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terox

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Everything posted by terox

  1. a nicer trick would be to put your reaction troops on a "Guard waypoint" and have the waypoints condition be something that the trigger generates eg Trigger On Activation: tx_MOVEOUT = true waypoint Condition: tx_Moveout the ai control system will then determine what and how many units to send all by itself from those that are on guard waypoints
  2. I am trying to get a looping system to remove the selected Masterarray element when  it's subarray  is empty The following system is a simplified version of the actual system showing only the pertinent information <span style='color:Blue'>INIT.sqs</span> When required (via booleans and a monitoring script not shown) the following chain of scripts is run in this order <span style='color:Blue'>SERVER_SELECT.sqs</span> (Server side script which randomly picks a master element position and a sub element position of the master element Once the above script has run it's course, the next script is then started up by a script monitoring the booleans (not shown) <span style='color:Blue'>ALL_SET.sqs</span> Having received the public variables, this "local to all" script then selects the actual element that the random script decided on and then processes it  eg [] exec _mission once the _Mission that this script starts has run its course, it then starts up the <span style='color:Blue'>SERVER_SELECT.sqs</span> and the loop continues The problem is, when the subarray is empty and _count <1, i cannot remove the relevant array element from the _minimissions (tx_minimissions) array the green coloured line is run, so the script does see the subarray as empty so when the loop restarts at the server_select.sqs, the script still see's in this example 3 elements in the master array and thus is able to select a sub array which is empty this then causes the loop system to fail when running a debug, , _type or _minimission select tx_A returns the contents of the subarray not the actual masterarray element. eg "tx_RecceArray" In advance........Many thanks for any help offered
  3. Thx for all the replies folks the end answer was to simply set the type of variable element to anything but a string, eg boolean or integer before i tried to remove it in this case, very crudely _tempA = 1 ? (_count  < 1):hint "Debug Array empty" ? (_count  < 1):_minimissions set [tx_A, _tempA] ? (_count  < 1):_minimissions = _Minimissions - [_tempA] The If....Then statement offered also works just as well I still have a slight bug in the script. 90% of the time, when i set a debug mode to loop through every script exec once eventually leading to the "No More Mission" hint message. However on the odd occasion the loop sometimes fails reporting tx_B as being "string oxcliffe" error, because sometimes, for a reason as not yet known, it trys to select an element in a subarray array that is empty I havent had time to debug this error yet, however when i do, i will post the full working system as i am sure it will be of use to some who want to have a random "Script" execution system" Thx for your efforts, very much appreciated This system script by the way is part of the backbone of a 27 minimission coop randomly selected within 1 big coop Like a campaign but all in 1 mission
  4. Does anyone know of a way to extract the value that is declared by respawn = 1 etc etc etc as stated in the description.ext ?(respawn == 1): ?(respawn == 2): doesnt work and titletext[format["Respawn = %1",respawn],"PLAIN"] returns the string oxcliffe error as does __respawn perhaps someone knows what the reserved variable name is for "respawn" thx in advance for any help offered (This is for a template design, which will cater for all respawn types available)
  5. you can link to the temp folders and use a custom face from their, but you would need a way of linking to a specific named players folder. You can however link to your players folder and use your custom face in that way. I did some testing on this a while back, had no problems linking to my players folder or a folder of a player i specifically named. alas i deleted the mission a while back infact during testing, i actually linked my custom face and loaded it onto a flag
  6. Does the OFP weather effect the Ai's performance / ability Reason i ask I am creating a random weather system which is controlled by the server if it does then i need to have the server in a coop running the same weather as the clients If it doesnt, i just need the server to tell the clients what weather pattern to run, and thus saving on server cpu load thanks in advance  NB >>> This is not a request for scripts, i just need a definite yes or no, if anybody knows
  7. objects i believe are booleans arent had problems with markers, so i suppose they arent either (however i didnt debug to find out) If you mean changing the integer value of an element in an array, then no, this doesnt change the value of the variable with the same name out of the array or vice versa I ran the following script answer Global tx_x = 1 array tx_x = 3 therefore integers for variables dont update globally either
  8. if i state the following  in the init.sqs <span style='color:blue'>tx_attack = false tx_alert = false tx_booleans = [tx_attack,tx_alert]</span> ********************************************************* and then i run a pice of code <span style='color:blue'>tx_booleans set [1,true] </span> or <span style='color:blue'>_bool = true tx_booleans set [1,_bool]</span> and then i run <span style='color:blue'>?(tx_alert):hint "actual boolean  tx_alert = true" ? !(tx_alert):hint "actual boolean  tx_alert = false"</span> it always returns <span style='color:red'>"actual boolean  tx_alert = false"</span> however if i run the lines <span style='color:blue'>? (tx_booleans select 1): hint "Boolean =  true" ? !(tx_booleans select 1): hint "Boolean =  false" tx_booleans set [1,"true"] ~3 ? (tx_booleans select 1): hint "Boolean =  true" ? !(tx_booleans select 1): hint "Boolean =  false"</span> the boolean changes state Whats going on??? what am i actually changing the state of
