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mikie boy

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Everything posted by mikie boy

  1. mikie boy

    pramameter help

    try if (PARAMSARRAY select 0 == 1) then { _null = [] execVM "taw_vd\init.sqf"; };
  2. mikie boy

    [FOCK]ers Cache Hunt

    Awesome. Hopefully with the added level of coop and ai should be a good close quarters game. Let me know how u get on. Anyone else wants to try. Server is generally running it. Feel free to jump on.
  3. Knock urself out dude. Im slowly upgrading it to a less cheap and cheerful version ;)
  4. Nothing has changed in the code. Anyone reading this download my cache hunt and see it work there. Make sure the lines is as stated above.
  5. mikie boy

    ArmA2Net and ArmA2MySQL

    Not sure. It certainly started off the same, but not sure what changes were made. In any case u can get it going with just arma2.net and arma2mysqlplugin.
  6. mikie boy

    Movement speed tweaking

    Top speed needs to be that little bit faster - maybe fatigue more from it, but definitely faster. Otherwise getting there :)
  7. mikie boy

    [FOCK]ers Cache Hunt

    Update - Combined both game types to Create one game - Have the options to have the Automatic AI in it to search for the Cache. This is for Both West and East sides. Startup Parameters allow you to select the ration 1:1,1:2,1:3, or 1:4 - alternatively you can turn it off and just have human players fight it out. The Server controls the amount of AI in the game - increasing and decreasing depending on the amount of human players in the game. Works well - Only fault so far is if the cache box ends up on its side - then it wont blow - will correct this shortly. Download Version 5 - https://dl.dropboxusercontent.com/u/17725328/%5BFOCK%5D_TvT_COOP_CACHE_HUNT_05.Stratis.pbo
  8. mikie boy

    ArmA2Net and ArmA2MySQL

    Spoke with firefly the other day regarding his Mysqlplugin - bagged his new WIP mission. Seems to be working - I used Xampp to set the database and have created a load of scripts etc to store pos, dir, stance, and health on connection and disconnection. I've converted his weapons script to store all the kit again when joining and leaving. So yeah seems to work well - just working on the health scripting side of it and ive got a complete basic setup - def worth investing in. And yeah Scott_NZ is the creator of Arma2net :)
  9. just remember there may not be 5 positions in a particular house - you should count the positions in the house then randomly select that. example code of how i spawn a cache inside a randomly selected house for [Fock]ers Cache Hunt, I then randomly select the position - i also u this for AI to search houses for the. _Weapcrates = createVehicle ["Land_HelipadEmpty_F", [((getmarkerpos "middle") select 0) + _dx, ((getmarkerpos "middle") select 1) + _dy, 0], [], 0, "None"]; house = nearestBuilding _Weapcrates; // hint format ["house= %1", house]; if (Damage house > 0.1) then {house setdamage 0;}; m=0; while { format ["%1", (house) buildingPos m] != "[0,0,0]" } do {m=m+1}; m=m-1; sleep 0.05; _total = m; _sum = random _total; private ["_boxpos"]; if (_sum <0) then { _boxpos = 0; } else { _boxpos = ceil _sum; }; // hint format ["box pos %1", _boxpos]; sleep 0.5; //create ammo box and move caches = createVehicle ["Box_NATO_Wps_F", getmarkerpos "WeaponsInit", [], 0, "None"]; removeAllWeapons caches; caches setPosATL (house buildingPos _boxpos); _newboxpos = getposATL caches;
  10. mikie boy

    addScore

    try this... playerdeath = { _victim = _this select 0; _killer = _this select 1; if(_victim == _killer ) exitwith {hint "killed yourself"}; if(side _victim == side _killer) then { _killer addScore 2;}; }; player addEventHandler ["Killed",{[_this select 0, _this select 1] spawn playerdeath;}];
  11. mikie boy

    Accessing array elements

    _dude = toArray(str(group select _i) make a new array - place each character of _dude into that array. you cant then remove the "" or resize that array accordingly, then use toString to change it back thats how i used Arma2netmysqlplugin returns - failing that CBA does the job
  12. mikie boy

