Rexxenexx
Member-
Content Count
549 -
Joined
-
Last visited
-
Medals
Everything posted by Rexxenexx
-
Someone explain why this script does what it does Hosted vs. Dedicated served
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yea you're right. I have no idea why I changed that. -
Someone explain why this script does what it does Hosted vs. Dedicated served
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So far it's like this now: if (isServer) then { sleep 1.0; _type = "HMMWV_Ambulance"; _pos = getMarkerPos "coastal_farp"; _vcl = _type createVehicle _pos; _vclname="mhq"; _vcl SetVehicleVarName _vclname; _vcl Call Compile Format ["%1=_this ; PublicVariable ""%1""",_vclname]; HQ=[West,"HQ"]; HQ SideChat format["OUT %1",_vclname]; waitUntil{!(isNull _vcl)}; _vcl execVM "respawn_scripts\mhq_equip.sqf"; waitUntil{(time > 3)}; //specify the respawn wait times destroyed vehicles in the following 2 lines _respawndelay = 10; _dir = Getdir _vcl; _pos = Getpos _vcl; _type = typeOf _vcl; _unit = driver _vcl; while {!missionComplete} do { _delay = Time + _respawndelay; while {canMove _vcl && count crew _vcl > 0 && ({damage _x}forEach crew _vcl)!= 1} do {sleep 5.0}; while {canMove _vcl && count crew _vcl < 1} do {sleep 5.0}; while {canMove _vcl && {damage _x} forEach crew _vcl >= 1} do {sleep 5.0}; while {!canMove _vcl && Time < _delay} do {sleep 5.0}; if ((count crew _vcl) < 1) then { deleteVehicle _vcl; _vcl = _type createVehicle _pos; _vcl Call Compile Format ["%1=_this ; PublicVariable '%1'",_vclname]; _vcl SetVehicleVarName _vclname; _vcl setvelocity [0,0,0]; _vcl setdir _dir; if (forwardFarpSpawn == 1) then {_pos=Getpos forwardFarpGL}; _vcl setpos _pos; HQ SideChat format["IN %1",_vclname]; waitUntil{!(isNull _vcl)}; _vcl execVM "respawn_scripts\mhq_equip.sqf"; waitUntil{(time > 3)}; [] spawn { _cone = createVehicle ["RoadCone",[0,0,0], [], 0, "FLY"]; _cone setVehicleInit "hint 'Our MHQ has been damaged too much. A new one respawned'"; processInitCommands; deleteVehicle _cone; }; }; }; }; if (true) exitWith {}; mhq_equip: private ["_vcl"]; _vcl = _this; waitUntil{!(isNull _vcl)}; removeAllItems _vcl; _vcl addMagazineCargo ["30Rnd_556x45_StanagSD",30]; _vcl addMagazineCargo ["30Rnd_556x45_G36",30]; _vcl addMagazineCargo ["15Rnd_9x19_M9",20]; _vcl addWeaponCargo ["M8_compact",2]; _vcl addWeaponCargo ["M8_sharpshooter",2]; _vcl addMagazineCargo ["PipeBomb",10]; _vcl addAction ["Viewdistance +", "setViewDist.sqf", [500], -1,false, true, ""]; _vcl addAction ["Viewdistance -", "setViewDist.sqf", [-500], -1,false, true, ""]; sleep 3.0; if (true) exitWith {}; I deleted the MHQ in the editor to let it spawn one at start and still it works in local host play but no ammo equip on dedicated server. <-needs to be shot! I've tried everything I can think of. I'm gonna try scripting it to poop out an ammocrate with the goods. It probably won't pass the addAction on a dedicated server. :eek: I rared a good copy of this mission yesterday so I'm not scared of totally raping this code to see if anything works. At the least I'll learn more of better scripting for ArmAII. I guess...:confused: Hey I just had an idea! What if I made a script that equips the MHQ like this: while {!missionComplete} do { waitUntil{!(isNull mhq)}; removeAllItems mhq; mhq addMagazineCargo ["30Rnd_556x45_StanagSD",30]; mhq addMagazineCargo ["30Rnd_556x45_G36",30]; mhq addMagazineCargo ["15Rnd_9x19_M9",20]; mhq addWeaponCargo ["M8_compact",2]; mhq addWeaponCargo ["M8_sharpshooter",2]; mhq addMagazineCargo ["PipeBomb",10]; mhq addAction ["Viewdistance +", "setViewDist.sqf", [500], -1,false, true, ""]; mhq addAction ["Viewdistance -", "setViewDist.sqf", [-500], -1,false, true, ""]; sleep 30.0; }; if (true) exitWith {}; And just fire it at the start! Not in the mhq's code! I'll try that... ---------- Post added at 06:58 AM ---------- Previous post was at 06:36 AM ---------- Wow...This is just stupid: while {!missionComplete} do { waitUntil{!