Jump to content

burdy

Member
  • Content Count

    309
  • Joined

  • Last visited

  • Medals

Everything posted by burdy

  1. Hmmm. Your route appears to have the music not being heard at all in a MP Environment (e.g only the one who runs the addaction can hear it). Ontop of that - the sleep command is ignored now, with the user able to run the song multiple times. Also, how could I have the action removed from every clients screen and then brought back while the song is playing? I was thinking of adding "player removaction _actionname" after the hint but nothing happens. Take note, however, that I am currently running the songs on a total of 30 possible helicopters, and there are a total of 10 possible songs that the player can select (all activated in the same way as "House") - so I am not sure If I would have to edit the file at all.
  2. Hey quick bug me and some buddies encountered. It appears that when you respawn (Most of the time anyway) with the default ArmA 2 respawn, you are given default Arma 2 equipment. This can be a pain when you have AI running around with reddot M4's. This did not happen Pre 2.6.
  3. Okay, I have came up with a way to achieve my goal, but have one small problem (end of post) So, the script begins with this in the line of a vehicle I would like to have the radio option this addaction ["House of the Rising Sun", "Variables\playhouse.sqf", "", 0, false, true, "", "driver _target == _this"]; The code then runs what is defined above (Variable\playhouse.sqf) playhouse = 1; publicVariable "playhouse"; // new playXXXX variable value sent to other non-local machines, to trigger eventhandler [playhouse] execVM "True\House.sqf" //for client (activator) to play script. Which is activated through the init //House of the Rising Sun Public Variable playhouse = 0; "playhouse" addPublicVariableEventHandler {[_this select 1] execVM "True\House.sqf";}; and then finally activated through this (True\House.sqf) if (_this select 0 == 1) then //_this select 1 is new playXXXX value. check to run only if value is 1 { vehicle player say3d "house"; while {true} do { if (true) then {hint "Radiowave 'House of the Rising Sun' taken"}; sleep 248; if (true) exitwith {hint "Radiowave 'House of the Rising Sun' open"}; playhouse = 0; }; }; Now, everything works fine (MP everyone can hear the music, hints are local, etc etc) However, as the final script says "vehicle player" - the game takes it as play the music through every vehicle every player is in at the given moment. How can I limit it to just the helicopter the script was activated from? So close to getting it all good
  4. Thanks for your help and guideline :D. As im a very nooby coder.. How exactly would I make the condition hide the other add actions after I press one? And, how would I make a hint show to only one person? (Or is it already local).. As you can guess - this is all for MP
  5. Alright, I went down the path of scrapping the 3rd set of script, and moving the say commands + sleep commands too the 2nd set of script. I also added the addactions too the INIT of the unit. Everything seems to work good with that, now my latest dilemma is accidently running multiple songs at once. Would there be a way to hide the addaction commands after one is selected for the duration of the sleep command? Or would there be a way add a mute command that would end/mute the track?
  6. http://www.sendspace.com/file/jowtjt NEWEST VERSION Mission: Secure the Southern Half Of Baranow. Features: *Completely dynamic every time you play (UPSMON) *Command Hundreds of Units (High Command) *Performance Friendly (Unit Caching) *All out War *Multiple ways to wage war- Command your troops from the desk, Set up supply runs, join them on the front, or Team switch to other areas of the front and observe the fighting from a grunts standpoint. Install: Place in your Ironfront/Mpmissions folder. **PLAY THE MISSION IN MP FOR RESPAWNS, MISSION IS ALSO PLAYABLE 9 PLAYER COOP** This is beta (v2.2). Please report and bugs and suggestions. Thanks! Also to see what kind of units are in every squad- look in the notes in the map screen. --V2 Changelog-- *Fixed AI respawning not going into groups *Symbols for Units in Command Menu should pop up over time now *Added Dynamic Weather Effects Script (http://www.armaholic.com/page.php?id=16096) *A bunch of other little things. --V2.1 Changelog-- *Fixed Enemy Respawn Problems --V2.2 Changelog-- *Added some Aesthetics; also added some traps such as mines and Hedgerows. *Changed some respawn values again. *Moved starting bases up a bit. *Coop officially supported
