Rogue Null
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Played this with 9/12 tonight, the group had a couple of comments. One is that our squad was repeatedly teleported back to the beach - we suspected it may have been due to people connecting to the server or choosing to respawn, and it affecting the entire squad/team. The second is that they felt the enemies, especially machinegunners, were far too accurate. I can't comment as I never really had that problem and suspect they were just being wimps. The third is that it wasn't obvious where the AA and APC objectives were as part of the first task - we took out the Vodnik, Tunguska, and other vehicles around the port including the first counterattack but weren't able to trigger the objective for quite some time. Perhaps because of a single guy hiding in the grass? Could use a "captured by blufor" trigger instead of an "opfor not present". Otherwise I really liked it. Right number of enemies and pacing of objectives.
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Dynamic addaction & array locality question
Rogue Null posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have some code set up to dynamicly spawn vehicles and attachTo guns at the start of a mission. Because the guns may be on top of a tall vehicle (e.g. a bus), I add an action on the bus for a player to be setInGunner to the guns. In singleplayer, this works fine and I spawn a UAZ and a BUS with all the guns and added actions. There is a slight problem in that an action is added for the sandbags on the bus, which suggests that (see script below) my use of GunObjectList to copy the contents of _fullObjectList at a certain point is incorrect. However, the main issue I have is that this simply does not add the actions in multiplayer. I tried to get around this by making a list of the guns a public variable, but I think having server side and client side commands in the same script is confusing things - perhaps I need to pass variables back out from a server only script? (Aside: the respawn script simply calls this script again if the vehicle is destroyed, so that is not the problem. Obviously, people who JIP won't have actions to mount the guns until this happens, but that is a problem for another time and the vehicles will be dying quickly anyway) // spawnvehicletype1 private ["_VehicleType","_WeaponType","_SpawnLocation","_AttachToOffset","_vehicle","_gun","_mountaction","_vehicleTypeNum","_VehicleName","_fullObjectList"]; waituntil {!isnil "bis_fnc_init"}; if (isServer) then { _SpawnLocation=_this select 0; //"M2_UAZ_Marker1"; _VehicleName=_this select 1; //"M2_UAZ_01" _vehicleTypeNum=_this select 2; //1; switch (_vehicleTypeNum) do { case 1: {_VehicleType="UAZ_Unarmed_TK_CIV_EP1"; // EDIT HERE - vehicle type _vehicle = _VehicleType createVehicle (getMarkerPos _SpawnLocation); _fullObjectList = [_vehicle]; _WeaponType="M2StaticMG_US_EP1"; // EDIT HERE - mounted weapon type _AttachToOffset=[0,0,1]; // EDIT HERE - attachTo location _gun = _WeaponType createVehicle (getMarkerPos _SpawnLocation); _gun AttachTo [_vehicle,_AttachToOffset]; _gun setDir 0; //point gun in specific direction relative to vehicle _fullObjectList set [(count _fullObjectList), _gun]; //adds _gun to end of _fullObjectList, because count fullobjectlist = # of items in list, wheras set applies to the 0th, 1st, 2nd, etc object, e.g. count-1. gunObjectList = _fullObjectList; // THIS SHOULD APPEAR AFTER LAST GUN BUT BEFORE ANY OTHER ATTACHTOS publicVariable "gunObjectList"; }; case 2: {_VehicleType="Ikarus_TK_CIV_EP1"; // EDIT HERE - vehicle type _vehicle = _VehicleType createVehicle (getMarkerPos _SpawnLocation); _fullObjectList = [_vehicle]; _WeaponType="M2StaticMG_US_EP1"; // EDIT HERE - mounted weapon type _AttachToOffset=[0,-1,1.5]; // EDIT HERE - attachTo location _gun = _WeaponType createVehicle (getMarkerPos _SpawnLocation); _gun AttachTo [_vehicle,_AttachToOffset]; _gun setDir 0; //point gun in specific direction relative to vehicle _fullObjectList set [(count _fullObjectList), _gun]; //adds _gun to end of _fullObjectList, because count fullobjectlist = # of items in list, wheras set applies to the 0th, 1st, 2nd, etc object, e.g. count-1. _WeaponType="M2StaticMG_US_EP1"; // EDIT HERE - mounted weapon type _AttachToOffset=[0,1,1.5]; // EDIT HERE - attachTo location _gun = _WeaponType createVehicle (getMarkerPos _SpawnLocation); _gun AttachTo [_vehicle,_AttachToOffset]; _gun setDir 0; //point gun in specific direction relative to vehicle _fullObjectList set [(count _fullObjectList), _gun]; //adds _gun to end of _fullObjectList, because count fullobjectlist = # of items in list, wheras set applies to the 0th, 1st, 2nd, etc object, e.g. count-1. _WeaponType="M2StaticMG_US_EP1"; // EDIT HERE - mounted weapon type _AttachToOffset=[2,0,1.5]; // EDIT HERE - attachTo location _gun = _WeaponType createVehicle (getMarkerPos _SpawnLocation); _gun AttachTo [_vehicle,_AttachToOffset]; _gun setDir 180; //point gun in specific direction relative to vehicle _fullObjectList set [(count _fullObjectList), _gun]; //adds _gun to end of _fullObjectList, because count fullobjectlist = # of items in list, wheras set applies to the 0th, 1st, 2nd, etc object, e.g. count-1. gunObjectList = _fullObjectList; // THIS SHOULD APPEAR AFTER LAST GUN BUT BEFORE ANY OTHER ATTACHTOS publicVariable "gunObjectList"; // non-weapon attachto example _WeaponType="Land_fort_bagfence_corner"; // EDIT HERE - mounted weapon type _AttachToOffset=[-2,0,0]; // EDIT HERE - attachTo location _gun = _WeaponType createVehicle (getMarkerPos _SpawnLocation); _gun AttachTo [_vehicle,_AttachToOffset]; _gun setDir 180; //point gun in specific direction relative to vehicle _fullObjectList set [(count _fullObjectList), _gun]; //adds _gun to end of _fullObjectList, because count fullobjectlist = # of items in list, wheras set applies to the 0th, 1st, 2nd, etc object, e.g. count-1. }; default {}; }; // This block of commands is applied to the assembled final vehicle only. _vehicle setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_VehicleName]; processInitCommands; null = [_vehicle,_vehicleTypeNum,_SpawnLocation,_fullObjectList] execVM "vehicle_respawn_3.sqf"; }; sleep 2; //if the person running this script is a singleplayer client or not a dedicated server, then add actions to mount the weapons (COULD do a case statement to manually add unique names for each weapon, but this takes up less space!) if ((!isDedicated) || ( (playersNumber west + playersNumber east + playersNumber civilian + playersNumber resistance)==0 )) then { for "_x" from 1 to ((count gunObjectList)-1) do { //hint format ["Mount %1 %2", typeOf (gunObjectList select _x),gunObjectList select _x]; _mountaction = _vehicle addaction [ format["Mount %1 %2", typeOf (gunObjectList select _x), _x], "Gotogun.sqf", [gunObjectList select _x] ]; }; }; -
F2 Mission Development Framework (BAS f for ArmA 2)
Rogue Null replied to fer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Stupid Newbie question about body removal. I have a script that calls the following block for wave attacks. The units spawn and obey the attack orders, but do not disappear when I have FIFO enabled in the init sqf. Other features (e.g. COIN, markers) work as expected. I suspect I'm doing something silly with locality, _x and _this. Could we get an example of correct usage on the F2 wiki? The tip baffles me as I have no idea how to assign and run inits post creation. Thanks a bunch. -
Editing, Expanding and Modifying Domination
Rogue Null replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So, I'm trying to update to the latest version of Norrin's Revive. I've updated, r_init_west.sqf, r_init.sqf and description.ext (including the sound file calls) and I know I need to keep a close eye on revive_sqf\respawn_at_base.sqf to ensure that people can't respawn at moving MHQs, but what other files was 2.22 / 2.54 hooked into? At the moment the only bug I have found is that when I die I get oddly titled buttons (like "mobile_respawn_2" instead of "MHQ 2") and when I click on an invalid option (e.g. MHQ when not deployed), the neatly titled ones show up. However, I've not tested extensively so there might be others. I hope I'm not imposing too much, I am working slowly through the code but thought someone might already be familiar with the process and have experiences to share. -
Editing, Expanding and Modifying Domination
Rogue Null replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a known issue with JIP and player lists / VON or are my servers just incorrectly setup? If people join a few minutes in, they report being unable to see most of the other players in the view team settings window, and cannot hear each other.