    Accessing array elements

    you returning this from a database?
  13. mikie boy

    Accessing array elements

    not sure this is what your asking for, but simple iteration using a for loop _num = count units group; for [{_i=0} {_i < _num} {_i = i + i}] do { [Group select _i] joinSilent (group player); };
  14. Awesome. Nice work glad you got it working
  15. mikie boy

    lock slots

    as kylania stated check the arma 2 forums if you cant find them on the arma 3 forums
  16. westscore = 0; eastscore = 0; change to... if (isnil "westscore") then {westscore = 0}; if (isnil "eastscore") then {eastscore = 0}; otherwise when the players join the westside score and east side score gets set to 0 for them regardless of what the score is. [] exec "points.sqf" - change to if (isserver) then { execVM "points.sqf"; }; you only need this running on the server since it will be controlling the points system. Not everyone needs to run this script. change the following - you always want this running so no need to have a condition that will ever change. _condition = true; while (_condition) do { if (getMarkerColor "sector1" == "BlueColor") then { westScore = westScore + 1 }; publicVariable "westScore"; sleep 4; }; change to while {true} do { if (getMarkerColor "sector1" == "BlueColor") then { westScore = westScore + 1; publicVariable "westScore"; }; sleep 4; }; speep 4 error looks like you have just incorrectly spelt sleep. not sure about your trigger conditions since i hate trigger - lol - which one actives on which computer - and throw AI into the mix and youve got a shit storm - hope this helps somewhat
  17. mikie boy

    [FOCK]ers Cache Hunt

    If anyone is Interested - have now created an [COOP] version. This is at present for Dedi servers - works on Hosted, but need to remove additional sounds and testing hints This is working but still in alpha stage. AI on the enemy side will search for the Caches spawned within the town. They will place demo charges and clear the area. We have tested this various times, and on average we would win at a ratio of 1:2 . so its not a guarantee that you will win. The AI scripting needs an update and a few more human like movements to compete on a 1:1 win basis. To do: Have a parameter for AI amount versus human Add an AI function for a town camper, Add an AI function for a spawn camper, Address the spawning control of AI. If players leave too many left behind. Further address the grouping of AI at the IED placed Any feed back would be welcomed. DOWNLOAD [COOP] Version from https://dl.dropbox.com/u/17725328/FOCK_CACHEHUNT/%5BFOCK%5D_TvT_COOP_CACHE_HUNT_04E.Stratis.pbo
  18. glad you like it, if people do want a something more than a cheap ass version id be happy to have upgrade it. the newest one is ok, does the job, but not sure what people would want from it. Ideas welcome
  19. SOLVED: Wrong setting - the correct is shown below dave fire ["DemoChargeMuzzle","DemoChargeMuzzle","DemoCharge_Remote_Mag"]; or dave fire ["PipeBombMuzzle","PipeBombMuzzle","SatchelCharge_Remote_Mag"];
  20. mikie boy

    interact with a civilian

    interaction through an addaction would be easiest - however the addaction will have to be made global for everyone to access. This is because the civillian is local to server thus so will the addaction - therefore it will not appear for you.
  21. basic concept... you c an use the waituntil command you will have to have the server run a timer script with the outcome being a global/public variable (depending on mp setup) - e.g TimerDone = 1; Then when the other waypoint is hi - have WaypoinReached = 1; the waituntil can be something like this waituntil {(TimerDone ==1) || (WaypointReached ==2)};
  22. dave fire ["DemoCharge_Remote_Mag","DemoCharge_Remote_Mag","DemoCharge_Remote_Ammo"]; Already tried that as shown above - no joy - unless someone can tell me if the above is not written correctly - ammo part?
  23. _GroupName = UnitGroupName select 2;//group _GroupName addwaypoint[getMarkerPos "Bluefor", 0]; [_GroupName , 0] setwaypointCombatMode "RED"; [_GroupName , 0] setWaypointSpeed "FULL";
  24. yep, issues with this for some time - id just use one of the scripted versions out there. R3F have a good lite weight version of a revive script - easy to use
  25. had the same problem - in the end i just wrote a script and called it for each of the AI. Not sure whats happening, but it would appear to me that the triggers would affect the player, and one AI, after that AI would walk through unharmed.
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