(isNull mhq)}; removeAllItems mhq; removeAllWeapons mhq; {mhq removeMagazines "30Rnd_556x45_StanagSD"}forEach magazines mhq; {mhq removeMagazines "30Rnd_556x45_G36"}forEach magazines mhq; {mhq removeMagazines "15Rnd_9x19_M9"}forEach magazines mhq; {mhq removeMagazines "PipeBomb"}forEach magazines mhq; sleep 1.0; mhq addMagazineCargo ["30Rnd_556x45_StanagSD",30]; mhq addMagazineCargo ["30Rnd_556x45_G36",30]; mhq addMagazineCargo ["15Rnd_9x19_M9",20]; mhq addWeaponCargo ["M8_compact",2]; mhq addWeaponCargo ["M8_sharpshooter",2]; mhq addMagazineCargo ["PipeBomb",10]; sleep 3.0; }; if (true) exitWith {}; It keeps loading the MHQ with ammo. Totally bypassing the remove statements. OK I'm done with this 1997 game until Sunday. Can't stand straightforward code not working at all. -
Someone explain why this script does what it does Hosted vs. Dedicated served
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
lol. I haven't stopped this or drinking yet. :D Nobody noticed I put "_vcl = _this;" twice. That doesn't do anything but waste space but blah!.. I don't see where createVehicleLocal would do anything but make it not spawn on a dedicated server?Unless I'm wrong? I tried that waitUntil... -Wiper- everywhere and still on the server it doesn't have ammo. I tried firing waitUntil{!(isNull _vcl)}; under a call compile format so _vcl is pooped out in text -and not- and still it doesn't have ammo. I'm still trying. This is like the last thing troubling for the mission. Everything works perfect when I preview it, like I said, even all these things I've just tried! lol! I actually beat the game in 1hr 22min yesterday on the dedicated server but throughout the game the MHQ had no equipment. Eh I dunno this is for sure beyond me. :P EDIT: The thing that ultra-sucks is that it's not throwing any errors that I can see in the RPT. tried call compile format["%1=_vcl; PublicVariable '%1';waitUntil{!(isNull %1)};%1 execVM 'respawn_scripts\mhq_equip.sqf';",_vclname]; feces -
Someone explain why this script does what it does Hosted vs. Dedicated served
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this is what I have now and it still doesn't spawn on a ded. server with ammo: MHQ init: _mhqHandler = this execVM "respawn_scripts\mhq_respawn.sqf"; mhq_respawn.sqf: if (isServer) then { _vcl = _this; _vclname = vehicleVarName _vcl; call compile format["%1 execVM 'respawn_scripts\mhq_equip.sqf';",_vclname]; //specify the respawn wait times destroyed vehicles in the following 2 lines _respawndelay = 10; _dir = Getdir _vcl; _pos = Getpos _vcl; _type = typeOf _vcl; _unit = driver _vcl; while {!missionComplete} do { _delay = Time + _respawndelay; while {canMove _vcl && count crew _vcl > 0 && ({damage _x}forEach crew _vcl)!= 1} do {sleep 5.0}; while {canMove _vcl && count crew _vcl < 1} do {sleep 5.0}; while {canMove _vcl && {damage _x} forEach crew _vcl >= 1} do {sleep 5.0}; while {!canMove _vcl && Time < _delay} do {sleep 5.0}; if ((count crew _vcl) < 1) then { deleteVehicle _vcl; _vcl = _type createVehicle _pos; _vcl SetVehicleVarName _vclname; Call Compile Format ["%1=_vcl; PublicVariable ""%1"";",_vclname]; _vcl setvelocity [0,0,0]; _vcl setdir _dir; if (forwardFarpSpawn == 1) then {_pos=Getpos forwardFarpGL}; _vcl setpos _pos; //##########_mhqEquipHandle = _vcl execVM "respawn_scripts\mhq_equip.sqf"; call compile format["%1 execVM 'respawn_scripts\mhq_equip.sqf';",_vclname]; [] spawn { _cone = createVehicle ["RoadCone",[0,0,0], [], 0, "FLY"]; _cone setVehicleInit "hint 'Our MHQ has been damaged too much. A new one respawned'"; processInitCommands; deleteVehicle _cone; }; }; }; }; if (true) exitWith {}; mhq_equip.sqf: sleep 1.0; private ["_vcl"]; _vcl = _this; clearMagazineCargo _vcl; clearWeaponCargo _vcl; _vcl = _this; _vcl addMagazineCargo ["30Rnd_556x45_StanagSD",30]; _vcl addMagazineCargo ["30Rnd_556x45_G36",30]; _vcl addMagazineCargo ["15Rnd_9x19_M9",20]; _vcl addWeaponCargo ["M8_compact",2]; _vcl addWeaponCargo ["M8_sharpshooter",2]; _vcl addMagazineCargo ["PipeBomb",10]; _vcl addAction ["Viewdistance +", "setViewDist.sqf", [500], -1,false, true, ""]; _vcl addAction ["Viewdistance -", "setViewDist.sqf", [-500], -1,false, true, ""]; sleep 1.0; if (true) exitWith {}; -
