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toxim

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Everything posted by toxim

  1. Ill post these here, maybe somebody can find these useful :) Script that cleans up craters from the given area, left behind by blown up helicopters and planes. Ever had to avoid craters at airfield during takeoff/landing? Those pesky craters have ruined my day several times.. /* Author: -=XTRA=- tox1m Description: Cleans up craters from the given area. Parameter(s): 1. Area size 2. Marker name Example; _cratercleaner = [1000, "my_airport"] execVM "cratercleaner.sqf" */ private ["_basemarker","_craters","_areasize","_base"]; _areasize = _this select 0; _basemarker = _this select 1; _base = getMarkerPos _basemarker; while {true} do { _craters = nearestObjects [_base, ["CraterLong"], _areasize]; sleep 0.1; if (count _craters > 0) then { for "_i" from 0 to ((count _craters) - 1) do { private ["_crater"]; _crater = _craters select _i; deleteVehicle _crater; }; }; sleep 10; }; Script that cleans up certain type of bombs from the given area. Might be useful against players who try to destroy your base. /* Author: -=XTRA=- tox1m Description: Cleans up bombs from the given area. Uses nearObjects, since nearestObjects doesnt seem to work with bombs Parameter(s): 1. Area size 2. Marker name Example; _bombdisposal = [1000, "my_airport"] execVM "bombdisposal.sqf" */ private ["_base","_bombs","_areasize","_basemarker","_bomb1","_bomb2","_bomb3"]; _areasize = _this select 0; _basemarker = _this select 1; _base = getMarkerPos _basemarker; while {true} do { _bomb1 = _base nearObjects ["Bo_GBU12_LGB", _areasize]; _bomb2 = _base nearObjects ["PipeBomb", _areasize]; _bomb3 = _base nearObjects ["Bo_FAB_250", _areasize]; _bombs = _bomb1 + _bomb2 + _bomb3; // Workaround since nearObjects doesnt seem to work with arrays if (count _bombs > 0) then { {deleteVehicle _x} foreach _bombs; }; sleep 0.5; // Short sleep for catching all the bombs before damage occurs. };
  2. Heh yeah that sinking would have been ideal - i just got lazy with the script :) Well you can put that in init.sqf, or into a trigger that activates at mission start. Propably with a condition for checking that it only runs on the server. if (isServer) then {_bombdisposal = [1000, "my_airport"] execVM "bombdisposal.sqf"};
  3. Well i do not know if this is any help at all, but could be related: With the 1.57 i see our Battlegroup XTRA servers with a ping of 2500 With a beta patch(doesnt seem to matter which one), the ping shows correctly below 50... (Server version is 1.57.76818)
  4. toxim

    Evolution bug list - any help?

    (BAF v10) Base gets flooded with empty civilian vehicles after a while
  5. toxim

    Zeus AI Combat Skills

    Hmm i havent seen anything about this "feature" yet in this thread, so: Is there any way to get an Zeus AI gunner in a chopper to stop switching weapons from the M230/M197 to Hydras? If i tell him to use the chain gun, it wont take long until he switches to Hydras on his own, as long as the chopper has those Hydra missiles left. Forgive me if it's been discussed already.
  6. toxim

    Evo~Blue V3.x

    I updated my bug/suggestions list Btw have you added any OA -only scripting commands? Just wondering how difficult it would be to convert it back to ArmA2 -only
  7. toxim

    Evolution bug list - any help?