  9. could somebody offer a solution for the following problem please I need the addaction script to be able to update elements from the same array that the flag which ran the addaction script is in This could be one of several flags for example if _Gno = 0 and _Tno = 0 it would be the flag and boolean marked in red and blue Relevant init.sqs entries setupflag.sqs addaction Takeflag.sqs basically i need to pas the _Gno and _Tno variables from the setupflag.sqs to the takeflag.sqs thanks in advance for any help offered
  10. initially i added an adaction to the actual flags init field, and the addaction script among other things, set the flagside to west however when i queried the towns flag with the garrison towns monitoring script using eg ? ((((tx_AllG_Towns  select _Gno) select _Tno)select 0) side == WEST): goto "T_Start" or _flag =(((tx_AllG_Towns  select _Gno) select _Tno)select 0) ?(side _flag == West):goto "T_Start" it didnt jump to T_start". As i now understand the element it is selecting lets say it is tx_G1T1 select 0 (G1T1_Flag) isnt seen as the actual flag, which i dont really understand, because the flagsetup script actually changes that very element and it does to the actual flag as i ask Confuses the hell out of me Had it done so i could have used it to set the specific towns "taken" boolean to true any ideas how i could work around this problem, without having a specific script runninmg for each flag. My end aim is to have 1 trigger and 1 script which checks eacj garrisons town in turn, then jumps to the next one. All in all saving on something like 12 to 16 triggers I have everything working now except for this little bit
  11. thx am finally getting to grips with multidimensional arrays i was under the impression that Global <span style='color:red'>myboolean</span> and myboolean in the array tx_bools = [<span style='color:red'>myboolean</span>] were infact the same thing, which thanks to the patience of COC walker i now know isnt true Due to my lack of understanding, i was changing one of the two versions of myboolean but checking the other for the condition eg i was changing tx_booleans = [myboolean,mybooleanB] (tx_booleans)set [0,true] and having a trigger waiting on myboolean instead of (tx_booleans)select 0) maybe i was not the first to misunderstand this, Â thanks for your help guys
  12. if i then run the following script init.sqs script i get the following error ? !(tx_attack)|#|': Error!: type array, expected bool maybe i am not explaining myself correctly or i am missing something. This is what i want to achieve 1) I have a trigger that setpos's to various locations. If at a certain location, its condition becomes true, the script that loops its setpos's jumps out of the loop and looks to see if certain booleans are true and dependant on the answer I want it then to change some of these booleans from true to false or vice versa These booleans are kept within arrays i am wanting to check the boolean state by "select X" through various subarrays etc i would like then to be able to question the boolean via ? !(tx_attack) or ? (tx_attack)
  13. Is there a more efficient way of calling an element from an array than the following say i wanted to call the element marked in red by calling upon the array marked in blue at the moment i am using _selectedG = (garrisons select 0) _selectedT = (_selectedG select 0) _selectedFlag = (_selectedT select 1) the system itself always requires calling the same element index on a looping script but requires the element from different town arrays and from different garrison arrays As seen above, i am not calling through many sub arrays, however in the actual system ,there will be many many sub arrays, which would then require many many Select X statements Thanks in advance added perhaps a call format command, would that be better, such as _tag = (_selectedT select 0) _Flag = format ["%1Flag",_tag] but something higher up in the chain any ideas??
  14. yes thx guys, i did exactly that well more like ((tx_AllG_Towns select _Gno) select _Tno)select 0) eg _Flagpos = (getpos(((tx_AllG_Towns select _Gno) select _Tno)select 0)) T_Trigger setpos _flagpos
  15. The basic system is a trigger that keeps relocating to various towns. At each town if the trigger condition is met, "G_Alert" boolean becomes true. This boolean is part of a line that allows a script to be run. The second part of that line is another boolean, which is specific to the location the trigger is at. It is this second boolean that i need to manipulate The actual town that the trigger is at, then runs a script. However, on the triggers next pass at the town, if the triggered script is still running, then i dont want the trigger to call a second instance of it So i am wanting to initate a boolean check to exit the script at its start, if an additional script is called Following is a much more simplified version of what i need, but the basic concept is there The red highlighted text are the specific boolean relevant lines eg (INIT.SQS) Monitor.sqs Myscript.sqs <span style='color:Blue'>Problem1</span> <span style='color:red'>?(_bool): hint "Boolstate is true"; goto "T_Start"</span> <span style='color:Red'>? (G_Alert) && !(_bool): hint "Boolstate is false"; _selectedT exec "myscript.sqs"</span> neither of these lines run the hint message, which basically means that the variable _Bool isnt being seen as a boolean How do i correctly do this?? <span style='color:Blue'>Problem2</span> How do i make "Myscript.sqs" change the array boolean from false to true and vice versa NB>> when the system is working, there may be multiple instances of "Myscript.sqs" running, but called by different towns, so the use of global variables may become messy <span style='color:Maroon'>Thanks in advance</span>
  16. terox

