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Spyder001

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Posts posted by Spyder001


  1. Some issues when integrating with ACE. After 15 - 20 minutes it begins to lag and I eventually get script errors which breaks everything. Repo should be ACE enabled using an A10 with MMA LGB camera.

    _sensor_x = (mando_hud_modes select mando_hud_mode) select 8;
    _sensor>
     Error position: <select mando_hud_mode) select 8;
    _sensor>
     Error Zero divisor
    File C:\Users\Steven\Documents\ArmA 2 Other Profiles\Spyder\mpmissions\trn010_anarPass_fist.Takistan\mando_missiles\units\mando_missile_hud.sqf, line 209
    Error in expression <le "mandotarget_disp") displayCtrl 101) ctrlSetPosition [0.5 + (_sccenter select>
     Error position: <ctrlSetPosition [0.5 + (_sccenter select>
     Error Type Any, expected Number
    File C:\Users\Steven\Documents\ArmA 2 Other Profiles\Spyder\mpmissions\trn010_anarPass_fist.Takistan\mando_missiles\units\mando_missile_hud.sqf, line 1278
    Error in expression <le "mandotarget_disp") displayCtrl 101) ctrlSetPosition [0.5 + (_sccenter select>
     Error position: <ctrlSetPosition [0.5 + (_sccenter select>
     Error Type Any, expected Number
    File C:\Users\Steven\Documents\ArmA 2 Other Profiles\Spyder\mpmissions\trn010_anarPass_fist.Takistan\mando_missiles\units\mando_missile_hud.sqf, line 1278
    Error in expression < = 9;
    };
    


  2. Version 1.1.3.490 Released

    Download:

    http://dev-heaven.net/attachments/download/13537/SPY_bStats_v1-1-3.zip

    Release Notes:

    The latest batch of changes were aimed at improving information sent to ArmA 2 Uplink. Some tracking issues were discovered by the guys at DAO.nu which we were able to quickly address. The next round of changes will include optimizations for kills assists and weapon detection. We are looking for skilled web developers at this time for the ALS project (www.armalive.com). If you are interested feel free to add me on Skype (email me at spyder001@comcast.net for the info).

    Changelog:

    http://dev-heaven.net/projects/bstats/versions/1114


  3. It doesn't really matter where you get the game from (from the perspective of how easy it is to launch with mods/settings). There is no argument for not using some type of game launcher. This is something that BIS should create and officially distribute. I use ArmA II Launcher by SpritedMachine.

    One thing that steam supports is the validation of game files. Which has saved me many times.


  4. Version 1.1.2.479 Released

    Download:

    http://dev-heaven.net/attachments/download/13382/SPY_bStats_v1-1-2.zip

    Release Notes:

    After a week of play testing, ALS has over 300 unique players in the database. Most of these players, of course, are from the DAO.nu Valhalla server. This release is mostly minor bug fixes. One of the main fixes is that the UID connection (SPY Connect) process is no longer overloading the server on mission start (when there are over 50 players). As well, the data sent over the network on kill events has been lightened. The next release will involve the same type of optimizations. Special thanks to Dragon for filling in the classnames for the displayName function.

    Changelog:

    http://dev-heaven.net/projects/bstats/versions/1085


  5. Version 1.1.1.459 Released

    Download:

    http://www.armaholic.com/page.php?id=14213

    Release Notes:

    bStats, A2U, and ALS have gone through some serious testing this week with the guys over at http://www.DAO.nu. I would like to thank DAO for helping me iron out issues I would have otherwise overlooked. More bugs will be addressed for the next version that were discovered in multiple tests during 60 - 70 player sessions. This has been very exciting for us as stats have been pouring in. Any ALS official server will have an [ALS] tag in the name as well as being listed on our site. As always, you can check your stats at www.armalive.com.

    Changelog:

    http://dev-heaven.net/projects/bstats/versions/1085


  6. What were the problem symptoms before implementing this workaround?

    The JIP players could not access the data, it was never broadcast to them. They would only see themselves on the scoreboard.

