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tophe

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Everything posted by tophe

  1. Nah, when the unit goes to combat mode he starts throwing himself on the floor. I'm updating the script now. Adding a stance-option (up, down, middle, auto). So you'll be able to force the unit to stay upright. Makes sense! Thanks! For now you could always add this setUnitPos "MIDDLE" or this setUnitPos "UP" to the unit
  2. I'll see if there a bug there... The tool need to write new files every launch, so protecting them won't work. Tick the box Launch As Is if you want to start with the current files. edit. Yeah, it was a bug. Fixed now. Thanks!
  3. Cool! Just updated it a bit. The debug settings are a bit off. Also now the script will exit if there are less than two positions in the building. If the house has no positions the script will not try to move a unit, if there is only one the unit will move there. Will release tonight
  4. Thanks! I'll look into it! I think I know what it might be... ---------- Post added at 04:57 PM ---------- Previous post was at 04:30 PM ---------- Weird... I can't reproduce your bugs, and my guys opens doors without any problems. Found some other stuff though. I'll make a new release today. But please look into it a little more. Maybe tell me what houses you used?
  5. Really? That sounds good.I haven't looked through the thread yet, so I'm not up to speed. Do you know if there's any official documentation on it?
  6. Well, you may still add your own ip's to the tool. So it should still work. But I need to update it to reflect the current state of reality (as soon as it has been unveiled :-) )
  7. Hello everybody. I'm back(ish). Last year I've been studying full time, and working almost full time at the same time - while touring and recording. So it's been a bit hairy... I'l try to get up to speed on what's needed in the next release. Can you fill me in on the Steam issues? Should I remove the gamespy addresses and put Steam in? Also just let me know of any bugs and new game features that is critical to get into TADST quickly.
  8. Simple Vehicle Respawn Script v1.8 [Arma 3] by Tophe of Östgöta Ops [OOPS] >> DOWNLOAD TAKEN DOWN WHILE FIXING SCRIPT << This script will respawn a vehicle when it is destroyed or left empty in the battlefield. It will be respawned to the position where it first stood when the mission started. Works with any vehicle. Just put this in the vehicles init line: veh = [this] execVM "vehicle.sqf" Default settings are: 30 seconds respawn delay after destruction 120 seconds respawn delay after deserting a vehicle (leaving it empty after driving it). Unlimited respawns No special effect when respawning Static respawn. OPTIONS: There are some optional settings. The format for these are: veh = [this, Delay, Deserted timer, Respawns, Effect, Static, "INIT"] execVM "vehicle.sqf" If you don't use any additional settings the default settings will be used, they look like this: veh = [this, 30, 120, 0, FALSE, FALSE] execVM "vehicle.sqf" Respawn Delay: Default respawn delay is 30 seconds, to set a custom respawn delay time, put that in the init as well. This one will respawn in 15 seconds: veh = [this, 15] execVM "vehicle.sqf" Deserted Vehicle Respawn: Default respawn time when vehicle is deserted, but not destroyed is 120 seconds. To set a custom timer for this first put the respawn delay, then the deserted vehicle timer. The value 0 will disable the timer and the vehicle will not respawn when deserted. This one will respawn in 15 seconds if destroy, and in 50 seconds if left empty in the field. veh = [this, 15, 50] execVM "vehicle.sqf" Respawn limit: By default the number of respawns is unlimited. To set a limit, first set the other values then the number of respawns you want (0 = infinite). veh = [this, 15, 10, 5] execVM "vehicle.sqf" Effect: Set this value to TRUE to add a special explosion effect to the wreck when respawning. Default value is FALSE, which will simply have the wreck disappear. veh = [this, 15, 10, 5, TRUE] execVM "vehicle.sqf" Dynamic Respawn: By default the vehicle will respawn to the point where it first was when the mission started (static). This can be changed to dynamic. Set it to TRUE to get the vehicle to respawn to the position where it was destroyed. FALSE makes it use the default static setting. veh = [this, 15, 10, 5, FALSE, TRUE] execVM "vehicle.sqf" INIT field: If you you want to set the INIT field of the respawned vehicle, first set all other values, then set init commands. Those must be inside quotations. veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf" if you need to use quotations in