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Tankbuster

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Posts posted by Tankbuster


  1. MIssion updated to 1.24.5086
    2 new secondary missions, both replacing the disguise infiltration mission which was too complex to maintain, play and write.

    Counterattack secondary only plays on Altis because of route finding isses for the enemy troops. Might come back to this.

     

    5055 Fix for restoreflag variable potentially undefined on virgin run servers
    5057 Removed some debug
    5058 Fixed typo in do_counterattack
    5060 Added some helmetcam stuff
    5061 Added new SM. Patrol enemy town
    5067 Added new SM. Recover deaddrop
    5068 Reworked prize arrays, ordered them and removed some RHS prizes
    5070 New prizes choosing system. More valuable prizes given when fewer SM's have been failed
    5073 Counterattack SM doesn't play on Tanoa or Nam
    5074 Improved landmine SM. Minefiedl bigger, more mines and better checking of mines spawning inside objects
    5081 Added 556 magazines to forward loadout
    5086 Build


  2. Hi all,

    I'm creating a weaponholder and putting a "Item_SecretFiles" in it via addmagazinecargoglobal so players can pick it up.

    But the weaponholder falls just under ground level. The 'take File (top secret) action still appears, but players can't see the object.
    I've tried setposing it above ground and creating it, but it falls under ground straight away.
    How can I make it stay on the gound?

    //serverside
    nseinvobj = "WeaponHolderSimulated_Scripted" createVehicle [0,0,1000];
    nseinvobj addMagazineCargoGlobal [retrobjgamename,1];
    _np = newsearchobj nearEntities ["SoldierWB", 10];
    _nps = [_np, [], {_x distance2D newsearchobj}] call BIS_fnc_sortBy;
    nseinvobj setpos getpos (_nps #0);


     


  3. Hi all,

    I'm struggling a little here. I've no doubt locality is what's doing for me here, but after a day of messing with this, I'm here, out of ideas.
    In multiplayer, each client can only see their own camera feed. They can't see anyone elses.

    server: blubasescreen is the tri-screen computer Land_MultiScreenComputer_01_black_F

    blubasescreen setObjectTextureGlobal [1, "#(argb,512,512,1)r2t(alpha_1,1.0)"];
    blubasescreen setObjectTextureGlobal [2, "#(argb,512,512,1)r2t(alpha_2,1.0)"];
    
    ["client\helmetcam.sqf"] remoteExec ["execVM", 0, true];
    _myscript = "helmetcam";
    
    {
        _cam = "camera" camCreate [0,0,0];
        _cam setVectorDir (eyeDirection player);
        _cam cameraEffect ["INTERNAL", "BACK", (str player)];
        _cam camSetFov 0.6;
        _cam attachTo [player, [0.10,0,0.17], "Head", true];
        _cam camCommit 0;
    } forEach (allPlayers select {((toLower(headgear _x)) find "helmet") isNotEqualTo -1});

    helmetcam make the camera locally on each player and names the rtt. But how does the rtt get from the cameraEffect command on the client to the setObjectTextureGlobal command on the server? Must each rtt be a unique name on the network?

     

    Thanks everyone


  4. Minor update because I had nothing better to do 🙂

     

    5047 Removed debug that was spamming client rpt
    5048 Removed debug from spawnairdrop that was spamming server RPT
    5049 Added new airhead objects and textures
    5053 Better termination of paradrop script when primary target is ended by debug
    5054 Build

    • Like 1

  5. Mission updated to 1.22.5046

     

    5029 Fix for van falling from bridge in protest flight SM
    5032 Mortar camp shooudl spawn further from playyers in kill mortar camp SM
    5034 Rhino wheels take no damage now
    5036 Barricade defend mission enemy waves should stop when mission ends
    5037 Improved bighouses array. Better choices, mostly taller buildings
    5038 Barricade defend and kidnap player now use new bighouses variable
    5040 Fixed bug where kidnap player broke down
    5041 Removed some smaller Tanoan towns from primary target roster
    5042 Boat position system in nasty boat patrol should quit better after mission ends
    5043 Removed deprecated code that looked for nasty boat bumping into destination pier
    5044 Better positioning of roadblocks in primary target. Shouldn't be on bridges now.
    5045 Fix for drones getting orphaned when their pilot dies at the controls. Fix by gc8
    5046 Build