    Bugs: The destoyed enemy choppers(maybe planes too) are not properly removed, lots of chopper wrecks around and they wont disappear. I believe this is also the reason of the infamous flame bug(whole sky in flames). I've noticed the flame bug appear where a chopper/plane has crashed. And the pilots are not always removed either. Currently the MHQ teleport points to the MHQ marker instead of the vehicle. So when the markers stop updating(happens often), mhq teleporting doesnt work anymore. (At least up to v29) mash(and some other objects) at carrier is spawned in air, above the deck (At least up to v29) MH60S too close to the flag pole in Farp Bravo <--added 6.1.2011--> description.ext: sound[]={"sound\UNIV_v24.ogg",0.05,1.0}; points to wrong folder, should be revive_sqf\sound\ Enemy static weapons are not very responsive, they sometimes dont shoot at all, unless fired upon or running right in front of them (At least up to v29) The makespetz.sqf sometimes generates some errors (At least up to v29) Solnichiy: Enemy tank often spawns under the concrete in the docks/harbour When revive is enabled, you sometimes(rarely) spawn at the respawn_west marker(on the other side of runway, far from where you are supposed to) (v31) One of the blackhawks in base too close to another blackhawk <--added 10.1.2011--> (v31) Sometimes the Evo menu suddenly pops up to every player at the same time <--added 11.1.2011--> Map/Notes get spammed with repeated entries for Infantry, Crew, Force Recon and Command (v31) Several errors created by makehindp.sqf, makehip.sqf, makespetz.sqf and BIS_EVO_CreateVehicle.sqf, list of errors behind the spoiler button Suggestions: Maybe the USVehicleBox(ammo boxes in base) should not be in the list of loadable objects(R3F Logistics) Removal of the craters(CraterLong is the object name i believe), left behind by destroyed planes + choppers? they can make the airstrip quite bumby :) Civ traffic as a parameter? Dynamic Weather as a parameter? Marker for recon hq? <--added 6.1.2011--> Task to knock down enemy air control tower(or something): - Random location - Needs satchels to destroy several objects, like aa radar, power generator and command center - Protected with a shilka, couple mechanized patrols, static weapons and infantry squads. - When task is complete, sky stays clear of enemy air patrols for several hours until task is created again, to another random location Similiar task for knocking down enemy AA in towns? Some satchel -only destoyable target near every town <--added 10.1.2011--> (v31) Higher priority for the Respawn MHQ Ambulance -action? It often gets lost between the other teleport options
  8. Hey, I tried to create the ULB module and a AH-6X trough a script. Well, the script does exactly that, but only once. For the first time it works like a charm, but: If the AH-6X gets destroyed, the script recreates both of them, but the action for the ULB is either not visible at all, or just outside the chopper. Oh wise men of scripting, can you offer your help? Here is a test mission to see it in action: http://www.sendspace.com/file/59ytqp
  9. toxim

    Evolution bug list - any help?

    Hmm maybe i should make an exact description of all the things i did
  10. toxim

    Evolution bug list - any help?

    Mhh i have a massive headache atm, but do you mean having other spawn locations than just the Base? If so, try to change from revive_init.sqf this line: _no_respawn_points = param1; and replace the param1 with _no_respawn_points = 2; I dont remember right now what was the point of having that as changeable parameter in the first place.
  11. toxim

    Evolution bug list - any help?

    Yay! I got revive working in your GITS Evo v27 :yay: Ill pm you link to download it so you can copy the stuff to your latest versions
  12. toxim

    Evo~Blue V3.x

    Yeah i was aware of the On/Off but i was hoping for more options for it Great job anyway, GITS Evo kicks ass!
  13. toxim

    Evo~Blue V3.x

    Hey, could you add a cooldown to the T -menu support -options? And would it be possible to set the extra plane gbu's and certain missiles amount as a changeable parameter in the start of the mission? Some pilots get a bit trigger happy at times and level the towns complitely and thus ground troops have nothing to shoot at. (as in: Default loadout, Normal, High) Propably the cooldown should also be as a changeable parameter...
  14. toxim

    Evo~Blue V3.x

    Hahah, so it reacts to those cases as well? So there is no way to limit the jailing script only inside the base? Thats where the teamkills(those that happen on purpose) are usually limited anyway. That would also leave out most of the crash jailings as well, only jailing the not-so-qualified pilots... :D But if it is just score -based i guess it is impossible then...
  15. toxim

    Evo~Blue V3.x

    Hey, thanks for your replies. Here's more feedback :D : Would it be possible to add some sort of extra script against teamkillers in base? Like make them loose all/some of their weapons & ammo, if even one teamkill in the base (that would not be too harsh for accidental kills when enemies in base), and/or make them die as well when killing more? I noticed there is already some sort of jail.sqf script in the mission, based on negative score, but so far i have not seen it in action. Either the negative score limit is too big, or they first get some points before going killing spree... It can sometimes be quite annoying when no admins present and some people don't vote for reasons unknown. :)
  16. toxim

    Evo~Blue V3.x

    Hey eggbeast! I just had to say i love your version of evo! But could you make a version of your mission without the tomahawks or limit their use? Right now some people seem to spam them so much that they slow the game down. Same thing with the other support options. Also, any timeline on enabling the reviving? Atm most of the people are going rambo, die, and repeat the process... And could you do something about the air radar at base? Maybe move its location? I think some pilots keep hitting it and knock it over or something, most of the time i have seen it laying on the ground sideways.... :)
  17. toxim

    ARMA 2 Micro AI Thread

    Is the AI asking for support(repair/ammo/fuel truck) still the same? Or does it check the area first if it's safe to call the support trucks, or even move to a safer spot? Previously it just called for support in the middle of battle, and got themselves and the support team destroyed. And if i remember correctly, the support truck(s) responded in the order they were placed in the editor, not by who's closest.
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