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terox

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Everything posted by terox

  1. Having difficulty inheriting from BIS "Put" weapon and using custom "put" munitions for mp mod The following effects occur, with varying config attempts 1) Placed object is invisible 2) No sound on detonation 3) No action on placed object. What i don't want to do is go down the path of createvehicle at the "put" object location which seems to be the "fix" Has anybody managed to accomplish this ?
  2. terox

    CoC Network Services 3.0

    Thx Sickboy, that did the trick "sidelogic" which isnt mentioned on the wiki
  3. terox

    CoC Network Services 3.0

    CoC forums down atm, so posted here.. I'm having difficulty auto initiating CoC_Ns for internal useage within a mod. I cannot seem to createunit a gamelogic, and as the coc_ns requires being in a group, this would appear to mean that my only solution, to date, is to have the mission designer include the "ns" logic in each mission that the mod uses, which is far from the ideal solution. I would be suprised if i'm the only mod dev who has this issue, so am hoping CoC can come up with a soution. Example snippet of test code used to try auto initiating The debug outputs _SideHQ as 0x1000 _grp as 0x2000 typename _u returns absolutely nothing group _u as 0x2000 getpos _u or position _u as ARRAY which leads me to believe that creatunit logic isn't possible as a test to check the syntax, i created a bis soldier, as can be seen by the "commented out" lines and I also tried variations The createvehicle works fine, but unfortunately, because CoC_NS requires it's logic to be in a group, then this would appear to be useless
  4. terox

