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coderedfox

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About coderedfox

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  1. If the above doesnt work on a server you might just need to wrap it in a server only command if (isServer) then { //adds a delay for the spawn system to start correctly Sleep 10; // This should add another spawn point at your predefined position [x,y,z] [west, [14700,16700,0] ] call BIS_fnc_addRespawnPosition; // Airport terminal [west, [23499,18400,0] ] call BIS_fnc_addRespawnPosition; // Almyra Salt Flats [west, [3499,12999,0] ] call BIS_fnc_addRespawnPosition; // City of Kavala };
  2. Locations : I've introduced a map check that should bypass the new locations if its not Altis. I will look into other maps down the road as well. Dedicated: Yes I have it running on a server as we speak Random places Spawn: To be honest without the random spawns the mission wont clean up properly AND they will all be very local all the time. What you could is is in the Init.sqf file is after the [] execVM "RallyUp.sqf"; call is add in this : // You can add other scripts here //adds a delay for the spawn system to start correctly Sleep 10; // This should add another spawn point at your predefined position [x,y,z] [west, [14700,16700,0] ] call BIS_fnc_addRespawnPosition; // Airport terminal [west, [23499,18400,0] ] call BIS_fnc_addRespawnPosition; // Almyra Salt Flats [west, [3499,12999,0] ] call BIS_fnc_addRespawnPosition; // City of Kavala This would keep the random spawn working correctly and give you a static spawning area.
  3. The hard limit was introduced which is about 50 units (give or take). At the end of each mission units outside of your AO will be removed/cleaned up. Its more to keep the server running well. As far as saving I haven't tried the save feature yet. Mostly because I'm not sure how the scripting side of saving missions work (Will it restart all the scripts?). It is something I'm I will look into. A new mission was added that will transport all the players and AI to a distant location. This is one to clean up the area of objects and two to move the players to a new AO so they wont lose interest or get board with the area..
  4. RALLY UP! Rally Up is a set of random local/short missions made for small groups. CORE FEATURES : Short missions for your squad. Completely random based game play. (No two missions will be the same). Local tasks, less transportation usage. Decentralized spawn point. Missions that encourage discovery. MISSIONS : - Rallyup, Ambush, Assassinate, Defend, Overwatch, Payday, Relocate, Rescue, Search, Support, and Surveillance ADDITIONAL FEATURES : Utilizing new BIS task features. Squad up with random requested AI. New locations types (Explore unknown areas of Altas). Dynamic mission and squad names. Designed mod free but not mod incompatible. Reward missions with Arsenal. DOWNLOAD : UPDATED 2015 10 11 Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=540777252 Armaholic mirror: Rally Up Co-x "I’d like to share with the community my random missions. I’ve always loved the random missions generators like Patrol Ops, SecOps, DUWS and others. The basic idea is to create a bunch of short missions that can be played for an hour or two. I started coding my own in hopes of learning the ARMA language and also to brushing up on my other programming projects." Come play @ 8.6.15.232:2302
  5. coderedfox

    [COOP] Dynamic Combat Generator

    Right on man! Thanks
  6. coderedfox

    [COOP] Dynamic Combat Generator

    Hey Sense, I noticed a few pages back someone saying the hostage function was not working. I've tried this twice as well and both time it didn't work out. The option to zip-tie the the hostage doesn't come up. Not sure if its a AEC or a DCG issue. I've attached an image so you can see what the option were. https://forums.bistudio.com/topic/176544-coop-dynamic-combat-generator/?p=2902465 Zipties were in my inventory. CBA & ACE3 both updated pre steam. Steam image showing the options available. http://images.akamai.steamusercontent.com/ugc/616222083874270444/A1F0B597DED991465358DD1FCC888C46DA4F8A28/
  7. coderedfox

    Task Force Arrowhead Radio

    Hope someone can answer this. We're having an odd issue where one player will switch their SW radio a channel (i.e. to channel 3) and it will force another players SW radio to change to that channel as well. While it can be very random to replicate it seem to happen with those in different squads also have LR as well. Went searching for an answer but "auto switch channels" only brings up info about auto team speak changing.
  8. Appreciate the reply. Ran a few mission and it is in fact working just fine, in the most explosive way!
  9. When added in the script version you said to add it to your inti as (nul = [] execVM "RYD_FFE\FFE.sqf";) but the demo mission inti is ([] execVM "RYD_FFE\FFE.sqf";) Which way is correct?
  10. coderedfox

    ASR AI 3

    Hey Robalo, love having your mod on my server. People really notice the difference. Especially the radio backup. Question, have you looked into mortar improvements (not engageding unless they have a line of sight)? I'm guessing it would have to be a blending of AI radios and commandfire (only way for mortars to engaged outside of visual range) to get it working.
  11. Been running a small server with a modified PO. We love it. Its everything we were looking for. Been digging in the code as I'd love be to allow mortars to have the radio in targeting ability (trigger withcommandArtilleryFire) as them as default are useless. Not that its because PO, just lackluster BI AI. Is there a trigger of some kind of trigger that get put down (example : failing a mission when players leave the are ) or is it down another way. Figure I could piggyback of of it.
  12. coderedfox

    The need for Afghan mountains

    Totally but would rather let the community work on it. Not saying BIS would do a bad job at at, but this game and its community have always been the driving force. And we've had some great new outside the box stuff come out of the community. And thats what I always looks for.
  13. Well as a steam user I dont think it issue really has anything to do with steam. It is what it is and it does what it does. The anger comes from the unhelpful answer we got.
  14. You guys and the pathetic threats. Your not going to get a response if you cant post like an adult. Its quite basic: BIS ran a news post saying "ARMA II Patch 1.03 Released" which was missing the "client only" in the title. Users downloaded or autodownloaded the patch as is normal with games. Not until later in the threads do we find out there is not a patch for the servers. A majority of servers now sit useless as there wasn't a warning that the client files were released there are currently no dedicated files. Even marking this patch as a beta would have helped If anything BIS the players and server owners are more upset that we didnt get a clear answer. And we know how politics can get in the way. All we ask if for a official answer (which hasent been given, and if you think it has please repost it). I think the community would be much more forgiving if you spell out the deal. I think even a "We had some issues with the dedicated exe and will be releasing it soon, sorry" would have been more acceptable and understandable than what has been posted so far. The official answer so far have been more frustrating then helpful.
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