Jump to content

Fuzzy Bandit

  • Content Count

  • Joined

  • Last visited

  • Medals

Everything posted by Fuzzy Bandit

  1. Heya lads. I will update the version uploaded here at the same time as our development thread over at Ahoy World, but the change log will stay there. The only important thing is that, regardless of what you do with this mission, you keep our branding and credit on the mission. Editing other people's maps is the best way to learn and the best way to create an individual experience for your players, but it's quite another thing when (as we've already had a LOT of communities do) you simply rename the mission and claim it as your own. Please find below a link to our current co40 AW Stratis Domination 2.86 REVIVE mission and a link to the development thread on our forums. CLICK HERE TO DOWNLOAD / VIEW DEVELOPMENT THREAD
  2. Ahoy World [AW] creators of Invade & Annex are RECRUITING Hi there, guys'n'gals. Although my forum name here is Fuzzy Bandit, my name is Rarek and I'm the founder of Ahoy World and creator of the Invade & Annex game-type. We're looking to recruit like-minded, enthusiastic people to both our community and into our development team as, currently, the "team" consists of me alone. A few of you may already be aware of the Ahoy World I&A server: a 24/7 co-op server with our own game-type built in-house. Anyway, I'll get on to the main point. As above, we're looking for enthusiastic people to help expand our community so we can start holding structured co-op (and even PvP) nights and exclusive competitions and tournaments for AW members. Anyone is allowed to come and join and all of our members will give you a warm welcome on the website, in-game and on our TeamSpeak server. We all primarily play co-op, but the styles vary greatly; we have everyone from military veterans to truck drivers and, while some love to fly transport choppers or drive an ATV into combat, it's common to see members squadding up and organising themselves (and everyone else in the process) over TeamSpeak and in-game VOIP. So why's Ahoy World different from the other 50,000 communities out there and why should you join? The #1 ArmA 3 Alpha server world-wide that is almost always fully-populated A game-mode developed in-house means that you have a huge influence on mission features, details and more A fantastically-varied community offering all types of gameplay and encouraging interaction and teamwork wherever possible It's your chance to work and play with the blokes on the front line of the ArmA 3 community Be part of a carefully-managed, mature community; we let anyone join, but make sure that the people that stick around are the good ones I can't really advertise Ahoy World any better than to simply suggest you log on to one of our servers and give it a go. So please join our server (filter for Ahoy in the host name) [AhoyWorld.co.uk] EU CO-OP Dedicated AW Invade & Annex and use the links below to explore our community. If you have any questions, please ask them here or head onto our site or TeamSpeak and have a natter. Apart from that, I'll see you on the battlefield. Community http://www.ahoyworld.co.uk TeamSpeak 3 Server ts.ahoyworld.co.uk:9987
  3. Hello there fellas. I come with another brain-tingling problem. I'm looking for a way to add an Event Handler (killed, in this particular case) to every unit spawned (via scripts using createVehicle and the like). I'm aware I can do this using config.cpp, but am I right in thinking that config.cpp is only present in addons and therefore I can't add event handlers with that method unless I create an addon? So, is there a nice easy way that I'm missing or is this a tricky one? Thanks!
  4. Aye I already use that in some of my spawning functions; it does work in A3. Still messier that I'd like, but I guess it's what I'll have to do!
  5. A good point. I do have a function that handles the mass creation of attacking / defending forces already and that does include adding event handlers to each unit created; that's fine, as I just have to call a function. I will also in various places, however, be using createVehicle to add individual objects here and there for which the same EH should apply. Maybe that's the ugly way round it, then? Create my own createVehicle function... _obj = ["B_Heli_Some_Model", [123, 456, 789]] call AW_fnc_createVehicle; Which calls... _type = _this select 0; _pos = _this select 1; _obj = _type createVehicle _pos; _obj addEventHandler ["killed" { /* do something fantastic */ }]; _obj
  6. Aye, but that would be rather heavy when dealing with a lot of units, plus it'd miss the rare moment where something dies quite quickly after spawning. Quoting from http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#Init... So supposedly this event handler can be used every time createVehicle is used? How do I use this functionality?
  7. -_- I'm very aware that I can add event handlers using a command, though I'd rather avoid having to add one every single time I create a unit. Is there no way to automate the process?
  8. I'm looking into a way of including content from a variable number of files in my description.ext. In this particular case, let's say I want to include some CfgSounds classes. If I have two folders, somethingA and somethingB, I want to, essentially, do a forEach command within the description.ext and grab the contents of both somethingA\CfgSounds.hpp and somethingB\CfgSounds.hpp. Already played around with feeble attempts like the one below, but that (obviously) didn't work. :) In the below example, "config.sqf" is a file that defines and returns a list containing somethingA and somethingB. __EXEC( _folders = [] call "config.sqf"; { path = format["%1\CfgSounds.hpp", _x]; #include path } forEach _folders; ) Is there any way to achieve this?
  9. Fuzzy Bandit