  7. Thanks for the reply :) Quick question - by DDay stuff do you mean amphibious landings, or do you mean the DLC units?
  8. Hey quick question, I'm going to use ALiVE mixed with iron front A3. Are amphibious landings possible in ALiVE? (e.g spawn allies on the island NW of Omaha and have them come in and land and go from there)
  9. Oh alright, great! Any insights how the system will work to hold us over? :D
  10. Hey guys, I have a recommendation/question. Have you guys ever thought of making it so the AI commander can organize assaults that involve transport? E.g the AI tells you to go to an area or sends a heli to pick you up, send you too a staging area, and then from there you and a bunch of AI/squads the AI assigns to the task, move out together via heli assault .
  11. Hey guys, So im playing the first mission of the campaign, and get alot of suttering. Mainly when the credits pop up, or during dialoge. Everything will be smooth and then a second before they talk ill get a quick stutter. Any idea why this is happening? Specs : I5 760 @ 4.0 ghz 7970 Stock 8 GB Ram Thanks!
  12. Hello, I am making an Invasion 1944 mission and need some help with it. I'm sure some of you have seen me posting here the past few days - but basically i'm trying to make this mission compatible for up to 50-60 players on dedicated servers. The problem is, any amount of players on a dedi server, and the mission goes to literal shit. There is no desync, solid 45-60 FPS most of the time, yet the triggers and scripts just fall apart. The C47's takeoff scripts go nuts, the planes rubber band like hell, and the mission generally breaks in the first minutes (this is before any DAC is even activated)... If you get through the drop, your met with solid performing AI and good FPS, yet the AI still rubber band like hell (but they do maintain there sharp reaction skills and good shots). I am making the mission on a framework consisting of a mix of DAC and placed, cached units. I made a video showcase/explanation of the mission + example of it breaking ( 7:30 ) . http://www.youtube.com/watch?v=ooufaz7vlzs Bear with my bad mic and stuttering - no script to read from/doing it off my head didn't go very well :p Anyway, if you have any idea what is going on, please reply to the thread. Also, I will give you the files to the mission if you ask, as you guys may be able to find what I did wrong as I simply cant. Thanks!
  13. Odd, I had this same exact thing happen to me when I tested alive..
  14. Alright Thank you - im guessing you just change the unit configs for the mods units? And also another question - how would you define custom objective zones, and define it so the logistics are only in certains #'s and eventually end?
  15. Hey few quick questions 1) Will this work with Arma 2 OA? I would love to get this working with I44 in A2 2) Is there anyway to run this with a mod (e.g I44). Thanks!
  16. Hello, I am working for a script to have a radio system in the helicopters (E.G : Battlefield Vietnam). The script has 3 parts: The Main Part That actually runs the songs if (isServer) then { while {true} do { this = songs; s1 say3D "song";s3 say3D "song";s5 say3D "song";sleep 174; s1 say3D "ending";s3 say3D "ending";s5 say3D "ending";sleep 161; s1 say3D "ramblin";s3 say3D "ramblin";s5 say3D "ramblin";sleep 140; s1 say3D "ccr";s3 say3D "ccr";s5 say3D "ccr";sleep 158; s1 say3D "house";s3 say3D "house";s5 say3D "house";sleep 248; s1 say3D "dress";s3 say3D "dress";s5 say3D "dress";sleep 195; s1 say3D "hill";s3 say3D "hill";s5 say3D "hill";sleep 91; s1 say3D "rigby";s3 say3D "rigby";s5 say3D "rigby";sleep 125; s1 say3D "heyhey";s3 say3D "heyhey";s5 say3D "heyhey";sleep 169; } }; The Radio On Part if (isServer) then {s1 attachTo [h1,[0,0,0]]} And The Radio Off Part if (isServer) then {s1 attachTo [z1,[0,0,0]]} Now the two main problems I am having is that 1) The main script does not sync with the clients on a MP server so everyone hears a different part of the song, and 2) The Main problem I am having is that when the script S attaches to H (S being invisible object and H helicopter) the song resets itself. This leads to the songs eventually overlapping due to one part of the script resetting constantly but the sleep part still running, so eventually you have 7 different songs playing over one. How can I fix this/prevent the song from resetting when I attach the object? Thanks
