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barbolani

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Everything posted by barbolani

  1. Been searching for them a long time (to do the opposite, add the conversations to my Arty module) and nothing...
  2. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Thanks! But I discovered a couple hours ago that the latest Arma patch destroyed the whole Headless Client thing. So that version is HC friendly (but has some errors)
  3. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Today is zero effective as it seems any Eden edited mission has Headless Client broken. Here my rep: https://forums.bistudio.com/topic/188371-eden-destroying-headless-client-setup/#entry2984680
  4. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Hi! First of all: PLEASE SEND ME YOUR PBO!! I lost version 0.18.6 and I need it to make some checks, as in later versions I have something wrong with Headless Client and I want to check them, so PLEASE SEND IT TO ME!!!! Your version is a bit outdated, there are some UPSMon errors (corrected) that may cause the patrol issues. This plus one I found in your .rpt which I will patch in the next, as soon as I find what happens with the damm HC. Thanks in advance.
  5. barbolani

    Helpme please with function

    Ok You have your roads array, and want to use let's say 5 positions, random ones. _roads = _position nearRoads _radius; _roads = _roads call BIS_fnc_arrayShuffle; // now you have it reordered with elements in random order for "_i" from 0 to 5 do { _road = _roads select _i; _veh = createVehicle ["C_Offroad_01_F", position _road, [], 0, "NONE"]; };
  6. barbolani

    Helpme please with function

    https://community.bistudio.com/wiki/BIS_fnc_arrayShuffle
  7. barbolani

    Helpme please with function

    Hi, Don't know if it will help you in future but... BIS_fnc_arrayShuffle is what you are searching for, Instead of picking random element - deleting that element from the array - picking another random element what you do is to reorganise randomly the same array and picking a sequence of elements in a for, foreach or whatever method. Is what I use in my civ spawn script for the parked cars, I have a DB with road positions and I reorganise it everytime the function is activated, so I won't use the same position twice and everytime the position will be different.
  8. Why poeple asks to turn any script, even a small sinpet, into a mod thinking it's better for anything??? Don't underestimate yourself, you are good enough to use this as script and you won't need to be constantly checking if everyone has the same file than you!!! @dreadedentity Super nice script! BTW a side comment: You need a new PC and you know it ;)
  9. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    send me .rpt of a session on which it happened
  10. yes, I see. Thanks a lot!!!! A question I have lots of stuff on initPlayerLocal.sqf, all real player related. I assume the HC will execute the script too. There are the typical checks on them: waitUntil {!isNull player}; waitUntil {player == player}; Will the HC pass those checks?
  11. Your code is to be made from HC and I want to do it from server. I've done this on initServer.sqf: hcArray = []; {if (owner _x != owner server) then {hcArray pushBack _x} else {deleteVehicle _x}} forEach entities "HeadlessClient_F"; "server" is a GL I use for lots of things and which will remain local for the server but not for anyone else. But not 100% sure it will work (my two last tries didn't) as I do not have any HC setup on my PC. EDIT: Had the chance to test that with negative results. Server still thinks the HC object is local when that check is done, so it does not add any of them to the array. So it seems a client sided way is a must.
  12. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    @steel rat: The inventory thing is very strange. But yes, I can sleep well with that, and you are the only one reporting :) The patrol thing smells like mod conflict, any mods used?
  13. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Thanks for the tip. I missed that debug hint, but the ones on .rpt are definetly not mine. About the UPSMon, I am not meaning I am not correcting them, but they only seem to affect despawned groups (UPSMon is still working on a group that has been deleted by despawn) or certain actions, but nowdays I am correcting them so at least they don't appear in .rpt
  14. Thanks whiztler, but I need to check each of them (I have 3) to assigne one or another specific duties. EDIT: Sorry, Sunday morning, I'm idiot, will check your method. EDIT: Nope. Entities are detected no matter if a real HC has been assigned or not.
  15. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Thanks a lot will check that. The debug hints are engine, can do nothing. Don't worry about upsmon errors.
  16. Andf you can add a killed eventhandler to it...
  17. Hello, Without any HC, in my tests isNil "HC1" return false when I tried on hosted server. Also isNul HC1. So my servers think they have an HC when they are not there. It's not a big problem because at the end the owner is the server and any [] remoteExec ["whatever",HC1] will work on the server But I want to know a good way to know if the user has mounted the HC or not, for support purposes. I tried isPlayer HC1 and that returned false, is it correct? EDIT: I have disabledAI=1; in description.ext
  18. Maybe I am not understanding, but I'm just curious about the PV method. Lets say Life mission has, what, 1MB of scripts? That's a lot... That really blocks a server? 1MB everytime a player connects?
  19. Totally agree, "Original content" is allways the priority for commoner player as the newest stuff, bug fix, new features etc.. comes from the guys that made it. If someone copies "original content" and has more player base, it is for sure not the same thing than the one from which they strated. Something like MySpace and Facebook... But anyway I think allowing content creators to earn a bit of money from their content would be a nice step forward the sandboxy thing and encourage a lot of people on makin finer and bigger works. The MANW was a good initiative, yes, but profitable only for 10 people :)
  20. barbolani

    [SP/CO8] A 3 - Antistasi Altis.

    Hi! New patch published! And the release of the Official Antistasi Manual!! Here: http://steamcommunity.com/workshop/filedetails/discussion/378941393/412447613565143765/
  21. I want to earn money making missions. But I think BIS forbids it, at least the sales guy from BIS told me so. If I could, I would ask for couple euros for Antistasi Tanoa, as took me near a year and a half of no little dedication and thousands of people are having fun on their weekends thanks to that. Is ok if I have to give it for free, but it's more than ok if I could pay some beers from doing it.
  22. Hi, I post this because I am totally dialog retarded and my only skill is copypasting all the documentation I find. I have repetitive .rpt reports on dialog usage like this: 11:11:51 Sound: Error: File: ca\ui\data\sound\onover.wss not found !!! 11:11:51 Sound: Error: File: ca\ui\data\sound\new1.wss not found !!! 11:11:51 Sound: Error: File: ca\ui\data\sound\onclick.wss not found !!! Searching around google, seems I am not the only one, but nobody seems to care about that. IMHO a rpt line is another thing to do by the engine so if I can avoid that, better. My defines (copypasted from the standard) file: class RscButton { access = 0; type = CT_BUTTON; text = ""; colorText[] = {1,1,1,.9}; colorDisabled[] = {0.4,0.4,0.4,0}; colorBackground[] = {0.75,0.75,0.75,0.8}; colorBackgroundDisabled[] = {0,0.0,0}; colorBackgroundActive[] = {0.75,0.75,0.75,1}; colorFocused[] = {0.75,0.75,0.75,.5}; colorShadow[] = {0.023529,0,0.0313725,1}; colorBorder[] = {0.023529,0,0.0313725,1}; soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1}; soundPush[] = {"\ca\ui\data\sound\new1",0,0}; soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1}; soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1}; style = 2; x = 0; y = 0; w = 0.055589; h = 0.039216; shadow = 2; font = "PuristaMedium"; sizeEx = 0.03;//0.03921 offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; borderSize = 0; }; I suppose there can be some documentation mistake and those sounds no longer exist, but it's strange...
  23. barbolani

    Dialog sound errors

    Not sure from where did I copy that. Probably official BIKI page.. it's been ages since I made this.. Tried Arkensor code and dropped the same error! ried Greenfist and no more error :) Thanks both!!!
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