Uzii
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Everything posted by Uzii
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Got the same problem, black isn't black, redish... looks heavily faded. 8800GTX. Someone without this problem please post a screen of a black face. I have yet to see true black, just the faded red which has been mentioned.
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Cheers for the quick reply, as I suspected, it was my stupidity. Forgot/didn't bother to put the description in. Whoops. Great work so far, glad to see we've got the drag/carry animations from the game. Keep it up :ok:
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Was a big fan of your work on ArmA, and now getting back into mission making. I'm having problems though. I'm using the Guerilla faction as my playable units, named and listed in the .sqf, but even when I use "Man" in the units that can be and can revive, the playable units die. They go to the prone/unarmed position, but die straight away. It displays the number of lives, and 'Joining Mission' at the beginning, the Game Logic object 'Server' is present, along with the Respawn_west, Boot_Hill, and center markers. I've tried WEST, RESISTANCE, and GUER as the friendly sides, none of which work. Here's a copy of my .sqf file. Its probably something really simple that I've missed, its been a long time since I've made a map and I'm rusty as hell. Thanks /* ARMA2 REVIVE SCRIPT - AI enabled or disabled © JUNE 2009 - norrin (norrin@iinet.net.au) Version: 0.1 ArmA2 ******************************************************************************************************* See release notes for details on contributors and instructions for incorporating revive scripts into your own missions ************************************************************************************ Start revive_init.sqf */ // ===================================================================================================================== // DO NOT MODIFY THIS CODE // ===================================================================================================================== // sickboy's code modified by _xeno T_INIT = false; T_Server = false; T_Client = false; T_JIP = false; T_MP = (if (playersNumber east + playersNumber west + playersNumber resistance + playersNumber civilian > 0) then {true} else {false}); if (isServer) then { T_Server = true; if (!isNull player) then {T_Client = true}; T_INIT = true; } else { T_Client = true; if (isNull player) then { T_JIP = true; [] spawn {waitUntil {!isNull player};T_INIT = true}; } else { T_INIT = true; }; }; waitUntil {T_INIT}; // ===================================================================================================================== // THE FOLLOWING CODE CAN BE MODIFIED // ===================================================================================================================== // GENERAL REVIVE OPTIONS (Off = 0, On = 1) _mission_end_function = 1; //array no.0 - mission ends when all players are unconscious _call_out_function = 1; //array no.6 - whether a unit calls out while unconscious _water_dialog = 1; //array no.45 - whether a dialog appears when a unit dies in water so that it can auto wash ashore _unconscious_drag = 1; //array no.39 - whether a unit can drag the bodies of unconscious players _load_wounded = 1; //array no.61 - allows you to load unconscious units on vehicles _altUnc_animation = 0; //array no.54 - use alternate unconscious animation _JIP_spawn_dialog = 0; //array no.2 - whether a dialog appears when a player JIP so that he can be transported to a spawn point near the action _time_b4_JIP_spawn_dialog = 10000; //array no.17 - time before the respawn dialog appears for JIP players _perpetual_server = 0; //array no.62 - NOT IMPLEMENTED // ================================================================== // LIST OF PLAYABLE UNITS NORRN_player_units = ["x1","x2","x3","x4","x5","x6","x7","x8","x9","x10","x11","x12"]; // ================================================================== // WELCOME SCREEN titleText ["Joining Mission", "BLACK FADED", 0.2]; // This next line can be commented out or removed if it interferes with intro movies // ================================================================== // REVIVE OPTIONS _max_respawns = 1000; //array no.38 - Number of lives per unit _JIP_respawns = 0; //array no.63 - NOT IMPLEMENTED _revive_timer = 0; //array no.7 - Whether you want to limit the amount of timer a player has while unconscious _revive_time_limit = 180; //array no.27 - Amount of time a player remains unconscious before respawning or dying _revive_damage = 0; //array no.37 - Unit's level of damage following revive _unconscious_markers = 1; //array no. 4 - Whether a marker appears on the game map at the location of the unconscious unit _caseVAC = [0, ["MASH"]]; //array no.64 - Allows units to be taken to a hospital etc to be revived _mediVAC = []; //array no.65 - NOT IMPLEMENTED _chance_ofDeath = []; //array no.66 - NOT IMPLEMENTED _dualTimer = 0; //array no.67 - NOT IMPLEMENTED - normal units can only revive for eg 30 seconds whereas medics can heal players up to 120 secs - array - [0/1 - off/on, revive timer for normal unit, timer for medic] _deadSpectator_cam = 1; //array no.92 - NOT IMPLEMENTED - leave as 0 - whether a unit can spectate other friendly units when it has run out of lives // ================================================================== // RESPAWN OPTIONS _no_respawn_points = 0; //array no.12 - no of respawn points (Max number 4) _Base_1 = ""; //array no.13 - spawn position names _Base_2 = ""; //array no.14 _Base_3 = ""; //array no.15 _Base_4 = ""; //array no.16 _Base_free_respawn = [1,0,0,0]; //array no.36 - select whether to allow respawning at spawn points even if enemy troops are present (options OFF = 0, ON = 1) _respawn_at_base_addWeapons = 1; //array no.11 - unit respawns with waepons it commenced the mission with _respawn_at_base_magazines = []; //array no.34 - If using the respawn_at_base_addWeapons option then place the magazine and weapon _respawn_at_base_weapons = []; //array no.35 types in the following arrays, if left blank respawns with weapons from mission start _respawn_position = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies _respawnAtBaseWait = []; //array no.68 - NOT IMPLEMENTED _objectiveBasedRP = []; //array no.69 - NOT IMPLEMENTED // Mobile Spawn Settings _mobile_spawn = 0; //array no.51 - set to 1 if you want to use mobile spawn _mobile_base_start = "base"; //array no.52 _mobile_base2_start = ""; //array no.70 - NOT IMPLEMENTED _mobile_type = 0; //array no.60 - set as 0 - for vehicle and 1 for man _mobile_man = objNull; //array no.53 - place name of unit here or if not used make sure set as objNull _mobile_man2 = objNull; //array no.71 - NOT IMPLEMENTED // ================================================================== // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "Man"; //array no.18 _can_revive_2 = ""; //array no.19 _can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED _can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED _can_be_revived = "Man"; //array no.20 _can_be_revived_2 = ""; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "USMC_Soldier_Medic"; //array no.76 - Used in conjunction with medpacks and bleeding _medic_2 = ""; //array no.77 - Used in conjunction with medpacks and bleeding _medic_3 = ""; //array no.78 - NOT IMPLEMENTED _medic_4 = ""; //array no.79 - NOT IMPLEMENTED //======================================================== // MEDPACK AND BLEEDING OPTIONS _medpacks = 0; //array no.80 - Give units a limited number of revive kits _stabilisation = 0; //array no.81 - NOT IMPLEMENTED _bleeding = 0; //array no.82 - Make units bleed and require bandages _medic_medpacks = 3; //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units _unit_medpacks = 1; //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units _medic_bandages = 3; //array no.85 - Bandages stop bleeding _unit_bandages = 1; //array no.86 - _medic_stable = 0; //array no.100 - NOT IMPLEMENTED _unit_stable = 0; //array no.101 - NOT IMPLEMENTED _stabTime_tillDeath = 0; //array no.87 - NOT IMPLEMENTED //Time until death following revive without stabilisation // ================================================================== // ENEMY SIDE TO PLAYABLE UNITS _no_enemy_sides = 1; //array no.22 - No of Enemy sides (0, 1 or 2). _enemy_side_1 = "EAST"; //array no.23 - Enemy sides can be "EAST", "WEST", "GUER" etc _enemy_side_2 = ""; //array no.24 _enemy_side_3 = ""; //array no.88 - NOT IMPLEMENTED _enemy_side_4 = ""; //array no.89 - NOT IMPLEMENTED // ================================================================== // FRIENDLY SIDE TO PLAYABLE UNITS _allied_side_1 = "GUER"; //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc. _allied_side_2 = "GUER"; //array no.43 - If all players are from the same side make sure you set the same side for both variables eg "WEST", "WEST" _allied_side_3 = ""; //array no.90 - NOT IMPLEMENTED _allied_side_4 = ""; //array no.91 - NOT IMPLEMENTED // ================================================================== // UNCONSCIOUS CAMERA OPTIONS _follow_cam = 1; //array no.5 - option to allow viewing of friendly units while unconscious _follow_cam_distance = 250; //array no.32 - the range that unconscious players can spectate friendly units _follow_cam_team = 0; //array no.44 - set to 1 if you wish unconscious players only to spectate players within NORRN_player_units array _top_view_height = 70; //array no.55 - allows you to set the top down camera height _visible_timer = 1; //array no.41 - view a cound-down timer while unconscious _unconscious_music = 0; //array no.46 - music must appear as unc_theme in music.hpp // ================================================================== // RESPAWN DIALOG OPTIONS _nearest_teammate_dialog = 0; //array no.3 - whether a respawn dialog appears when there are no players within this distance _all_dead_dialog = 0; //array no.1 - whether a respawn dialog appears when all players are unconscious (_all_dead_player = 1) _respawn_button_timer = 20; //array no.25 - Time until respawn button appears (0 = approx. 12 seconds), NB: Set to a high number like 100000 seconds if you do not want _distance_to_friend = 250; //array no.26 - If the closest friendly unit is further than this distance away trigger respawn dialog _all_dead_player = 0; //array no.56 _all_dead_distance = 250; //array no.57 - whether a respawn dialog appears when all players within a specified distance are unconscious (_all_dead_player = 1) // ================================================================== // Bonus life for aiding team mates function _reward_function = 0; //array no.96 - specify whether a unit receives bonus lives for reviving other players _revives_required = 0; //array no.97 - Number of revives required before recieving a bonus life // ================================================================== // Team kill function _team_kill_function = 0; //array no.98 - specify whether a unit loses a life for killing team mates _no_team_kills = 0; //array no.99 - Number of teamkills before punishment // ================================================================== // CONFIGURABLE OPTIONS FOR HEAL YOURSELF FUNCTION _heal_yourself = 0; //array no.8 - whether a unit can heal damage to itself _no_of_heals = 1; //array no.29 - Number of heals that each player gets during a mission _lower_bound_heal = 0.1; //array no.30 - The damage level range between which the heal action becomes available _upper_bound_heal = 0.8; //array no.31 // ================================================================== // AI REVIVE BEHAVIOUR OPTIONS _goto_revive = 0; //array no. 9 - closest AI automatically moves to revive a downed team mate _AI_smoke = 0; //array no. 40 - if available reviving AI throws smoke on downed AI position _AI_aware = 0; //array no. 49 - AI will clear an enemy units it is aware of before auto reviving _AI_cover = 1; //array no. 50 - second AI unit moves with AI reviver to give cover _AI_dismount = 0; //array no. 58 - toggles ability of reviving AI units to dismount vehicles (1 = dismount) _call_for_AI_help = 1; //array no. 59 - allows AI units to call for help _goto_revive_distance = 500; //array no. 33 - distance AI units will move to revive a downed team mate // ================================================================== // OPTIONS FOR PLAYER'S DEAD BODIES AND EQUIPMENT - Additional revive functions with many thanks to alef (0 - off, 1 - on except for _bury_timeout) _drop_weapons = 1; //array no.93 - should the respawned player drop his weapons where he died? _cadaver = 0; //array no.94 - should the respawned player's body remain there? _bury_timeout = 12; //array no.95 - if drop weapons OR player body, how long before the body is buried? // 0=maximum (1200s) , n=seconds up to 1200s (hard coded) // ================================================================== // USER CODE - eg. NORRNCustonexec1="execvm ""myscript.sqf"";hint ""myoutput"";" NORRNCustomExec1 =""; // Exec1 occurs following being revived NORRNCustomExec2 =""; // Exec2 occurs when you team kill NORRNCustomExec3 =""; // Exec3 occurs when you spawn at base NORRNCustomExec4 =""; // Exec4 occurs when you try and spawn at base but it is still occupied NORRNCustomExec5 =""; // Must use variables: MAP_r_rejoin (false - first time, // true - rejoining the server, and // MAP_r_no_lives - number of lives if you rejoin server) // ===================================================================================================================== // DO NOT MODIFY THE FOLLOWING CODE // ===================================================================================================================== NORRN_revive_array = []; NORRN_revive_array = [_mission_end_function,_all_dead_dialog,_JIP_spawn_dialog,_nearest_teammate_dialog,_unconscious_markers,_follow_cam,_call_out_function,_revive_timer, _heal_yourself,_goto_revive,_unconscious_invincibility,_respawn_at_base_addWeapons,_no_respawn_points,_Base_1,_Base_2,_Base_3,_Base_4,_time_b4_JIP_spawn_dialog, _can_revive,_can_revive_2,_can_be_revived,_can_be_revived_2,_no_enemy_sides,_enemy_side_1,_enemy_side_2,_respawn_button_timer,_distance_to_friend, _revive_time_limit,_respawn_position,_no_of_heals,_lower_bound_heal,_upper_bound_heal,_follow_cam_distance,_goto_revive_distance,_respawn_at_base_magazines, _respawn_at_base_weapons, _Base_free_respawn, _revive_damage, _max_respawns, _unconscious_drag,_AI_smoke,_visible_timer,_allied_side_1,_allied_side_2,_follow_cam_team, _water_dialog, _unconscious_music, _enemy_units_1, _enemy_units_2, _AI_aware,_AI_cover,_mobile_spawn,_mobile_base_start,_mobile_man,_altUnc_animation,_top_view_height, _all_dead_player,_all_dead_distance,_AI_dismount,_call_for_AI_help,_mobile_type,_load_wounded,_perpetual_server,_JIP_respawns,_caseVAC,_mediVAC,_chance_ofDeath,_dualTimer, _respawnAtBaseWait,_objectiveBasedRP,_mobile_base2_start,_mobile_man2,_can_revive_3,_can_revive_4,_can_be_revived_3,_can_be_revived_4,_medic_1,_medic_2,_medic_3,_medic_4, _medpacks,_stabilisation,_bleeding,_medic_medpacks,_unit_medpacks,_medic_bandages,_unit_bandages,_stabTime_tillDeath,_enemy_side_3,_enemy_side_4, _allied_side_3,_allied_side_4,_deadSpectator_cam,_drop_weapons,_cadaver,_bury_timeout,_reward_function,_revives_required,_team_kill_function,_no_team_kills,_medic_stable, _unit_stable]; // start related revive functions [] execVM "revive_sqf\init_related_scripts.sqf"; if (true) exitWith {}; //Last edited 12/06/09
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Music player - HULK_OggPlayer
Uzii replied to HulkingUnicorn's topic in ARMA - ADDONS & MODS: COMPLETE
@Wolfrug I had exactly the same problem. Did everything I could, then as a final attempt I PBO'ed the folder so it packed up as another Addon. Bingo, it worked. Search google or somewhere similar for a pbo packer and unpacker, then use it to pack up the music folder with the .CPP inside so it is just like any other Addon. Place it in the OGG players addon folder and hey presto, it should work. -
Music player - HULK_OggPlayer
Uzii replied to HulkingUnicorn's topic in ARMA - ADDONS & MODS: COMPLETE
Roger that, I had a play around, but to no avail. Now I know what to change, I'll have another bash tomorrow. If I get any success, you'll be the first to know. -
Music player - HULK_OggPlayer
Uzii replied to HulkingUnicorn's topic in ARMA - ADDONS & MODS: COMPLETE
I'm not too familiar with the Config, but I'll have a poke around. Edit: Could you tell me what file I need to play around with, and what to add? I've unPBO'ed one of the file in XAM and found the config.CCP file, but I'm not sure what to add. -
Music player - HULK_OggPlayer
Uzii replied to HulkingUnicorn's topic in ARMA - ADDONS & MODS: COMPLETE
It kills me to say this, and I hope I'm just missing the obvious, but it doesn't seem to run with XAM. -
I'd also like to know how to use the move spawn function. An example would be very helpful.
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Yep, that exactly the problem. We have been trying to get the creator to implement this into the addon. So when you do leave an area, the count goes back to 0. This would make large scale missions possible. Until then, we have to stick to small scale stuff.
