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zaphod

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Everything posted by zaphod

  1. does anyone know the path to the old red soviet flag? i just got it but lost it in my mess here... =)
  2. a dedicated server has no graphic. so you can use a simple notebook for testing mp maps ... just copy arma folder to the notebook and start a dedicated server on it. if you want to invite a handful internet players you can open port 2302? on your router. a P3 with 1Ghz notebook will do the job .. enough for testing what you want... just ask a friend, if you have none... advantage is, you can tune the scripts a bit on notebook while testing and you just have to restart server then, to check it again. regards, zap
  3. zaphod

    Outro anyone?...

    hmm ... try this: create a new multiplayer mission in multiplayer dialog section. create 3 OPFOR units and name them in "name" field e1,e2 and e3 and put in initialisation field: removeallweapons this; then create 3 BLUFOR units and name them w1,w2 and w3 the same way save your mission... go in mission folder and create 2 empty textfiles ... name the one "init.sqf" and the other one "functions.sqf" ... now you can go "scripting" as the units are now visible in scripts via their variable names you gave to them ... and you can enter the scripts for use directly to these empty files and check it in game by starting new multiplayer map. put in init.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">call compile preprocessfile "functions.sqf"; if(local player)then{ [] spawn zf_client_loop; [4] spawn zf_test_kill_all; }; and put in functions.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//global functions zf_all_units_dead={//returns true or false private ["_u"]; _u=[w1,w2,w3,e1,e2,e3]; if(({!(alive _x)} count _u)==(count _u))exitwith{true}; false }; zf_client_loop={//client loop checks zf_all_units_dead every second here while{!(call zf_all_units_dead)}do{ sleep 1; hint format ["%1",{!(alive _x)} count [w1,w2,w3,e1,e2,e3]]; }; [] spawn zf_outro; }; zf_test_kill_all={//just a test ... kill em all {sleep (_this select 0);_x setdammage 1;} foreach [w1,w2,w3,e3,e2,e1]; }; zf_outro={//outro private ["_c"]; 0 fademusic 0; playmusic ["ATrack8",144]; 1 fademusic 1; titletext ["","black out",5]; cuttext ["","black out",5]; sleep 4; enableradio false; //disableuserinput true; showcinemaborder true; titletext ["","black in",3]; cuttext ["","black in",3]; _c="camera" camcreate [1477.88,9370.08,96.73]; _c cameraeffect ["internal","back"]; _c camsettarget [-40962.95,-76302.14,-27545.39]; _c camsetpos [1758.05,9771.48,32]; _c camsetfov 0.7000; _c camcommit 0; waituntil {camcommitted _c}; titletext ["blah","plain",4]; sleep 4; titletext ["blah blah","plain",4]; sleep 8; cuttext ["","black out",3]; titletext ["blah blah blah","plain",2]; sleep 2; //disableuserinput false; enableradio true; //player switchcamera "internal"; //player cameraeffect ["terminate","back"]; camdestroy _c; sleep 4; }; what happens is: in init.sqf the loop and a test killer functions is started the loop runs the whole game .. checking every second if all units are dead by a function ... as this one returns true the outro function is starting with an example cam and texts on open water... you can use a trigger instead of the client loopscript, too ... as you want .. Regards, Zap
  4. zaphod

    Berzerk Map Pack

    hi all, as i saw at online server tables, there are many different arma language releases out there? i don't really know which arma releases are really shipped with own language files, but i want to support briefing and dialog/ingame language support to as many as possible ... anyone who wants to help with translation of the ( new! ) briefing texts and language file is invited! (greek, italian, guess czech still not done ... whatever you know yourself what you can do ...) you'll get the briefing(html) and a language table in (my bad =) english by email, and you just replace the text, and send it back, that's all. Send me a PM, if interested! these files aren't finnished yet, but will go out this weekend to all helpers. all members in credit list will be contacted too, for existing languages, but don't know who has time of em ... All helpful things will be credited! Regards, Zap
  5. zaphod

    Outro anyone?...

    so am i late ? a way to do this is name your units like w1,w2,w3 ... e1,e2,e3 ... create a client side script checking alive status for all units in a while- or for-loop until all units are dead ... as this happens the loop breaks and starts your cutscene or outro ... do this by creating a camera spotting on where you want ... over this camera scene you are able to > titletext ["your messages ..","plain"] < as this script runs out you can force mission to end, or just go on to another one you created ... whatever. Regards, Zap
  6. normal and veteran modes can be configured to fit all needs, almost anything can be switched on and off and this is why most server configurations are different...
  7. zaphod