  17. Hello I was wondering if it possible for cfgsounds to use more then one filename (e.g play "Happy.ogg" and after that, start another sound file. sounds[] = {}; class song { // how the sound is referred to in the editor (e.g. trigger effects) name = "song"; // filename, volsume, pitch sound[] = {"sound\Happy.ogg", 1, 1}; // subtitle delay in seconds, subtitle text titles[] = {}; };
  18. PM'd It does use timeout, and it checks the variable right as it is set true (trig activate) but does not check it again and will spawn units even if the number is over 300.
  19. Hey! Basically I have rolled back to my previous versions due to that the version I sent you, for whatever reason, was not spawning in DAC units in multiplayer. If you can investigate this and see if you can see why/ways to improve performance that would be great :D. Also, I did start a thread earlier for another question that I was hoping to find an answer to but never did. Basically, is it possible to have a trigger hold from spawning a DAC Zone when there are more then 300 units on the map? My current init in the trigger (don't have Arma with me atm so cant send off the top of my head) has it so as soon as there are less then 300 units the countdown begins, but it fires at the end of the countdown, even if the number exceeds 300. Is there a way for the trigger to hold at the end of its countdown and wait to see if the condition is still true?
  20. The Day of Days (1-58) An Invasion 1944 CooP mission spanning the Normandy Map. You land on the beaches, secure the defenses, and move inland and take out key objectives. Comes with two versions - one where you spawn on your squad Leader, and one where you do not. Night Of Nights (1-67) An Invasion 1944 CooP mission that starts you in England the night before the drop, where you must run to the flagpole at your camp, warp to an airfield of your choosing, and get in a plane. From there you will fly to Normandy and drop into Normandy and complete a variety of objectives going well into D+1. Note - There is purposely not a drop script included so you must coordinate your own drops! Both Missions end when all zones turn blue (are secured) Night Of Nights -Public Version- (1-67) Tweaked version of the mission above for better gameplay in public play (and those who use conflicting mods that cause the C47's to crash upon takeoff). This time around, you spawn in the C47's, nearing the Normandy Coast instead of on the ground in England. Also, new spawn mechanism added where when St. Laurent is Blue, every Allied Spawn point that was spread out across Normandy is moved to a resupply point with ammo and vehicles (Spawns are spread out again when you lose the point though, so hold on to the town!) NOTES - Both Missions are made with DAC and completely dynamic. Lag is at a minimal (minus the Night of Nights drop- FPS drops for a little due to the massive scale of the drop) - Missions made for Dedicated Server usage - cant guarantee stability locally hosted - Please report all issues, as both missions are still not 100% complete in terms of bugs and stability. KNOWN ISSUES - Every 15-20 times I have played through Night of Nights, 2 c47's will collide while flying. I have no idea why this happens, but it does every once in awhile. If you are either of those planes, just respawn and you will be placed somewhere in Normandy. This is a rare issue, but it does rarely happen. - Sometimes enemies do not engage you (at all), if this happens, abort the server and rejoin (only found this issue on dedicated servers) - DAC Init error sometimes pops up (Zone names not correct) - I believe this is due to Caching (could not find a zone name error), and it does not effect gameplay in anyway. - Caching units sometimes leads to zones turning blue when they should be red. This is minor and fixes itself (to display an accurate reading) when a player is within 1200-1500 Meters of the town. DOWNLOAD LINK (1.083) http://www.armaholic.com/page.php?id=21007 CREDITS - Brecourt and a few other emplacements in the map are from the I44 Missions. - DAC - FaaT Artillery - JIP Fast Time - Numerous scripts from I44 missions - CEP Caching - GeneralCarvar's Multiplayer Distance Draw + Grass Module. VERSION 1.0 - initial release 1.01 - Updated DAC Script 1.02 - More updates to the DAC script (mainly more enemies) 1.03 - More Tweaks to the DAC (fixed a spawn error for all), Added Upsmon to defenses, Stronghold Baker Tweaked, AA section 1 tweak 1.04 - Added hand placed AI defenses in towns, polished DAC, added a few more objects, Removed Upsmon (caused crashing and in general did not work as well as just putting down hand placed AI), *Added Night of Nights Pub version* 1.06 - *Biggest Update yet* Added CEP Caching, Polished objects, Reworked Trigger system, Reworked DAC (more enemies, more intelligent spawns, etc), added GeneralCarver's Multiplayer Draw Distance + Grass script, Reworked Night of Nights takeoff system (Should now work with any mod), and a few more things I can not remember at this moment. DAC enemies should now also be able to call in mortar support. 