Im getting these Errors in my dedserver RPT
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How about this? 2009/07/21, 22:13:16 Server: Object 3:5 not found (message 213) 2009/07/21, 22:13:16 Server: Object 3:2 not found (message 213) 2009/07/21, 22:13:16 Server: Object 3:3 not found (message 213) 2009/07/21, 22:13:16 Server: Object 3:4 not found (message 213) 2009/07/21, 22:13:16 Server: Object 3:9 not found (message 213) 2009/07/21, 22:13:16 Server: Object 3:6 not found (message 213) 2009/07/21, 22:13:16 Server: Object 3:7 not found (message 213) 2009/07/21, 22:13:16 Server: Object 3:8 not found (message 213) -
Im getting these Errors in my dedserver RPT
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thx Xeno. -
Finished cleaning most of the RPT bugs in v3 so it might be done soon but I need extensive MP testing to greenlight it. I'll update soon.
-
Someone explain why this script does what it does Hosted vs. Dedicated served
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone know why this spot doesn't add the ammo to the vehicle on a dedicated server? if ((count crew _vcl) < 1) then { deleteVehicle _vcl; _vcl = _type createVehicle _pos; _vcl SetVehicleVarName _vclname; _vcl Call Compile Format ["%1=_this; PublicVariable ""%1""",_vclname]; _vcl setvelocity [0,0,0]; _vcl setdir _dir; _vcl setpos _pos; _vcl addMagazineCargo ["10Rnd_127x99_M107",30]; _vcl addMagazineCargo ["5Rnd_762x51_M24",30]; _vcl addMagazineCargo ["15Rnd_9x19_M9",20]; _vcl addWeaponCargo ["M107",2]; _vcl addWeaponCargo ["M24",2]; _vcl addMagazineCargo ["PipeBomb",8]; player execVM "respawn_hint.sqf"; }; -
Someone explain why this script does what it does Hosted vs. Dedicated served
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Fixed the hint problem with help from one of Tajins scripts. I added: _cone = createVehicle ["RoadCone",[0,0,0], [], 0, "FLY"]; _cone setVehicleInit "hint 'Our MHQ has been damaged too much. A new one respawned'"; processInitCommands; deleteVehicle _cone; -
Someone explain why this script does what it does Hosted vs. Dedicated served
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys for all the info. I'll try that isServer conditional encasing the code. I actually solved this a while back a diff way, then I messed it up two nights ago and I couldn't find my way back it was so bad. Hopefully this works in both ded/nonded servers. I'll report back this afternoon when I can work on it. The isDedicated is for something else I just didn't know it existed. :D ---------- Post added at 08:31 AM ---------- Previous post was at 07:18 AM ---------- For the script in the first post: I have a hint and an equip.sqf that loads the vehicle with weapons. Both don't work on a dedicated server. Here's the code: if (isServer) then { _vcl = _this; _vclname = vehicleVarName _vcl; _hasRespawned = 0; //specify the respawn wait times destroyed vehicles in the following 2 lines _respawndelay = 10; _dir = Getdir _vcl; _pos = Getpos _vcl; _type = typeOf _vcl; _unit = driver _vcl; while {!missionComplete} do { _vcl execVM "mhq_equip.sqf"; if (_hasRespawned == 1) then { hint "Our MHQ has been damaged too much. A new one respawned."}; _delay = Time + _respawndelay; while {canMove _vcl && count crew _vcl > 0 && ({damage _x}forEach crew _vcl)!= 1} do {sleep 5.0}; while {canMove _vcl && count crew _vcl < 1} do {sleep 5.0}; while {canMove _vcl && {damage _x} forEach crew _vcl >= 1} do {sleep 5.0}; while {!canMove _vcl && Time < _delay} do {sleep 5.0}; if ((count crew _vcl) < 1) then { deleteVehicle _vcl; _vcl = _type createVehicle _pos; _vcl SetVehicleVarName _vclname; _vcl Call Compile Format ["%1=_this; PublicVariable ""%1""",_vclname]; _vcl setvelocity [0,0,0]; _vcl setdir _dir; if (forwardFarpSpawn == 1) then {_pos=Getpos forwardFarpGL}; _vcl setpos _pos; _hasRespawned = 1; }; }; }; if (true) exitWith {}; So since it's not local the hint doesn't do anything on the ded server? How can I make that work? I think for the equip maybe I can just put the code back in-line... -