    How can a average player get some MP fun?

    countdown for Berzerk v2.0 release status ... coming very soon hopefully this weekend betatest Screenshot first releases will be: The Sahrani Plains - 8 locations The North Bases - 6 locations and NEW! Corazol (3-4 locations not fully developed) Completely rewritten engine (100% SQF precompiled), restyled and full animated dialog (yes there is just only one left holding ALL information about the game) and finnally: 64 vs. 64 players (LAN Party slotting) Regards, Zap PS: ArmA dead within the first year? Can anyone remember the OFP "decade" ? or the very first year of OFP??? whatever...
  8. zaphod

    Berzerk Map Pack

    i will do my best to finnish it during this week to start open testphase on next weekend ...
  9. zaphod

    Berzerk Map Pack

    @ Q: as long as text has shadows, transparency isn't that bad Release in a few days ... just a few things to check on dedicated servers and maybe creating some sort of anti TK punishment and not allow firing in bases 'n stuff ... the team status/recruitment dialog is very basic, too, but will improve in upcoming versions, as the new interface will. new features: - 64 vs. 64 players (yes ... don't forget LAN-party gaming ...) - Mobile Headquarter like respawn (BMP2/M113 Ambulance) - completely rewritten engine (100% precompiled SQF) - publicvariables packed to string - server/client synchronized main loops - receive points for capturing a target ... and many many more ...
  10. zaphod

    Berzerk Map Pack

    countdown for release status ... coming in a few days. betatest Screenshot Regards, Zap
  11. zaphod

    CreateVehicle

    ...for random direction use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> m113 setdir random(360); regards, zap
  12. zaphod

    Your Feedback on Queen's Gambit

    maybe i expected too much from it ... but my copy is trashed already ...
  13. zaphod

    Queen's Gambit owner statistics

    my copy went to the trashcan directly ... not worth talking about.
  14. zaphod

    MP failure

    not still down ... down again ... the server list was working fine this night ... (guess it was about 1:30 GMT+1)
  15. zaphod

    hint styled dialog

    that would be really nice ... a simple box showing it will do it for me ... Regards, zap
  16. Hi there, how can i make dialogs look like a hint (with round corners) ?
  17. zaphod

    hint styled dialog

    i don't get it or i do something wrong ... someone get results close to that screenshot. is it possible in arma to get these results as in ofp? a really simple working rounded frame example might help much. and what about these new styles 96 and 112 ... Rounded corners work nice with style 128. But i just cannot imagine how these frameborders are done. Regards, Zap
  18. zaphod

    hint styled dialog

    thanx all for help, on top T_D ... now i'm "experimenting" with mainly: type=0; style=128; //+x who knows ... and 512? it works on images, and text and structured text's as well... let me know what you found out... kind regards! Zap
  19. How can i increase the Score of a Side shown on bottom in ingame player score dialog overview? (assigned to key "I" in my release version). I want to do that in a script that runs on server only.
  20. zaphod

    hint styled dialog

    hmmm .... so who has the hint for me how to do it? ... all these suggestions are quite good as i come closer .... and how is a standard hint done? i can't find any paa image representing this dark grey one. and i still can't wait CrashDome to answer about his suggestion Regards, Zap
  21. zaphod

    Another "FRIENDLY" fire incident

    NEVER play with AI ... you want to play a Multiplayer Map? .. try BERZERK .... v2.0 with team dialog ... coming soon ... Regards, Zap
  22. agree with dr. eyeball ... esc will you lead through opened dialog layers until you reach the arma hardcoded layer... the simple esc~respawn dialogue... the whatabout is, what happenz as the "map-engine" dialog was escaped ... that means current dialog 0 (+x) @Eyeball ... did you find a solution?? @CrashDome ... howto create rounded corners regards, zap
  23. zaphod

    Possible Hack/Cheat

    disableuserinput executed on clients doesn't affect other clients on servers... as i know.
  24. all i can see is that you did right ... your players will respawn type 3 (at base marker) and you set one (respawn_west) after set 4 seconds ... you must make a mistake somewhere ... maybe just typing .... Regards, zap
  25. zaphod

    hint styled dialog

    hmm ... so frame border styled can have round corners?? or is this a just big background image created in a grafik software? that's what i'm dreaming of .. just to add a style and that's it... but all i tried failed but it looks nice CrashDome!... how to do it?!
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