    • Like 1

  6. 		if ( ((lifeState player) in ["HEALTHY", "INJURED"]) and ((( (str currentWeapon player) find "Laserdesignator" ) > -1) or (((UAVControl (getConnectedUAV player)) #1) isEqualTo "GUNNER") ) and (cameraView isEqualTo "GUNNER")) then
    		{
    			authtacping = screenToWorld [0.5,0.5];// << [x,y,0] unless resized
    			publicVariable "authtacping";
    			nul = remoteExec ["tky_fnc_showauthtacping", 0,false];
    		};
    		if ( ((lifeState player) in ["HEALTHY", "INJURED"]) and (visibleMap)) then
    		{
    			authtacping = (findDisplay 12 displayCtrl 51) ctrlMapScreenToWorld getMousePosition;// << [x,y]
    			authtacping pushBack 0;
    			publicVariable "authtacping";
    			nul = remoteExec ["tky_fnc_showauthtacping", 0 ,false];
    		};
    /*
    	Code written by Tankbuster
    */
    #include "..\..\..\includes.sqf"
    __tky_starts
    scriptName "fn_showauthtacping";
    private ["_atpmapip","_atpuiid"];
    private _st =  serverTime;
    private _ctrl = findDisplay 12 displayCtrl 51;
    if ((goggles player in ["G_Goggles_VR", "G_Combat_Goggles_tna_F", "G_Combat", "G_Balaclava_TI_G_tna_F","G_Balaclava_TI_G_blk_F","G_Tactical_Clear", "G_Tactical_Black"]) and ((lifeState player) in ["HEALTHY", "INJURED"])) then
    {// player has received a ping, has the required gear and is alive      
        // draw ping icon on map
        _atpmapip = _ctrl ctrlAddEventHandler ["Draw", 
        {
            _this select 0 drawIcon [
                "\a3\Ui_f\data\IGUI\Cfg\TacticalPing\TacticalPingDefault_ca", // Custom images can also be used: getMissionPath "\myFolder\myIcon.paa"
                [0.73,0.24,0.11,1],
                authtacping,
                64,
                64,
                0,
                "Ping",
                2,
                0.03,
                "TahomaB",
                "center"
            ];
        }];
        // draw ping icon on game ui
        _atpuiid = addMissionEventHandler ["draw3D", 
        {
            drawIcon3D 
            [
                "\a3\Ui_f\data\IGUI\Cfg\TacticalPing\TacticalPingDefault_ca",
                [0.73,0.24,0.11,1],
                authtacping,
                1.5,
                1.5,
                0,
                "Ping",
                true,
                0.03,
                "TahomaB",
                "center",
                true,
                0,
                -0.06
            ];
        }];
        playsound ["TacticalPing4",false];
        sleep 30;
        removeMissionEventHandler ["draw3D", _atpuiid];
        _ctrl ctrlRemoveEventHandler ["Draw", _atpmapip]; 
    };

    Note this is ripped straight out of my mission. You'll need to remove code that is specific to it.

     

    • Like 2

  7. MIssion updated to 1.22.5028

     

    5007 Fix for 950182 broken respawn markers
    5012 Diag log now says if mission is restored
    5013 Fixed undef'd var on respawn
    5017 Hopefully fix for kill1man not finding buildings
    5019 Fix for craterclear stalling when there's too many bobcats
    5020 Fix for paradrop aircraft being too hard to shoot down
    5021 Fix for paradrops arriving after primary cleared (we kill them)
    5022 SPTU cycles less in big towns, should fix lag.
    5025 Better cooldown for cruise missiles
    5027 Predamaging MBT in primary to make them easier to kill

    5028 Build


  8. Yes, there are complications. Revive prevent death with an eventhandler and set the player to setcaptive true until they respawn or are revived.
    I don't spawn players as a civ - it's not something I've thought of doing - I'm not sure why a designer would do that, probably functionality I'm unaware of.

    Perhaps when showing units of the same side, use faction instead of side.
    Or remember a players true side, when they are incapacited, ignore their current side and use the remembered side

    Or the app stops updating while player is incap'd? That's an ugly solution!

     


  9. Had a little play last night in my mission using an iPad as output. Great fun.
    Nothing terrible to report, just a couple of minors;
    When players are incapacitated, the game makes them setcaptive true so the enemy doesn't continue to shoot at them. This means Athena shows them as purple civilians. Maybe an option could show incapacitated players in a more useful way?
    The slider switches for follow player and icons are too small and/or too close to screen edge.


  10. 8 hours ago, skruis said:

     Not sure if you’re familiar with that but in the workshop distributed version, theres a sever component used to share ink. This could be a feature integrated into the new version of the ACS and that would give communities control over what users have this kind of access.


    The SQF for it would be rolled into a different addon, like @athenaacs, and then server admins could allow @athena without implicitly allowing the possibility of remote AI control since that is a distinct feature from rendering a copy of the map the player already has … most likely. 

     

    Which leads me to ask; Could this be a server side thing, so the browsers connect to the game server rather than a client? I realise this would mean some funky port forwarding and similiar issues, but I reckon that's well within the capabilites of most server admins.

    Oh, forgot to mention, I'm still getting signature rejection. It's entirely possible it's something I'm doing wrong, so it'd be smashing if someone else could have a go at this too.

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