1.061 - Quick DAC fix for Day of Days 1.07 - AI now call in artillery strikes, Tweaked DAC a bit, Changed a little in the caching script, During all versions of Night of Nights - when you capture St. Laurent all allied spawns move to the resupply point, edited the .pbo file names so both versions of Night of Nights are called the appropriate name, and a few other little things 1.08 - Tweaked DAC Arty, Removed CB's Caching (prevented some DAC zones from spawning.. Big issue) and replaced it with -eutf-myke's caching. 1.081 - DAC Tweaks, DAC Arty Tweaks (Believe it to be 100% working now), and a few small changes 1.082 - Small DAC tweaks. Should be a lot more combat with little FPS loss 1.083 - Added fpsmanager.fsm (from Arma3's Dynamic War mission by zorrobyte) .. Should work, thank you zorrobyte for the help ;) Mission by Burdy (Burdick 101st) Enjoy! FUTURE WORK I plan on converting the missions to a defend Normandy type mission (play as the Germans defending Normandy), and a Bastonge/Market Garden type version on Merderet (winter and spring time versions of the map respectively - maybe German and American versions for each as well). Stay Tuned ;) USER PICS
  21. It's non repeating. So this will make the trigger start the countdown from 2000 when told so (in my case blufor present) and hold at the end of the countdown until there are less then 300 units left? Just want to make my question clear -the triggers currently wait until there are less then 300 units to BEGIN there countdown, where I want it as I said above, where they begin the countdown off the bat and then hold at the end of it and wait for the condition to be true
  22. Hey, I am wondering how would I hold a trigger from firing if a condition is active (ex more then 350 units are on the map.) Currently the triggers are this Trig 1 Timeout 2000 seconds Cond.: {alive _X && !(fleeing _X)} count thislist < 300 On Act: [xx] call DAC_Activate Trig 2 Timeout 4000 seconds Cond.: {alive _X && !(fleeing _X)} count thislist < 300 On Act: [xx] call DAC_Activate The problem is, when the game loads up and the unit count is below 300, the trigger automatically fires when it hits the time. Is there a way to have the trigger do the countdown / hit the time, and then hold from firing until the condition is true [e.g after 10 mins, if there are more then 300 units on the map, the trigger will hold from firing until there are 299 - the time countdown begins off the start of the map, but it holds when it gets to the end of the timeout and waits until there are less then 300 units on the map, then fires.]
  23. Alright Thanks! New question - How can I spawn a DAC Group midair? (Spawning Planes - have there class names all set up, just need them to spawn midair so they fly instead of sit on the ground) Edit : Alright, I have been working on my Night of Nights for the past few hours and I can confirm that the units dissaper off the map for whatever reason. Try starting in St L. and riding over to Cabourg - the AA guns and emplacements will just be missing. Very odd phenomenon going on now Edit 2: Further Testing shows that this could be linked to the "fpsManagerdynamic.fsm". If this is so - big blow to Frame rate. Any idea of an alternative/way around this?
  24. Alright - I got the spawning right. So far the performance is A LOT better. Now, I am having a new issue (of course) - Some of the placed units with nothing in there Init's (just regularly placed guys) appear invisible to some players. I will send you the latest build of the mission in a PM for you to check. Also, a few more things DAC related that you can maybe look at when you see the mission.. First, I am having issues where it keeps saying zone name is incorrect even though for the life of me, I cannot find the problem/duplicate name :P Second, Can you check if the respawn is working (DAC Respawn)? Been having trouble with that.. And finally, do the AI automatically ride in the back of spawned motor vehicles? In my tests, they seem not to be.
×