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wolffy.au

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Everything posted by wolffy.au

  1. Great work Binesi - the code sample in the first post still says 1.2 - is it updated?
  2. Encouraged by Binesi's defend and patrol scripts, I thought I should release some code myself and a fellow clan member whipped up together. cB_randomGroup.sqf ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: (AEF)Wolffy.au [2CAV]/(AEF)Odin [2CAV] // Created: 20090819 // Contact: http://creobellum.org // Purpose: Create function to randomly spawn OPFOR groups // Parameter: position to spawn group // Parameter: type = Infantry/Motorized/Mechanized/Armored/Air // Parameter: (optional)radius = 0(Defend) or radius(Patrol) /////////////////////////////////////////////////////////////////// if(!isServer) exitWith{}; _pos = _this select 0; _type = _this select 1; waitUntil {!isNil "bis_fnc_init"}; _grpx = count(configFile >> "CfgGroups" >> "East" >> "RU" >> _type); _grps = []; for "_x" from 1 to _grpx - 1 do { _grps = _grps + [(configFile >> "CfgGroups" >> "East" >> "RU" >> _type) select _x]; }; _grp = _grps select floor(random count _grps); // hint _grp; _spawnGrp = [_pos, east, _grp] call BIS_fnc_spawnGroup; if (count _this < 3) exitWith{_spawnGrp;}; // You will need scripts in place for this _radius = _this select 2; if (_radius > 0) then { call {[leader _spawnGrp, _pos, _radius] execVM "scripts\BIN_taskPatrol.sqf"}; } else { call {[leader _spawnGrp, _pos] execVM "scripts\BIN_taskDefend.sqf"}; }; Refer to these links for the defend and patrol scripts.
  3. Hi all, Long story, so heres the short of it. I've created a mission, thats coded completely server side and works perfectly when I only have up to 10 players. 10+ players, and server CPU hits 100% and all kinds of things go bad. So I started looking into the use of compositions (which use the CreateVehicleLocal command) and the use of BIS_fnc_spawnCrew. Problem is - even with the creation of the composition within an isServer check - the spawnCrew function appears to know the vehicles are available, but spawns them standing outside the vehicles. Its almost like, it things the vehicle positions are already full. Here's the code I'm using to test - I spawn it from a GameLogic object. Please note, the code below is supposed to create the aesthetic stuff and AI client-side. If this explanation doesn't make sense, its because my brain has turned to mush trying to figure this out... // if(isServer) exitWith{}; _obj = _this select 0; _pos = position _obj; _dist = 10; "SearchLight_RUS" createVehicleLocal _pos; _grp = createGroup east; waitUntil {!isNil "bis_fnc_init"}; _list = _pos nearObjects ["LandVehicle", _dist]; { if (count crew _x == 0) then { [_x, _grp] call BIS_fnc_spawnCrew; }; } forEach _list; 1 player on dedicated server appears to be working, but a second player JIP will cause a Crewman to be created next to them. Is what I'm trying to do completely down the wrong track?
  4. Heya Rommel - this might explain why I can gradually get people to join and the mission works fine. What I'll try is getting 10 players on the server and not leave Briefing screen until CPU has dropped. So off the back of that, is creation of all vehicles and AI units the best way to approach this? Should I even bother trying to use CreateVehicleLocal?
  5. Nice work Binesi - was thinking of doing exactly the same thing! :D Can you give me a link to your modified Defend script? EDIT: Found it - http://forums.bistudio.com/showthread.php?t=87129
  6. I understand what you are saying, but that takes me back to where I started. If I create all my objects on the server, I flatline the CPU. What I was trying to achieve, was the use of the createVehicleLocal script on each individual client, taking away the need for the server to update each of the clients regarding static objects. Thanks for that, I'll convert the IF statement as you've done above and see if that assists in the issue.
  7. wolffy.au

    Conversation System

    Well, I've been having heaps of trouble with JIP and started looking into the Multiplayer Framework Editor Module (http://community.bistudio.com/wiki/Multiplayer_framework)- that's what RE references. For example, [nil,nil,rHINT, "Hello world"] call RE; would broadcast hint "Hello world" to all players. I am yet to test, but thats what I'm see atm. Would love to see some official BIS help on the multiplayer module - try to resolve JIP weather, time, markers, objectives, etc.
  8. Yes, I have this problem too - can you fix it while keeping the strings in stringtable.csv? EDIT: Appears to be fixed with 1.03.
  9. I'd like to use the BuyGearMenu UI from Warfare in a mission I'm making. Do I: (a) still use the Warfare Editor Module, but using a custom configuration parameter limit it to just the BuyGearMenu, OR (b) need to use Resource includes and code everything at a low level? Does that make sense? I'm not sure how else to put it.
  10. wolffy.au

    ArmA Server Manager (Web Service Based)

    Nice work CaptainMurphy! Hicks and myself tried to get it installed and running today. Part of the server install guide should include that the Identity user be part of the IIS_WPG group. There also seems to be a hardcoding of http://localhost:85/armawebservice in there somewhere, we couldn't work out where to change it. Hicks will PM you the other issues we had, but looking good so far.
  11. wolffy.au

    ArmA Server Manager (Web Service Based)

    Sorry, maybe its right in front of me, but whats the download link? I looked at your homepage, but couldn't see it there either.
  12. wolffy.au

    ArmA Server Manager (Web Service Based)

    Excellent work guys - well done and much awaited! I'll be happy to test this on our server once its in beta. The IIS component, is that FTP or HTTP that's timing out?
  13. wolffy.au

    Dedicated server for Linux

    Still waiting for Linux Dedicated Server for 1.15 - do they even plan to release it? (Even though its mentioned in the Change Log).
  14. wolffy.au

    High Ping Kick

    Anyone have any suggestions on implementing some form of high ping kick for ARMA servers? The two suggestions I have so far are: - block overseas IP address ranges - use firewall to block specified low TTL values
  15. wolffy.au

    Server settings on a 10/10mbit

    Sorry to resurrect this thread - but we just got a dedicated server on 10Mbit, and I'm looking for server configs - did Zito or Pong ever get anywhere with their experiments?
  16. wolffy.au

    SQF revive script

    Cheers for the effort mate. Looks like I'll just name all 60 units and update the revive_init script. Thanks again.
  17. wolffy.au

    SQF revive script

    Hi Norrin, question for you. I have a 60 slot mission, I was wondering is there an automated way to populate NORRN_player_units without having to assign individual names to every playable unit?
  18. wolffy.au

    Operation Reality C3: Black Patriot

    <span style='color:red'>> 100kb</span> <span style='font-size:10pt;line-height:100%'><span style='color:navy'>Registrations are now open for the Oceanic Regional Detachment (OCRD).</span></span> The Operation Reality Community (ORC) is proud to announce the expansion of its campaign operations into the Australian and New Zealand regions. If you've always looked for large scale, pre-planned tactical ARMA gameplay - this campaign is for you. C3:BLACK PATRIOT is the third ORC Co-op ARMA campaign set at various locations around the world. C3 consists of a minimum 8 missions based upon real (public) SF missions, including an end-of-year break in between. To join the OCRD and participate in C3:BLACK PATRIOT, fill-in the registration form here. Registration to the ORC forums is required. Click here for more information about C3:BLACK PATRIOT.
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