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nedley

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Posts posted by nedley


  1. I'm wondering if it is possible for Zeus to 'switch' to any playable unit in the mission from the Zeus interface?

    ---------- Post added at 04:30 PM ---------- Previous post was at 04:16 PM ----------

    With Zeus open, goto modules/zeus/remote control, click the unit you want to control.

    Figured that out myself, could not find it ANYWHERE.


  2. His question included the devs as well and I'm glad he asked it before going ahead with it. Monetizing game play was tried before and it did not end well.

    Thanks for the reply. My site is slightly different to this. We act as an agent between users who wish to challenge each-other for cash. We have agreements in-place with various other game titles and it has been seen an mutually beneficial as our focus and interests are vested in the gamer; our goal is to make E-Sports accessible to every gamer and allow users the chance to be remunerated for their skill and dedication to competitive gaming.

    Would it be possible to forward my request to a developer, or other appropriate person?

    Many thanks.


  3. Dear Arma community (& possibly arma3 developers),

    I'm developing an E-Sports website where users can challenge other members to a match/tournament on any online game title, where the entry fee of the match/tournament contributes towards the prize pool. As a huge fan of the BI games and the Arma series I would like to host a dedicated server to run these e-sports events.

    My question is;

    Do I require a license or specific permission from BI (or other games for that matter if anyone has the knowledge) to provide the above service; acting as an agent to facilitate users to compete for prizes.

    I have a letter from the Gambling Commission in the UK to state that I do not require a license from them as the result depends to a large degree on skill and knowledge, however, I am not sure if I will require permission/license that will allow our users to play the game which they have obtained from another party. I am hoping that this is not the case, as we in no way claim affiliation with the game developers/studios, but I think it would be mutually beneficial to have an agreement/permission in-place.

    Can anyone offer an opinion, point me in the right direction or forward my query to the appropriate persons at BI?

    Kind Regards,

    Rob


  4. I am trying to create a script or trigger that removes all optics from each player (multiplayer player vs player scenario) and replaces it with a certain scope, which remains after respawn.

    I have tried 3 methods, all have failed:

    Method 1

    Init.sqf

    _index = player addMPEventHandler ["mprespawn", {Null = _this execVM "loadout.sqf";}]; 

    loadout.sqf

    if (side player == east) then {
    _unit = _this select 0;
    if (!local _unit) exitWith {};
    player removeItemFromPrimaryWeapon "optic_Arco";
    player removeItemFromPrimaryWeapon "optic_Aco";
    player removeItemFromPrimaryWeapon "optic_Hamr";
    player removeItemFromPrimaryWeapon "optic_holosight";
    player addprimaryweaponitem "optic_Aco_grn";
    };
    
    if (side player == west) then {
    _unit = _this select 0;
    if (!local _unit) exitWith {};
    player removeItemFromPrimaryWeapon "optic_Arco";
    player removeItemFromPrimaryWeapon "optic_Hamr";
    player removeItemFromPrimaryWeapon "optic_holosight";
    player removeItemFromPrimaryWeapon "optic_Aco_grn";
    player addprimaryweaponitem "optic_Aco";
    };

    This method does not work as when in Multiplayer, those who are killed and subsequently respawn have the standard optics loadout.

    Method 2

    'Triggers' placed in the spawn area, activated by the class that spawns there

    From mission.sqm:

    class Item1
    	{
    		position[]={5242.6787,163.64134,5972.6284};
    		a=35;
    		b=35;
    		angle=153;
    		rectangular=1;
    		activationBy="EAST";
    		repeating=1;
    		interruptable=1;
    		age="UNKNOWN";
    		name="triggeropfor";
    		expActiv="player removeItemFromPrimaryWeapon ""optic_Arco"";  player removeItemFromPrimaryWeapon ""optic_Aco"";  player removeItemFromPrimaryWeapon ""optic_Hamr"";  player removeItemFromPrimaryWeapon ""optic_holosight"";  player addprimaryweaponitem ""optic_Aco_grn"";";
    		class Effects
    		{
    		};
    

    I thought this had worked, and in a working MP server with 40 people it seems to be going well, though after a few kills, I observed people with standard optics again.

    Method 3

    init line of player(s)

    _handle = [] execVM "SWRepsawn_SRU.sqf"

    SWRepsawn_SRU.sqf

    while {true} do {
       waitUntil {!alive player};
       _weapons = weapons player;
       _magazines = magazines player;
       waitUntil {alive player};
       _p = player;
       removeAllItems _p;
       removeAllWeapons _p;
       {_p addMagazine _x} forEach _magazines;
       {_p addWeapon _x} forEach _weapons;
       _primw = primaryWeapon _p;
       if (_primw != "") then {
           _p selectWeapon _primw;
           // for Grenades Launchers 
           _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles");
           _p selectWeapon (_muzzles select 0);
       };
    };

    I don't think this script takes into account optics, and i don't have the expertise to add it.