your init, use double. like this: veh = [this, 15, 10, 5, TRUE, FALSE, "hey = [this] execVM ""loadout.sqf"""] execVM "vehicle.sqf" Also, remember that you need to put your init outside the vehicles script as well if you want it to run initially: hey = [this] execVM "loadout.sqf"; veh = [this, 15, 10, 5, TRUE, FALSE, "hey = [this] execVM ""loadout.sqf"""] execVM "vehicle.sqf" Change log: v1.8 * Updated for Arma 3 v1.7 * Added function to disable deserted vehicle respawn. v1.6 * Fixed serious bug introduced in v1.5, where respawn timer was disabled. * The script will no longer try to reset the name of vehicles originally unnamed. * Added check if deserted vehicle is destroyed. v1.5 * Option to set the INIT of the respawned vehicle. * Vehicle now respawns with original name. v1.4 * Fixed some bad code that ended up in error codes. Script should be less heavy now. (thanks Xeno!) * Fixed bug where a vehicle that moved by an explosion would trigger the deserted timer. v1.3: * Support added for vehicles placed on hangars (with setPosASL). * Added optional respawn limit. * Added optional respawn effect (explosion). * Better damage checking. Now the vehicles shouldn't respawn when units are in them. v1.2: * Script now fully support any vehicle, including bícycles. * Fixed positioning for vehicles close to other objects. * Improved stability. The script runs much better with large amounts of vehicles. v1.1: * Rewrote most of the the script. * Added respawn for vehicles left empty in the field. The delay can be set. * Added dynamic respawn option. The vehicles can now be spawned where it was destroyed. v1.0 * First release. Future plans: The dynamic setting is experimental. Works fine on land, but might cause trouble if a vehicle crashes into water. This will be fixed in a future version. // Tophe of Östgöta Ops [OOPS]
  9. Wow, that sucks! I'll definitively look into that as soon as there are specific technical details and instructions from BIS on how to launch servers from now on.
  10. Hmmm. Hadn't heard about that. Do you have any details and technical info on that?
  11. I won't be able to do any updates before June I'm afraid. But I'll fix that then! Will work on that this summer! TADST is only used to configure and run a server. Ban is more an administration task.
  12. Absolutely. I'll look into that for next release!
  13. Thanks for all the nice feedback! I'm working, touring and studying (kick ass programming studies!) for the moment, so I hope to be able to get back to TADST real soon. I'm planning on a restart on crash-option. I just have to figure out which windows hook I need to use to find out if the server is running or not (when it crashes it usually gives you a dialog, which means the process is still running). I will also look into some 3rd party stuff, like BEC, RCON and BattlEye. I have no clue what these do or how they work so I'll have to read up on it. Thanks again for all your support, and for using TADST. It was my very first real program so it's my baby.
  14. Will be eventually, but I don't have time at the moment I'm afraid. But soon enough :-)
  15. Awsome. Thank you. I'll look into it eventually. Aren't we all... aren't we all....
  16. What is affinity? Can you provide som details (and maybe documentation), then I can look at how to implement it. Thx for the input! Thank you! Yes, it's on the to-do list. We'll see when I get around to it but it's a great idea.
  17. Ok. Then it's not related to TADST. There is something wrong with the mission.
  18. Yes. It adds support for headless client. It does not launch the client though, it just configures the server to accept headless clients from the given IP's. So for now you'll have to launch your headless client yourself, but the server will accept it.
  19. Are you changing that by editing in the config files or in the ingame lobby?
  20. It's a bit unclear still. I'm working on a solution where the difficulty of every mission is visible in the list.
  21. You set it per mission. Choose a difficulty and click the green check button to apply to all missions. Otherwise the dropdown box will only apply to the selected mission.
  22. Yeah saw that, thx. I wanted some more sturdy info to go by.
  23. serverLongitude, serverLatitude, serverLongitudeAuto, serverLatitudeAuto Are these values used for anything useful these days? I'm thinking I should include them in TADST, but can't seem to find any proper documentation on it.
  24. Don't know... Shouldn't be TADST-related though,so my suggestion is that you start a new thread and explain the problem. Perhaps more people can look into it and help out then.
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