    Also, if im reading it correctly, you are sending the same updateSend request for every connected player, this seems to be overkill - can just send the command once and have it executed for every player - no need to run over allGroups/units?

    It sends only to the UID of _x (allGroups/units). I could only send this to the server, and have the server collect and send the information. But it's the same size task, just not distributed on the clients.


  7. I was actually talking with Dwarden who refered me to kju on this one. I use setVariable in 3 cases in bStats (where I also use the broadcast parameter).

    1. setVariable on vehicles for vehicle information

    2. setVariable on players for player id information

    3. setVariable on dynamically created gamelogic with all players score

    There are not problems with 1 & 2. However, 3 caused JIP players to not sync with everyone else. Below I will post my gamelogic creation script, and the sync scripts I had to use to make the clients sync. I actually wouldn't have noticed it unless I needed players to access the variables to fill the scoreboard.

    // Portion of initServer.sqf
    
    if ((isNil ("SPY_GAMELOGIC"))) then {
    
    _center = createCenter sideLogic;
    _group = createGroup _center;
    SPY_GAMELOGIC = _group createUnit ["LOGIC", [0, 0, 0], [], 0, "NONE"];
    publicVariable "SPY_GAMELOGIC";
    
    };

    // updateRequest.sqf
    
    { 
    
    {
    
    	if ((getPlayerUID _x != "")) then {
    
    		_null = [[], "_null = _this spawn SPY_updateSend;", getPlayerUID _x] spawn JDAM_mpCB;
    
    	};
    
    } forEach units _x;
    
    } forEach allGroups;

    // updateSend.sqf
    
    _uid = (getPlayerUID player);
    
    // FORMAT PLAYER SCORE VARIABLE NAME
    _playerScoreVar = (format ["SPY_bStats_%1", _uid]);
    
    // REBROADCAST PLAYER SCORE
    SPY_GAMELOGIC setVariable [_playerScoreVar, (SPY_GAMELOGIC getVariable _playerScoreVar), true];
    
    // REBROADCAST PLAYER ID
    player setVariable ["SPY_PLAYER_ID", (player getVariable "SPY_PLAYER_ID"), true];

    I plan on making an example mission for CIT when I get some free time.


  8. A scope isn't a script. The main scope is everything within the script outside of any { }'s. When you start adding { }'s you have created a new scope. Example below:

    // Script.sqf
    
    Main Scope
    
    {
    Scope 1
    };
    
    {
    Scope 2
    _var = 10;
    };
    
    {
    Scope 3
    if ((_var == 10)) then {Scope 4};
    };

    _var is defined in scope 2. So the if then in scope 3 won't work, unless you define your LOCAL variables private. I ALWAYS do this in the main scope, unless I only want it accessible in a specifc scope of course. At the top of your script add this:

    private ["_var1"];

    You have now set your local variables private in the main scope and can access that local variable with that value in an scope below it.


  9. Version 1.1.0.421 Released

    Download:

    http://dev-heaven.net/projects/bstats/files

    Release Notes:

    Pretty much all the bugs are ironed out at this point. I'm sure new ones will be introduced as I improve detection of weapon used and allow multiple damaging units for more accurate reporting of kill assists. Though a offical announcement will be made later in the week, ArmA Live Statistics is now operational as a beta. Feel free to play in the official ALS server (ARMALIVE.COM bStats PVP) and then check your stats at http://www.armalive.com. Here you can search a player's name or UID. If you have an interest in running a server linked to ALS, check out the website for instructions on where to start.

    Keep in mind that ALS is still a beta. Stats can and will be whiped at any time and many features are not implmented or working as intended yet.

    If you are a PVP mission maker and wish to add bStats to your mission, send an email to spyder001@comcast.net. We also looking for some offical PVP missions that feature bStats for our releases.

