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Pyrodox

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About Pyrodox

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  1. Unfortunately, this doesn't work... In SP it will hide the icons because it throws an error while looking for them, then I assume stops looking and leaves them blank. But in MP they still show up (oddly enough still throws an error though.)
  2. Would anyone happen to know if it's possible to disable the NATO unit/armor/aircraft/etc markers that show up on the map/screen when you use High Command and the UAV? I'd like to hide all enemy markers when in High Command, and if possible hide markers altogether from the UAV interface screen. Any help is appreciated.
  3. Pyrodox

    Arma2TS

    A further expansion of the question on the output of TS... Is there any way possible to have TS output the "speech" audio to my surround speakers, while outputting the "radio" audio to my headphones? I'd like to be able to hear speech in the game environment through my 5.1 speakers, while just having the radio transmissions come through on my headset. I would think this would involve determining whether the "source" of the audio is being transmitted through the in-game radio or speech "channel" then assigning the TS output to the available speakers or headphones depending on it's source. I don't know if it's possible, but if it is I think it would be a nice option to have.
  4. Hmm, is there any way to find out which unit is triggering the radio alpha? Then instead of using "player" in the script, I can set up a variable for whoever triggered the command to be the target, then use isServer to make it only run on the server. I tried the "list" command but it doesn't seem to work on Radio Alpha triggers.
  5. Tried using p1, doesn't seem to work at all with that... I'm getting really confused with why certain things are working or not working. I used addaction to add the script to a single unit, tested it, works fine in SP, whether it's _this select 0 from the addaction itself, or putting "player" in... It refuses to work, at all, on the dedicated server, though. Can a player not issue commands like doMove to AI units already placed on the map in MP? When it is set as "player" in the script, and run through a Radio Alpha trigger, it works fine in SP but in MP the helo flies to 0,0,0 When it is set as a static name of the unit in the script, or run through an addaction menu item on a specific unit, it works just fine in SP, but in MP it does absolutely nothing. This behaviour leads me to believe you can not control an AI helicopter with script commands outside the server itself in MP, is this the case? I've tried converting it over to SQF as well, this is what I'm using now: HELIH1 setPos getPos player; HELO1 doMove getPos player; HELO1 setBehaviour "CARELESS"; waitUntil {HELO1 distance HELIH1 <= 100}; doStop HELO1; HELO1 land "GET IN"; waitUntil {{alive _X && !(_X in crew HELO1)} count (units group player) <= 0}; HELO1 doMove getPos HELIH2; HELO1 setBehaviour "CARELESS"; waitUntil {HELO1 distance HELIH2 <= 100}; doStop HELO1; HELO1 land "LAND"; When called in MP through _null = [] spawn "call_helo.sqf" in an on activation line of a Radio Alpha trigger, the helo takes off and flies to 0,0,0 so I'm assuming the "player" in this instance is the server itself. Works as intended in SP. When called in MP through this addaction ["Call Helo", "call_helo.sqf"]; it does nothing. Works as intended in SP.
  6. I was thinking it might be something with locality, I've read those websites and I still just can't seem to get it. I thought the "player" unit was local to each computer, but even when I tell the helo to doMove to "position player" when I call it on the dedicated server, the helo flies directly to 0,0,0 Does this have anything to do with the trigger? Is it something like the Radio Alpha trigger is calling the script from within the mission, therefore it thinks the "player" is the server on a dedicated server? Is there any way I can use a Radio Alpha trigger in MP while telling the helo "doMove position player" and have it go to the actual player, not the server "null" player?
  7. I thought Markers were global with createMarker http://community.bistudio.com/wiki/createMarker And I've tried using doMove (position player) but get the same results on the dedicated server, whenever I call the script from a client the helo moves to 0,0,0 however it does move/create vehicles at the player's location (I made it spawn a smoke grenade to see where it was calling the helo.)
  8. Can anyone help me out? I am using this script to call an extraction helo. It works fine in singleplayer, and if I host an MP server. However, if I try it on my dedicated server, the helo takes off and starts flying down to 0,0,0 and completely ignores the position of the player calling the script. It is called through a radio alpha trigger. _helomarker = createMarker ["HELILAND", position player] HELIH1 setPos (getMarkerPos "HELILAND") HELO1 doMove (getMarkerPos "HELILAND") #ENROUTE ? (HELO1 distance HELIH1 < 100) : goto "LAND" ~0.01 goto "ENROUTE" #LAND doStop HELO1 HELO1 land "GET IN" deleteMarker _helomarker exit
  9. I was wondering if it's possible to call the deleteWaypoint function for every current waypoint in a groups "waypoints" array? I can't seem to get the syntax right. Any help is appreciated.
  10. Pyrodox

    BIS_IAmBeingNaughty

    I have noticed this too. I'm in the same situation, legit CD key installed on a second computer to be a dedicated server. However, recently I've started noticing some weird things on-and-off, like spawning as a bird when I join missions in certain slots, and someone on my server randomly died for no reason on a test map with no enemy even placed on it. I too hope my server hasn't triggered FADE as I was under the impression you could host a dedicated server without purchasing a separate CD key.
  11. Thanks, this did work. I have made a custom loadout script that gives each unit a loadout based upon their typeOf.
  12. Pyrodox

    FADE on a dedicated server?

    Is it because I actually installed the game on the server machine as well? I didn't just copy over the files. I installed it using my downloaded files which ask for the CD key before install. However, I only run arma2server.exe on the server machine. I'm concerned because I've never experienced FADE before doing this, I just installed the game on the dedicated server machine because I wanted to test some missions I'm working on with my friends and I can't run both the server and client on the same machine. But now it seems like I randomly experience the FADE effects like spawning as a bird and my friend experiencing a random death, as well as the odd "BIS_ImbeingNaughty1" key being inserted into my server.arma2profile after I installed the game on the server machine and started using the dedicated server.
  13. Hello, I believe my game has triggered FADE, although I thought you were able to run a dedicated server without triggering FADE while using the same CD key. I have a single CD key I got with the game, I have the game installed on my main computer, and I installed it (using the same CD key) on a second computer on my LAN which I intend to use as a dedicated server. I've set up the dedicated server and it all runs well, I can connect, play my missions, etc. However, recently I've started to notice some odd behavior. For instance, when I JIP into certain AI slots in a running game, I spawn as a bird, but when I switch to another JIP slot I'm a normal soldier and the slot I just switched out of is normal again, until I join that slot again and I spawn as a bird. Also, my friend was playing the other day and he randomly died for no reason (no enemy even on that map as it was just a test map so it's not like he got sniped or anything.) I've also noticed the server saving "BIS_IamBeingNaughty1" to "activekeys" array in it's ArmA2Profile file which seems suspicious. I am only running the ACE2 mod and the latest BIS beta patch and executables. Also, I only ever run arma2server.exe on the dedicated server machine, ran as a service in Windows. Have I somehow triggered FADE on the server? Do you need to purchase a separate CD key to use specifically for a dedicated server now? The key is legit, bought it through Nexway. My friend has the Steam version so he's legit too.
  14. The test was done on the Utes runway, I stopped and restarted the mission between each run. I even went as far as exiting the game and restarting it before each run.
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