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Everything which you have asked about can be changed in the init.sqf. Have a nose around there, and change what you need to, its very self explanatory.
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Could you express that a bit more? If you can only have 40 RACS groups (some addon or something?) then that will be your problem. Other than that, it sound like a problem that we all get where if you 'activate' too many spawn areas, the yomies won't be allowed to spawn due to the 144 limit. Best wait for the creator to get back to us (if he ever does, which I hate to say, looks incredibly doubtful, despite what ben says).
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Ok, how many Yomies have you got spawning in the first area? How many other RACS units do you have on the map? Do you get any errors?
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@ Delta-Force I think he missed out the description file in his template, or some other important file. Un-Pbo his sample mission and copy over all the yomie files, and the init, and the description, then try. @ Foxhound My scripting knowledge gets me through most problems i encounter making a mission, but nothing of this caliber. If you have a specific problem, post it and I'll see if I can help. Its a long shot, but you could try and reach the creator directly (PM or email if you can find it?).
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Yes, this would be brilliant if you can pull it off. On another note, I'm sorry to say this Andersson, but its not that impressive if you break the 144 barrier, without a body removal script its pretty useless as performance suffers dramatically. 144 yomies spawning and respawning is well over enough yomies, however, as their bodies pile up, the server will start to feel the heat. You get yomies jumping 3 feet at a time and you have no hope of hitting them, its like a slide show. Foxhound, if you could implement what you have mentioned, it would be brilliant. The original creator has already said that he won't be able to carry on with the yomies, but if someone wanted to take over, their more than welcome.
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I've got a bad feeling this time, he isn't coming back. Please, please prove me wrong...
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Its a relief to hear from you. For a moment there I thought you may have left us hanging. Good to hear your still around. Ok, my questions: 1. Can you make a simple body removal script that removes the dead yomies, say, 10 seconds after death. I've been playing around with yours and two other body removal scripts, but still, after nearly a week of coding, I can't get either of them to work on *spawned* yomies. 2.a) Could you post the line of code needed to "attach" a spawn area to a player, so that it constantly follows them, and therefore there are always yomies around them. Or, if that isn't possible, 2.b)Would it be possible to remove spawned yomies from a spawn area after the players have left it, so that more yomies can be spawned in another 'active' spawn area? I know this feature is supposed to be in your template and mission, but I've got some bad news, its doesn't work. Thanks again for a brilliant mod, a little more ironing out, and it will be tip-top.
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At the moment it doesn't matter what kills you, you will be able to be revived. I have to say, I prefer it that way, but I can see where your coming from.
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That would be very, very nice.
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Sorry man. I also need help, his body removal script doesn't work, so I've tried, to no avail, to implement another. But the Yomies are in a different 'class' as other troops, so it makes the script I have useless. Its not a major thing, but with that, small scale zombie missions would be something I could do while we wait for this guy to get back to us. Its a simple defend mission, but near the end, there are so many bodies, that the whole server runs on a slideshow. The major thing that is wrong though, is the fact that the zombie don't disappear when out of sight, which makes any mission bigger than one town, impossible.
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Great job once again Norrin, thanks a load.
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Sorry, I can't help you with any of that I guess we'll just have to wait now
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Lol, sorry to be a pain. I've seen it twice now, I know its only minor, but still a bug I'll PM you with details about my mission.
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You might have to initiate the FSM files with each zombie, but if that doesn't work, I don't think it can be done. The zombies have to be linked to a spawn area, so some scripts may not work correctly if they are spawned without an area to 'patrol' or something like that
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Any news on the update? Or at least a body removal script that removes the bodies after a few seconds?
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Ok, I've had some problems: Generally JIP is still bugged. Some people can't be revived, others will instantly respawn where they died after a second. At the start of a mission, its fine, but when we get a few people joining, or someone crashes then rejoins, we get a few problems. A minor bug, but I'm sure it could be easily fixed, if and when you die in the water, you spawn as though you were still in the water, 'swimming' in the ground. You have to be killed then respawn again to fix it. Other than that, its working great.