    Thoroughly %$^$%ing worn out with trying to achieve this.


  5. What exactly do you want to do?

    If you'd like to add them to a player, the process is as below:

    1) find the item you want, for example, the silencer and holosight (use this great resource: http://forums.bistudio.com/showthread.php?147502-SIX-Config-Browser-Editing-resource-ARMA-3-Alpha-available)

    2) Click on the init line of the player

    3) write

    player removeItemFromPrimaryWeapon "optic_(whatever optics they currently have)";

    player addprimaryweaponitem "optic_holosight";

    player addprimaryweaponitem "muzzle_snds_H";

    In arma3 you have to add/remove items from the primary weapon using the above commands. You could just add these items as cargo with the old additem.

    Hope this helped.


  6. Excellent. Thank you.

    So, it works (yey) however the weapon resets upon death, so a respawn does not allow it to work;

    I realise I will have to use scripts and event handlers to re-equip each player after death, but I have little idea how to do this.

    My efforts so far:

    INIT.SQF

    _index = player addMPEventHandler ["mpkilled", {Null = _this execVM "LOADOUT.sqf";}];

    LOADOUT.SQF:

    _unit = _this select 0;

    if (!local _unit) exitWith {};

    this removeItemFromPrimaryWeapon "optic_Arco";

    this removeItemFromPrimaryWeapon "optic_Aco";

    this removeItemFromPrimaryWeapon "optic_Hamr";

    this removeItemFromPrimaryWeapon "optic_holosight";

    this addprimaryweaponitem "optic_Aco_grn";

    Clearly i'm doing something wrong, and this IS my first attempt. Any help would be appreciated.


  7. Similar to a few threats here; we're struggling to find the correct way to edit loadouts.

    Specifically, i'd like to know how to add/remove the optics.

    Things suggested and tried (example used is the opfor marksman with ARCO optics on his weapon)

    this unassignitem "optic_Arco";

    this removeweapon (or removeitem) "optic_Arco"

    Any suggestions?


  8. Ai with you,when you get to far away he lays on the ground and won't move again.This game would be great if they get the AI working right..

    I have noticed this. While I was running BAF content, I had AI in a vehicle behind me (KSK misc in an SUV), whilst me and another player (multiplayer) were in our vehicle 50 meters ahead. We eventually lost sight of the AI, and it had appeared they had disembarked their vehicle without orders (may have crashed, not sure). By this stage they were 400 meters away, and any move, return to formation or individual move orders did not make them get up off the ground and move whatsoever.

    2 hours later I returned to that spot, to see the vehicle running, with no damage, and all AI lying on the floor.

    ---------- Post added at 11:37 AM ---------- Previous post was at 11:33 AM ----------

    Also, firing the NLAW (Anti-tank launcher) without a suitable lock on flat or sloping +/- ground causes the projectile to hit the ground 10 meters away. Even when firing/aiming considerably higher than horizon.


  9. After 10 minutes running in-and-out of triggers....

    BAF_L110A1_AIM - Automatic Rifle/MG

    200Rnd_556x45_L110A1 mag

    BAF_LRR_scoped - sniper

    5Rnd_86x70_L115A1 mag

    BAF_L7A2_GPMG - Machine gun

    100Rnd_762X51_M240

    BAF_L85A2_UGL_ACOG - grenadier

    BAF_L85A2_RIS_SUSAT - scope rifle

    BAF_L85A2_UGL_SUSAT - scope rifle + grenade launcher

    BAF_L86A2_ACOG - agoc LSW

    BAF_L85A2_RIS_ACOG - Rifle with ACOG


  10. Being a Brit, I'm paying particular attention to detail.

    After mission #1 of the campaign, I'm very impressed.

    I loved the bit where the Merlin chopper is shot down, minutes later you find out it was friendly fire from 'bloody trigger happy yanks'.

    All I can say is, only partly realistic, as the Brits managed to escape the blue-on-blue without injury!

    Of course, I'm just having a poke at the 'yanks'. It's great fun so far!


  11. I see many people are suffering from missing 'msvcp71.dll' messages when trying to open Sproketidea's download manager.

    Here is the solution.

    Windows 7:

    Download the 2 files needed

    If you are using Windows 7 64-bit then you need to put both dll files inside the Windows/SysWOW64 folder as shown in the screenshot below.

    SysWow64-Windows-7.png

    If you are using Windows 7 32-bit then you need to put both dll files inside Windows/System32 folder as shown in the screenshot below.

    dllfilestosystem32windows7.png

    Windows XP:

    Copy 2 files into your C:\WINDOWS\system32

    Goto Start, then 'Run'. Type: "regsvr32 C:\WINDOWS\system32\msvcp71.dll" -without the quotation marks.

    Will update with any further issues.

    Happy gaming.

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