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Tankbuster

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Everything posted by Tankbuster

  1. No, no battleye. I've turned off sig checking for now. The mission is exporting right now. 🙂
  2. Done! Is the key up to date? My server won't let me join.
  3. You release an alpha on the weekend I'm away? Harsh.
  4. Tankbuster

    Authority 20 player coop.

    Mission updated to 1.22.5006. Updated mission files in google drive links on first post. Bug fixes mostly Adding better support for players to use Darter Fired/hit ratio still not working Improved enemy paradrop when players first enter PT
  5. Global variables are shared across the machine, so all the server addons have access to the global variables
  6. Tankbuster

    Reforger map-making for A4

    Amazing insight. Do you have next week's lottery number?
  7. Chaps, The heights players can set for Darters (and perhaps other hovering UAVs) on each waypoint are a bit strange. They go from 500 to 2000. Is there a way of, ideally without a mod, adding an 1000m option, or even replacing the 2000 with 1000?
  8. Tankbuster

    Authority 20 player coop.

    Not at the moment. What do you have in mind?
  9. https://forums.bohemia.net/forums/topic/194184-authority-20-player-coop/
  10. Yes, I've had this too. The vehicle shows no damage, but is effectively broken and can't be repaired
  11. Guys, I've fiddled with drone feed to info panels and I've had a camera attached to a Venator rendering to an ingame screen, now I want to bring the 2 together - I want to show my Venator camera on a players info panel, if they select it. I've looked over the custom info page but it doesn't show or even say if it's possible to make my own panels and show something there. It talks about vehicle config - does this mean I need an addon?
  12. Tankbuster

    Render a camera to an infopanel

    Nope. Still a mystery 🙂
  13. Tankbuster

    Render a camera to an infopanel

    Thanks @pierremgi, i had read that thread before asking here. I'll have another look through it.
  14. Afternoon all, My mission uses a Prowler as a respawn point and has some magazines in its inventory for players. The thing is, I've overfilled the ammo cargo space of the vehicle using addMagazine because there's such a wide variety of guns in use and this means players are unable to put magazines back into the magazine cargo space of the vehicle. Practical example: I've been on a hilltop shooting Titan AT at vehicles in the AO. I want to switch to the AP round for the Titan, I go into the vehicle inventory screen but I'm unable to drag any unused AT rounds into the crate space as it's full. I'm then forced to drop these rounds on the ground and that's messy. My best solution thus far is, when players aren't looking, move any dropped magazines into the magazine cargo space in script. It's ugly. Is there a way of enabling, in the inventory dialog, the dropping of magazines into a full container?
  15. Oh, well found! Thank you. I had to set it from 1800 to 7500 before the inventory was big enough to put anything in it! LOL *correction.. my players asked for MAAWS ammo in the vehicle, so now I'm up to 10000 (as you suggested) !
  16. Tankbuster

    A few questions

    Is it groundhog day?
  17. For a bit of fun, my mission scoreboard displays (in a hint) the players kill death ratio and it's become a bit of fun for players, especially those who will happily wait for a long time to be revived rather than record a death. It got me wondering, could I get a players fired hit ration too? IE, how many of their bullets fired actually hit an AI man target. All of my AI already has a handledamage EH on them, so I've probably got some of the pieces of this puzzle already in place. There might be a problem though. Handledamage almost always fires multiple times when a man target is hit by a bullet type round. It happens so fast, I've never managed to get the first HD and filter out the remaining. Someone else might have an approach to this that I haven't tried yet? KIlled EH won't record nonlethal hits and Hit EH won't record lethal hits (according to wiki) so I'd have to use a combination of those two. As it happens there is already a killed EH on all my enemy AI, but not a Hit EH. I'd be keen to avoid another new EH if possible. Or am I being too precious about server CPU here? All thoughts gladly accepted.
  18. Tankbuster

    fired hit ratio for players

    Dammaged EH doesn't activate when the unit is killed by the shot I'm sticking with handledamage (remember this returns the classname of the bullet, not the object) and when it activates, I'm using nearestobject bulletbase to get the bullet object, which I'm then feeding into the duplicate excluder snippet. So far - so good. 🙂
  19. Tankbuster

    fired hit ratio for players

    Also, has it occurred to you that your username might be read as dread eden titty?
  20. Tankbuster

    fired hit ratio for players

    Absolutely. When I play the mission, I'm battling and trying to outwit the enemy. When I'm making the mission, I'm battling with Marek. 😀
  21. Tankbuster

    fired hit ratio for players

    Yep. That was my next port of call. I note that hitpart works with projectiles as of next game version. I'll look to see if that has any locality boobytraps when it arrives.
  22. Tankbuster

    fired hit ratio for players

    @sarogahtyp I have plugged handledamage into the existing code and it sort of works. The only issue is that it returns the classname of the projectile, not its object, so the multiple activation prevention code is compromised
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