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pogoman979

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Posts posted by pogoman979


  1. Bon the only thing you need to change is this:

    {AmmoCrate addWeaponCargo _x} foreach MyWeaponPool;
    {AmmoCrate addMagazineCargo _x} foreach MyMagazinePool;

    to this:

    AmmoCrate setvehicleinit '
    {AmmoCrate addWeaponCargo _x} foreach MyWeaponPool;
    {AmmoCrate addMagazineCargo _x} foreach MyMagazinePool;
    ';
    processinitcommands;

    as previously mentioned the addweapon commands are only local, unless they are set in a units init, thus the above change. oh and btw, if you only want the crate to be filled once you should only run the above code on the server, as otherwise the crate will be filled again for each player running the script.


  2. you need to use onplayerconnected for changes to markers to show up for jips. in this case you would need to do:

    onplayerconnected '
    _color = getMarkerColor "towermarker";
    "towermarker" setMarkerColor _color;
    ';

    basically this means that when a player connects to the server, the above code will be run server side, meaning all clients connected will get an update on the color of the marker. since the server was there for when you set the color to green (obviously), getmarkercolor will return green and the new jip players will receive the update.


  3. unfortunately the progress bar isnt as simple as i made it out to be, the increment the progress bar increases by is determined by the number of enemies/friendlies in the area, and as such it would be hard to syncronise this checker across all clients. plus you can leave the area and come back in while the progress still increases on other clients, so its not as simple as just initializing the counter.

    so you think using setvariable would be ok if i set it every second? or still maybe increase the interval a bit...


  4. i have a script that counts the number of players in an area and adds that number to a figure every second (its basically a numerical version of a progress bar). this script runs on the server, however i've designed a hud that pops up when the player enters the area that displays the progress of the area cap. of course that means i have to broadcast the progress via publicvariable to the player, and so at the moment im broadcasting the progress every second. my question is, will this cause desync in a multiplayer game?

    i could only broadcast every 10 seconds or so etc, but obviously frequent updates are more desirable.


  5. Ordeal, what driver are you using? I'll test the new beta tonight. Maxmem shouldn't make a difference. Really can't belive they are stating an 8800GT as recommended and still our 9600GTs (depending on benchmark only ~10% slower) are killing themself at low settings.

    if thats the case then my 8800gt runs arma2 like crap, so maybe its something else.


  6. mate i have the same problem and i know a few other who do as well. you can put everything on very high and it still looks like crap. my specs:

    8800gt 512mb

    e6750 duo @ 3.4Ghz

    etc

    i got the impression from some people that 512mb is not enough video memory these days so i think i may need to upgrade my gfx card.

    how much memory does your gfx card have?

    wrt to resolution im running at 1280x1024 (max for my lcd), so is that res too low or something?


  7. yeah i noticed it didnt work over water. they spawned the camera in a rather stupid way:

    _camera = "camconstruct" camcreate [position player select 0,position player select 1,15];

    when the should've put

    _camera = "camconstruct" camcreate [position player select 0,position player select 1,(position player select 2) + 15];

    however i doubt its intended use was to build structures from the middle of the ocean :P


  8. ok i think i get what you want:

    _a1 = 0;
    
    While{true} do
    
    {
    
    if(player == XO and player distance mytarget =< 5 and _a1 == 0)then
    {
    _action = player addaction ["AC Req","script.sqf"];
    _a1 = 1;
    };
    
    if(player distance mytarget > 5 and _a1 == 1)then
    {
    player removeaction _action;
    _a1=0;
    };
    
    sleep 1;
    
    };

    exec this as a script from the init file.

    hope thats what your after :P


  9. using for eg: onLoad="cdisplay = _this select 0";

    in a resource title causes the following error:

    "Variable 'cdisplay' does not support serialization and should not be stored in the mission namespace."

    everything still works you just get the error.

    now im not fantastic with dialogs so the only way i know how to display Rsctitles is by using the onload command to name the display, so does anyone know how to do it without causing the above error? calling disableserialization of course doesnt work in .hpp's :/


  10. you need to place a contruction interface module ingame and synchronise it with the units you want to be able to build.

    one way of configuring it would be to add this to the init field of the module:

    [this] execVM "coinvars.sqf";

    and then have the script "coinvars" look like the one in my first post.

    remember you will be only be able to build if you are within the set radius of the module (ie _coin setvariable ["BIS_COIN_areasize",[50,20]]; means the radius is 50m). if you are close enough then an action called "construction" should come up.

    hope that helps, if really necessary i could create a sample mission :P


  11. as of yet the only scripts i have used have been when you point at the player the tag comes up. its very hard to show multiple tags as it requires the constant repositioning of multiple resources, whereas simply looking at a player only requires one resource in the center of the screen.

    basically i doubt what you want is possible, but someone else might know better.


  12. mate, there are tonnes of new awesome things in the editor, the modules and new commands bis have provided are fantastic (hell with attachto we already have heli rappelling (not that its a biggie, whats with some people and fastropes?)). and wrt to planes bombing they do, and they did in arma1 too. designate a target, have a harrier fly over and it will bomb it. if your talking about planes dumb bombing then no they dont do that, but neither do planes irl...

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