    Changelog:

    http://dev-heaven.net/projects/bstats/versions/1085


  10. Version 1.0.9.404 Released

    Download:

    http://dev-heaven.net/projects/bstats/files

    Release Notes:

    Added a few new features, fixed some bugs, and optimized a lot of things. See that change log for more details on what aspects were changed. I would like to give a special thanks to kju for looking over bStats and suggesting many changes to optimize it. Over the next few weeks, bStats will continue to go through the optimization process. There are really no new features planned.

    Be sure to keep up with ArmA Live Statistics. The CAS team did a lot of testing as far as getting stats to feed to the master database (works really well).

    http://www.armalive.com

    Changelog:

    http://dev-heaven.net/projects/bstats/versions/1083


  11. It doesnt do any totals in game because it will all be taken care of database side. If you run rptMon, you can see the information posted as it happens. It is posted everytime you switch weapons (minimum 2 seconds time with weapon), after 5 minutes, or after you have fired 200 rounds. The format looks like this.

    bstats_wpninfo (uid, weapon, timestamp, weapon time, shots, head hits, body hits, arm hits, leg hits, vehicle hits)

    Vehicle info will look the same. Keep in mind it posts to the .RPT instantly, it just won't send the data to the master DB right away.


  12. Weapon and vehicle info will only get stored on the database. It works by writing the stats to the .RPT and then writing them to a cache. On mission end, the data is then sent to the master DB. Everything else skips the cache and goes directly to the master database.

    Keep in mind the master database portion requires ArmA 2 Uplink as well as a username and password to the master database which is unique to the server. This will all be available soon.


  13. SPY_BATSTATS_LOGO.png

    SPY Battle Statistics

    spy_bstats_img4.jpg

    spy_bstats_img3.jpg

    About:

    SPY bStats is a mission script suite designed to utilize BIS event handlers and then run them through a series of checks to determine what caused the player' death. From here, by default, the players score is stored and kept persistent mission side (for that mission only).

    Server administrators can then install ArmA 2 Uplink (http://dev-heaven.net/projects/a2uplink) with the bStats module. This allows the server to store the data per event (an example is when a player dies, +1 death is immediately sent) on a local database. Later on, servers on the "official server" list will be able to send the data from its local database to the master server. Stats are collected here and added together. Check out the ALS website here for updates.

    Features:

    • Mission persistent (stats are saved during the mission)
    • Vehicle side tracking (get in enemy vehicle and it now belongs to your side)
    • Multiplayer score board ("I" by default)
    • PVP only (unarmed civilians can be AI)
    • Damage tracking (if player dies of bloodloss/ tapout damaging unit will recieve kill)
    • Damage inheritance (players inside destroyed vehicle are killed by the killer of that vehicle)
    • Vehicle and Weapon display function for shortened messages
    • Supports mods
    • Punish system (ROE violations)
    • Easy mission installation

    Currently Tracked Events:

    • Kills
    • Deaths
    • Suicides
    • Team Kills
    • Vehicle Kills
    • Kill Assists
    • Aircraft Crashes
    • Civilian Casualties

    Misc. Events:

    • Road Kills
    • Friendly Damage
    • Civilian Damage
    • Transportation
    • Side Kills & Deaths
    • Weapon Info [shots Fired, Head Hits, Body Hits, Arm Hits, Leg Hits, Vehicle Hits]
    • Vehicle Info [shots Fired, Head Hits, Body Hits, Arm Hits, Leg Hits, Vehicle Hits]

    Media:

    eekGNa2XfDA


  14. Heh d3d, an anti-USM group, that’s funny. Anyways Dslyecxi, I would really appreciate you not starting fights in this thread anymore.

    Monk I looked at your post bashing 3 grammatical errors in the forums. That's really immature and there are things called typos and lack of 100% perfect typing skills.

    This thread is to educate the community about a public training we have set up. It is made to better the game play with the ArmA community.

    Dslyecxi, I wish you the best with your tactical guide and your shack tactical team. But I do believe this is where we "part ways", so to speak. We will not direct posts to you, in return we hope you do the same.

    I hope any members seeking training attend this event. Incase you were wondering, everything taught to us was by a former U.S. Army Ranger.

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