    BAS f

    Hi, just a couple of thoughts to throw into the couldron, for future design discussion 1) Dead body removal This could be done more efficiently, by having the killed event, add the unit to the end of an array, count the elements in the array and then delete the first element if the count was greater than DeadBodyCountLimit The number of dead units local to a player could use a different cap limit than the server and there would be no need to synch the arrays across the network. What you would accomplish is reducing for instance 30 dead ai units running a "sleep" routine for 20 minutes, that will reduce cpu requirements somewhat, especially on larger scale missions 2) I see some arrays that need to be manually edited, these arrays tend to be group names or units etc, would it not be better to script create local triggers to do this automatically. This woulkd reduce the number of "systems", or lines of code that need to be editied by a would be mission maker 3) It may also be better to simply have a Settings.sqf, Description.ext and the briefing template for editing purposes. It has been my experience that the less a mission maker has to edit, as in searching through files and folder, the more likely he is to succeed in his first attempt and then use, for instance a template or "framework" again for debugging purposes, this is also easier, because there would be less locations where a user error could occur. These are just a few thoughts which may help you improve on your existing framwork
  5. JIP players dont start synchronised to the following daytime, if skiptime has been used all weather types, setfog etc
  6. In 2003 i started a discussion to create a mission filename convention for OFP I would like to revisit the discussion and with community help create a similar filename convention to suit the majority requirements The main aim was to standardise the filename in such a way that a) The relevant information was laid out in an organised manner b) It was easy on the eye when scanning through hundreds of mission listings on the server c) The list was easy to navigate through to find the required mission Here's the old thread link for those interested, there is some valuable information especially for linux server systems and omission of underscores and the md5 checksum (which i never really understood) http://www.flashpoint1985.com/cgi-bin....94;st=0 Very basically the old filename convention, which i believe became widely used but not a community wide standard was laid out in the following way <span style='color:red'>map type</span> <span style='color:blue'>addon tag</span> <span style='color:red'>player slots</span> <span style='color:blue'>map name</span> An example of a cooperative mission filename, that uses NO addons <span style='color:red'>co</span> <span style='color:blue'>08</span> <span style='color:red'>clear the hill</span> An example of a cooperative mission filename, that uses addons <span style='color:red'>co</span><span style='color:blue'>@</span> <span style='color:red'>08</span> <span style='color:blue'>clear the hill</span> <span style='color:blue'><span style='font-size:11pt;line-height:100%'>******** MAP TYPE ********</span></span> The following abbreviations were used a&d - (Attack & defend) co - (Cooperative) combi - (Combination of c&h and ctf ctf - (Capture the Flag) ctfr - (Reverse capture the flag) c&h - (Capture and hold) cti - (Capture the island )(Combination of rts and c&h) rc - (Race) sc - (Sector Control) tdm - (Team Deathmatch) dm - (Death Match) ff - (Flagfight) tff - (Team Flag Fight) e&e - (Escape & Evasion) rts - (Real Time Strategy) misc - (Miscellaneous) not belonging to a map type) @ - DENOTES Non BIS ADDON USED <span style='color:blue'><span style='font-size:11pt;line-height:100%'>******** ADDON TAG ********</span></span> It simply denotes that a non BIS standard addon is used by the mission which helps the server admin decide whether he should load the mission or not depending on the clientel on his server eg are they likely to have the server addon pack or not <span style='color:blue'><span style='font-size:11pt;line-height:100%'>******** PLAYER SLOTS ********</span></span> Denotes maximum number of playable slots if less than 10 preceded by a "0" eg 06 08 10 44 ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- In hindsight and with experience implementing this system on the zeus servers, which used to run numerous mods and an addon pack i also believe that a further tag is required This would be for missions that require a certain mod or/and official league maps by communities like ECL, BCL, WGL etc this preceding tag would only be used if the mission was for that mod/league however and if required, we could preced all missions with a tag and if it's a bis standard mission, simply use BIS so it would look something like wgl a&d 32 destroy the scud ecl ctf 24 foot slogger fdf a&d 32 winters night bis co 22 aftermath the addon tag could still be used to denote that the mission made for a mod also uses additional non mod addons So, comments please
  7. local init, global effect reasons backward compatability reduces errors that can be created by newcomers to BI mp mission coding eg every machine runs the code and you end up with an ammo crate filled X times over by each client
  8. I thought this thread had died I've got to agree there Celery, more input is needed from a) Community server admins b) League admins c) bis representratives. for example, the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Header { gameType = Co; //DM, etc minPlayers = 1; //min # of players the mission supports maxPlayers = 10; //Max # of players the mission supports playerCountMultipleOf = 1; //Auto bandwidth adjuster (For coop's use 1, for team v team games use 2) }; does not allow for custom strings for a gametype value, these classes/values are infact stated in the config and the filename spaces being replaced by %20 also causes problems. and as Crashdome states, BIS should really be creating a template system for us Here's the things to think about 1) The name seen in the gamepsy browser is: The name stated in the "Name" field in the Intel section of the mission editor, i shall refer to this as "mission name" if this is not present then i believe the filename is used So ideally, the filename and the mission name need to look similar in layout 2) the second issue is to have BIS reconfigure their game type listing in the config, so that the description.ext class "Header" allows for either customised string options, or more "gametype" listings for its "gametype" attribute The US release is in a few weeks, and shortly after that we should be expecting the next patch, maybe the %20 tag used to replace spaces in the filename will have been changed in this patch It would be appreciated if we could get some BIS input here? Closure on this thread would not be appropriate with such minimal response. maybe other communities dont see this as important, or simply dont know of it, who knows Re: Tom Angers system Corazol Fight - TDM (16) Corazol Fight - TDM (16*) Deadly Anger - A&D (20) Deadly Anger - C&H (64) Warehouse - A&D (20) Warehouse - A&D (20 AMA) that becomes a garbled mess when u have 50 + missions from my experience, the most important selection is Mission type eg <ul> co a&d c&h the second most is selecting the mission type that has enough slots to house the number of players eg. <ul> 06 12 30 plus something to show that it requires addons and something to define if the mission requires a mod so ideally mod tag <-> gametype <-> No of players <-> mission name <-> version the addon tag symbol, eg "@" could be placed as a prefix to everything, or after the gametype
  9. i would agree a set for east/west east with correct language labels or havent un pbo'd so dont lknow, but have an additional "un classified" category that allows the use of settexture, so that customised labels can be added
  10. terox

