work for other objects (naming mines, finding them with nearObjects etc.). Making AI units deactivate mines is not a big problem I think. I adopted a solution I found in Sui's Ofp mission "Facile Ground": Place the mines normally in the editor to create your minefield. Then place reference objects on top of the mines - invisible H works well if you don't want to land AI helicopters near the minefield. You have to name the reference objects and call a script which checks distances between engineer units and the named reference objects. I'm going to post an example tomorrow.