Someone explain why this script does what it does Hosted vs. Dedicated served
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OMFG I just found isDedicated :yay::yay: -
Scripting a trigger for any member of a specific group
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
then _trgMHQSpawn setTriggerActivation["WEST","PRESENT",false]; would need to be _trgMHQSpawn setTriggerActivation["WEST","PRESENT",true]; to loop I think. I'll try it out. I think repeating triggers slow down servers so I try to make them shoot once. If I can't get that "MEMBER" -which I think is the correct one- to work I'll have to do it in the editor for the sake of finishing this mission. EDIT: This is the code in the mission.sqm when I made it for what I'm doing. class Item15 { position[]={6759.6812,343.00092,5601.1167}; a=40; b=46; rectangular=1; activationBy="MEMBER"; interruptable=1; age="UNKNOWN"; idVehicle=0; expActiv="hint ""Your MHQ will now spawn at the Forward FARP"";forwardFarpSpawn = 1;publicVariable ""forwardFarpSpawn"";"; class Effects { }; }; idVehicle is 0 which is Class Item0.....which is the mygrp leader....when I do _trgMHQSpawn=createTrigger["EmptyDetector",getPos forwardFarpGL]; _trgMHQSpawn setTriggerArea[40,40,0,false]; _trgMHQSpawn setTriggerActivation["MEMBER","PRESENT",false]; _leader = leader player; _leaderID = vehicle _leader; _trgMHQSpawn triggerAttachVehicle [_leaderID]; _trgMHQSpawn setTriggerStatements["this","hint 'Your MHQ will now spawn at the Forward FARP';forwardFarpSpawn = 1;publicVariable 'forwardFarpSpawn'",""]; It won't trigger unless I walk into it -which I am the leader of the group. The rest of the members don't trigger it. maybe if I put _trgMHQSpawn triggerAttachVehicle [0]; Lol I dunno... For sure "MEMBER" -setTriggerActivation line- is the right setting, how to point it to the leader seems to be messed up. I'll fraps a vid of it working with the editors trigger maybe you guys will get another idea. EDIT2: YouTube of it made with the editor. -
Scripting a trigger for any member of a specific group
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
won't that get triggered by the west units already there? I have a Farp already occupied by west units (AI) and I want the players in "mygrp" group (any of them) to trigger that trigger. As if I put a trigger in the editor and dragged a group line from the trigger to the group and changed it to "any group member" EDIT: I did it in the Editor with another character and this is what it put in the mission.sqm class Item15 { position[]={6826.6509,329.47913,5814.2461}; activationBy="MEMBER"; interruptable=1; age="UNKNOWN"; idVehicle=193; class Effects { }; }; -
Formula One Ferrari F2004 by Col_Kurtz
Rexxenexx replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
fideco google "etiquette". You might want to print it out and share with people around you. And yes it can be used with every joystick on planet earth that connects to your computer and works. Thanks for this Eble!! I wanted something to cruse fast on the ground to look for nice areas for missions. ;) -
OK I managed to go through the game. Looks good now. Still some things I like to fix/change. I'll put the notes for the next ver. in the first post. If you have any request, other than adding helis ;) or something else that would offset the balance, post here.