    Careless code recycling causes killer kangas

    Good job it wasnt the yanks flying the choppers, they would have nuked the joeys and the World Wildlife fund would have been their next target for their search for weapons of mass destruction
  17. Just a thought, did you try running a cutscene prior to launching all the various scripts for AI control, or even staggering the pauses prior to starting looping script I have no idea if this would help a lan based network but it certainly helps to synchronise a PvP game over the internet (You must have all noticed the slight delay of being unable to get into a newly respawned vehicle at the start of a game Cutscenes do more than just look pretty, especially for a mission highly populated with scripts
  18. terox

    Flashpoint revival missions and campaigns

    Have you even read the last few pages of this thread? That and news/updates I'd think... Yes, his name is Jap... he mentioned this a few page back... We've also been offered a private area on the Zeus forums and use of thier MP server for internal beta testing AC's gonna have a go at designing a website seeing as Ex-Ronin has RL issues to deal with. (I hope all thats correct, TV's killed my memory) Â There is no need for sarcasm it doesnt promote good teamwork and as you inadvertantly missed my point, the point was that there are dedicated server owners and owners of website forums that are already up and running and that have offered within their sites private forums for further discussion therefore there is no reason to go to additional lengths, creating more work when it is already waiting I do apologise if you find this insulting but i did feel you needed it explaining in a more simplified manner as subtlety doersnt seem to be your strong point
  19. terox

    Flashpoint revival missions and campaigns

    What will the website be used for, just forum discussion and upload features?? if so there has been offers by server owners and those with fully created webpages already
  20. terox

    Flashpoint revival missions and campaigns

    this had momentum, it seems to have slowed down a lot
  21. terox

    Flashpoint revival missions and campaigns

    This would seem to be going down the CoOp path Yes or No? I think to achieve a good result here for the end product, we really need to be defining what we want to achieve. Although it sounds nice to be able to tie together all elements of OFP gametypes, I think on a more practicle level the end product wont be anything like as high a quality as a specialised path If we do go down the specialised path, then we could always go down another specialised path after the project is completed, using the knowledge and experience we have gained to create an even better end product So maybe at the moment we should concentrate on this 1 issue God wouldnt it be nice to set up, delete a voting poll for a thread on the fly I would see the possible voting options as (For those that assume and dont read) <span style='color:red'>THIS IS NOT A "WE WILL", this is a possible organisation process</span> and therefore is open to discussion Vote A 1) Go down specialised path (This would then lead to a further vote of path choices) By this i mean one particular gametype or Vote B 2) Employ various mission (Gametypes) within the project
  22. terox

    Flashpoint revival missions and campaigns

    Well put Dinger and as far as participation Maybe, gotta see how its gonna develop first
  23. terox

    Flashpoint revival missions and campaigns

    Yes mate i made that distinction, in a previous post that you probably wouldnt be able to make a coop template, and i am not talking about the post that precedes this one but as you quite rightly said, even coops should have some basic stuff in it such as the spectate script so right there you have the starts of a simple coop template As for coops, i would like to see a Minimum player number for them, Â or better still a system that looks how many players are actually playing and then adjusts the enemy numbers to suit There is nothing worse that having plenty on the server and being unable to find a mission that supports that number even worse, the mapmaker wont get that mission played as much, as one who creates it for larger numbers I was under the impression, that this was for all kinds of mission types, not just coops,sp.... well if that is the case take no notice of any of my previous posts, as my interpretation was that this initiative was to encourage creation of all kinds of missions and make it easier for those who struggle Obviously not
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