    Fence Linking

    Maybe it's model specific then (In arma)
  11. terox

    Fence Linking

    Unlike OFP and up too and including version 1.05, objects placed in the editor follow the terrain so to reset the fence so it sits vertically up, place the following in the init field of the object <span style='color:blue'>this setvectorup [0,0,1]</span> and if you need to adjust the height of the object, eg sink it into the ground then use the setpos command BEFORE the setvectorup <span style='color:blue'>this setpos [getpos this select 0, getpos this select 1, X] ; this setvectorup [0,0,1]</span> Replacing <span style='color:blue'>"X"</span>with a positive number to raise the object off the ground or with a negative number to lower the object into the ground Setpos does not work with static objects in a script (up to and including v1.05)BUG) however it does work in the init field of the object This makes creating an automated fenceline script impossible
  12. My own fault for not checking but i just spent several hours creating a mission with many objects from this addon, assuming that editor_update v1.02 (like its OFP predecessor) was a true editor update, meaning it didnt create an addon dependancy So please be aware folks, this isnt what you would first assume it to be Great work by the creator, but just be aware, others and the server need this addon to run any mission that uses it and some of the objects use bis p3d's that dont have a bis classname attached too them so that you can't edit the mission.sqm eg class: AAHO224 class: AAHO398
  13. who what an idiot i am, thx sickboy, then search didnt throw up your thread
  14. is someone working on a "proper" editor update. One that doesnt create an addon dependancy ??
  15. there is no "Who is admin" command. It has been requested but as yet there has been no response from B.I all you can do is assign the dialogue to a specific unit slot qnd have the dialogue run on that unit only ?(local unitname): createDialog "Mydialog";
  16. well i've just done some dedi testing and server/client testing on setpos Testing with v1.02 on a dedi setpos on a server local M1A1 when i tried setpossing it on my client, the other player saw the tank raised 10m above the ground and it remained there However on my client it fell back to the ground Because both clients saw the same setpos effect and the vehicle was not local to either, this i would say proves setpos (on vehicles at least) can be non locally executed and having a global effect, so it's a global command for vehicles. The falling back to ground on 1 client only, i assume is a pghysics problem, which i believe has been sorted in 1.04. In addition we also found you can now setpos vehicles under the ground, this was only possible in OFP with static objects such as ammo crates. However as soon as the vehicle starts to move, it pops back to ground level. I see as a community we will need to re-assess every command and discover it's true globAL/local properties and effects If static objects such as ammo crates positions arent updated over the network, then this could cause problems for cargo carrying capabilities etc and what about invisible targets? gotta wait til they stabilise arma first though
  17. Thx for the input Keycat, i didnt realise that, I take it you've tested this?
  18. Just as a matter of interest and to put things into perspective for BIS How many communities, server owners are waiting for the ARMA linux before they can start hosting the game. I may even update this header post with the list as it is populated Community/Admin name <ul> Fraghaus (HitSqdZulu) Fusion (HitmanFF) MercenaryS (Frantic) NHS (Comes) OFPHu (Pedro870) Sniper-Fans ({SF} Astra) Tactical Squad (Buliwyf) The Jackpine Savages (=JpS=SgtRock) three6mafia (iLL) vowsclan.net (desrat) Night Watch (X|Rolando ) ZEUS (Terox) -zz- Community (SeppSchrot) <span style='color:red'>TOTAL = 13 (so far)</span>
  19. Ok, so I want the [*,*] to point towards an object, tho I can't enter coordinates since the object will change places from time to time. Any way to automaticly get the coordinates for the object pasted in the script? marker1= createMarker ["MyMarker",[(getpos objectname select 0),(getpos objectname select 1)]];
  20. Setdir is local....... what you may have done is 1) run code from the vehicle's init field, which would run that code local to that vehicle 2) got in and out of the vehicle, which in certain circumstances makes that vehicle local to you. How to prove Create a 2 player mission on a dedicated server add to it an empty M1A1 name the vehicle "tank" and then using a console or some such other method, simply tank setdir 45 If player1 runs the "setdir" code he will see the tank turn to the 45 degree angle Player2 wont see any change (if the tank is local to Player1, it will remain at that angle) (if the tank isnt local to Player1, it will remain at 45 degrees for approximately 1 second, then change back to its original direction 2nd stage of testing If the tank wasnt local to player1, simply get in it, then get out (providing the vehicle is empty, this will make it local to Player1) then re-run the setdir command, the tank will remain at the setdir that you gave it.
  21. terox

    Command Engine 2

    Thats right, spinor has already posted some screenshots in the Chain of Command forums showing the new user interface for the CE 3. I can feel that a public release is imminent, I can't wait and even better, its MP compatible What this means For a coop, you can have 1 enemy player commander, who can control all the AI via the dialog interface. Co-ops will never be the same. This has to be one of the most Game changing systems in development right now.
  22. terox

    Command Engine 2

    i think you will find there has been much work done on a new and improved version, as and when it will be ready is another thing
  23. terox

    LOVE the game.. HATE the grass

    i am led to believe that there has been much work done on the grass for the 1.05 patch, which deals with a lot of these problems a few more days will tell
  24. terox

    Tutorias?

    try OFPEC for all your scripting
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