-
v2 Has been overwritten just now. Download it again if you downloaded it before! Check above. Make sure when you unrar it was Modified at 7:18PM or just download it now and it will be the good version. That would be the new version. OK I think I fixed the problems. Just like ArmA it doesn't work when hosted now but works on a ded. server. Let me know anything else buggy. I'm gonna go through the mission, hopefully nothing bad shows up again.
-
Put it in your MPMissions folder. It's in different places on Vista and XP. EDIT: Can someone confirm something I just saw on a ded. server? Check if when you die you get the same SD gun you started with. Also Check if the HMV has the "Viewdistance" actions and Gear as when it started. I just played on a server which nobody was on and it loaded a bit into the game, the AI had no weapons and the HMV had nothing. Maybe those scripts are bad for ded. server. EDIT2:OK I've downloaded the beta server to my computer and it does seem like their is some issues. I'll work on it tonight but the first game on it was too crap to believe. Sorry guys. Host it instead of putting it on a ded. server and I think you'll see the same. I dunno I haven't done this in a while.
-
Updated to v2! Read post #1.
-
Thx for the input I'll make the VD adjustable for the next ver.
-
If you guys have this on your dedicated server post your server name or IP. I haven't extensively tested it on a dedicated server. Thx.
-
-when you are editing and you resume a mission (say you suspend and come right back) the FPS slows dramatically. So their must be a mem leak or something. -Needs more work on AI that wallhack/doorhack/fencehack etc... :D -Needs more work on AI drivers who hit a tree or other obstacle and sit there. -Injured AI sometimes go into buildings and can never come out. -Fine tune steering wheel control. With keyboard, X52, or XBOX controllers I still have bad reaction time/delay. -Lots more refining needs to be done to the editor flow. Like a preview MP button underneath the preview button which is available when you save a usermission as MP mission would be nice. Forced previewing of MP mission and not the usermission you are working on is confusing. Maybe a stats button to see how many of what you placed is in the mission. -fix bugs in First Aid modules and make it MP compatible. -Their might be a fix for this on my vidcard settings, but the alpha channel seems to show up as a white border on some objects. Their should be a blend/filter alpha on the card I'll look into that. If its something that can be added in-game that would be nice. Maybe a checkbox in the settings? -Alpha texture flickers overlay textures. Like a muzzle flash over bombed ground textures. You see sortof a "swap" between them through the flash if that makes sense. theirs more but I have to go to the bathroom...
-
How do you spawn a Hawk?
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It is camCreate "hawk". Hes pancaked on the ground but he chirps. ;) -
How do you spawn a Hawk?
Rexxenexx replied to Rexxenexx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'll try that. I was going off this page for the names. Also when you place an animal they stand still just moving their head, the Goat for example. I need to experiment more. -
lol. Yea I can't stand the steering either. I tried keyboard and Xbox 360 and both are horrible. Usually over steering and smashing, or going on to the mystery grass made of epoxy/tar or something turning the HMV into a one cylinder Pinto. :D
-
Deleting SP missions
Rexxenexx replied to Törni's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
IF you have a MP save in that ninja folder and you press Preview in the editor it will preview the MP save NOT the one you are working on. You can tell by pressing Back after Preview and see the yellow name (MP Name) is highlighted. Best thing is to save both MP and user mission and after clicking Preview click Back then Restart if available so you Restart the new MP mission. Another thing to keep in mind.