bhaz
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Everything posted by bhaz
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2500 ping issue on dedicated server
bhaz replied to nobrainer's topic in ARMA 2 & OA - Servers & Administration
I had the same problem, seems it's router specific. I had a ranged forward set up as 2302-2305 on my Belkin. When I changed it to three separate ones (2302, 2303 and 2305) all began working. I even block ICMP traffic without issue. Only advice I can really give is to start eliminating things one by one, disable the firewall for a few minutes to be sure it isn't that, etc. -
Topping Off Battlefield Clearance
bhaz replied to tswords's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Adding the classname for soldiers would include both dead and alive, which I imagine would be a bad thing. Here's a script I wrote for R3F logistics a while back that lets you put any given objects in a specific vehicles cargo. It's by no means complete for what you're trying to do, but definitely a head start. To get where you want to be, you would need to add: Detection for the nearby truck which will hold the bodies Actions that are added to dead soldiers to let you load them in -
Been playing guitar for about 2-1/2 years now, starting to get into some legato at the moment, just trying to work on speeding things up. I was originally motivated to buy a guitar from listening to the Red Hot Chili Peppers, since then I've transcribed by hand, and can play their entire works. My motivations (which usually change every month or so :rolleyes:) are now fueled by a couple of Australian progressive rock bands ( and ), which in turn shifted me into having interest in lead rather than rhythm.
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Help with a "join Player" trigger
bhaz replied to grub's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If the wiki is accurate, I'm guessing it didn't work properly because the unit is local to the server. Meaning you would need to find a way to keep the detection and join group server-side. Though - this is a complete guess. -
Multi-Session Operations v3.3 is released!
bhaz replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Wow, this is incredible. Why's it hiding in the ArmA1 forum? Does this require a persistent server to be up 24/7 or is there some kind of save mechanism? + Do the sample missions actually have end conditions? Or do they just respawn and last until the server crashes? -
Use a function/script to store a local variable?
bhaz replied to lozz08's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your best bet is to use a gamelogic as a namespace, you can then copy / change it in and out to other scripts as often as you need. At the moment it's the (only??) way to easily share variables without making them global. myGameLogic setVariable ["cars", 5]; _cars = myGameLogic getVariable "cars"; If only BIS would implement the :: scope resolution operator. -
Delay Briefing for 10 seconds?
bhaz replied to a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
BIS' "Hike in the Hills" works as a decent example (in missions_e.pbo), the loading screen starts in init.sqf - and finishes at the end of initJIPcompatible.sqf. Don't worry about all their mess inbetween. The idea was that you set missionReady to true once all your markers are hidden, then let the players into the briefing. I have no idea what else is in your mission so I can only guess here. The simplest example, using only init.sqf: startLoadingScreen ["Loading..."]; // Players will skip past this whole section ------ if (isServer) then { // whatever is happening with your markers // etc, plus any other stuff you need to do missionReady = true; publicVariable "missionReady"; } // -------------- waitUntil {missionReady}; endLoadingScreen; -
Delay Briefing for 10 seconds?
bhaz replied to a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It should, as long as the client code above gets triggered at some point by one of your init files. -
Delay Briefing for 10 seconds?
bhaz replied to a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can use startLoadingScreen in the init file, then endLoadingScreen once all your init scripts have finished. These two commands need to be run for all players (if multiplayer) otherwise you may have people stuck with a black screen. A simple example, if all your scripts are server side is to have a variable set once the mission is loaded: missionReady = true; publicVariable "missionReady"; Then on the client end of things: waitUntil {missionReady}; endLoadingScreen; -
I'm getting this when loading missions: Addon trueuser_xhair (entry M134_2) not found in the list of active addons. Tested with and without beta, only mods loaded are CBA and TrueMods.
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My mission won't end [Multiplayer]
bhaz replied to a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I meant redundant - as in you only need one or the other. Sorry. -
My mission won't end [Multiplayer]
bhaz replied to a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The semi-colons may be messing with things. forceEnd / type END1 are redundant, you can leave the 'on activation' blank. -
Multiplayer script setPos problem
bhaz replied to 2nd ranger's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Probably looking at a locality issue here, setPos acts up when more than one machine has to fight over the command. Try replacing the red block to only run on the server: if (isServer) then { Wounded1 setpos getpos WOunded1Pos; sleep 0.5; Wounded2 setpos getpos WOunded2Pos; sleep 0.5; Wounded3 setpos getpos WOunded3Pos; sleep 1; { _x setunitpos "middle"; _x setcombatmode "yellow"; } foreach [ambush1, ambush2]; }; -
{ if (_x hasWeapon "NVGoggles") then { _x removeWeapon "NVGoggles"; }; } forEach allUnits; To build this into Domi, I guess you'd need to find somewhere to place it inside a respawn script. I've never unPBO'd Domination so I wouldn't know.
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Changing player causes OA to freeze?
bhaz replied to ArmAddict's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In initJIPcompatible.sqf, the condition for the loading screen to end: if (isServer) then {waitUntil {count simpleTasks player > 0}}; The tasks in the default mission are assigned to BIS_INF (the player's squad), so changing the player is gonna mess that line up. It should be safe to remove it. -
Yes. No :( Nope, works with any kind of server.
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Zeus runs on any AI local to the machine it's on. If you host a game, all enemy / friendly AI will be Zeus enabled either way - without everyone requiring it. Player's squads are local to the squad leader, so if "player2" for example doesn't have Zeus, then his squad, and his squad alone will not gain the benefits.
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Stopping the physics of an object
bhaz replied to Vino3's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could try enableSimulation. -
Cancel a support waypoint, how to?
bhaz replied to splatsh's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
deleteWaypoint wp08; Unsure as to whether this will cancel the actual move order at the support position. -
How to make a campaign
bhaz replied to DArmstrong's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Don't forget the description guide! -
Set the waypoint behavior to careless, and the speed to full.
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not alive player mission END
bhaz replied to ssm4862's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Player is dead: !alive player Check if a unit doesn't exist (pointless unless the mission is multiplayer): isNull unitName Fail the mission: failMission "LOSER" -
waypoint error when using getvariable
bhaz replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Try replacing / commenting the addWaypoint code with some debugging, make sure everything's getting passed along properly: hint format ["getPos: %1\ngroup: %2", getPos (_unit getVariable "attack"), _spawned]; Sorry, I'd test this out myself but my comp died, running with notepad only here... -
I really wouldn't call the mid 40's low for OA, infact that's quite good. You could try the latest beta, there's been a few LOD changes to dense forest areas and towns. Just ordered a PowerColor 6850 myself, and TBH I'd be thrilled to see those numbers considering I'm used to a smooth 20FPS with my 9600GT.
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That's fkn incredible man, nice work. Can't wait to take this mod online.