    Dynamic #includes

    Thanks for all the suggestions, everyone. mindstorm's idea is probably closest to what I had in mind for the final result but, alas, I've already tried that method and failed. I'll resign myself to just putting includes in the description.ext; this was really a look at making things more modular in a mission I'm creating, meaning adding/removing certain elements didn't mean you'd have to edit a number of files.
  10. Fuzzy Bandit

    Created Markers for JIP players

    Defeat snatched from the jaws of victory. :D
  11. Fuzzy Bandit

    Dynamic #includes

    So there's no way get this working at all? I'm aware it'd be a small convenience, really, but it would still be a lovely thing to get working! :D
  12. The best way to learn is to hack apart people's creations, I've found. Next time you need some functionality that's available using somebody else's script, download that script and then pick it apart, looking at what it does and how it works. From that, create your own script that's tailor-made to your situation. After doing that a few times you'll start to understand the basic concepts a little better and how the engine works and you can continue to improve your scripts and missions as you go. Once you have a large project going (like Invade & Annex for me) you'll be learning horrendously fast; I've got code I've written one or two weeks ago that I'll look at again and think "What the hell was I thinking?! Why was I using that crazy method when I could do this instead?" Honestly, I'd say it's the same situation here as it is with scripting/coding/programming in a multitude of languages; there's good documentation on functions and syntax but information on good practice and optimisation is hard to find. A lot of people will ask a question and get a script in return that they'll just throw into their mission. Don't do that! Learn and understand it first (ya know that whole "teach a man to fish" analogy, right?). Dependant on your level, I've found Sickboy's MP Editing Guide to be rather handy when it comes to scripting for a multiplayer environment. 'tis a little out-dated in places, but they're good guidelines.
  13. Fuzzy Bandit

    MenuInventory vehicle usage

    I know that; I'm suggesting it might be a good idea if it did. The issue isn't necessarily appearances. In my particular case, I was wanting to use conditionals based on player models ("B_soldier_F", "B_medic_F" etc), though to do so I have to use setVariable/getVariable to assign player "roles". I'm aware of the current functionality of the function and the "vehicle" parameter; I'm suggesting it might be a good idea to extend it. :)
  14. Using the fantastic MenuInventory respawn template, I can easily define a "vehicle" that I wish to steal some gear from to use as my respawned player's load-out. What would be ideal, though, is if using this option actually changed the player's vehicle. At the moment, players could be kitted out like a sniper but still, upon another friendly player looking at them, be marked as a "Rifleman". Would this be a planned feature or is there a reason it isn't already implemented? I'm sure I could fiddle around and get it working this way for myself, but, as Moricky said somewhere, it's not a great idea to create "custom" versions of these functions seeing as they're updated in most patches.
  15. Post the errors you're getting along with the relevant piece of code - can't really help you otherwise. :)
  16. Fuzzy Bandit

    CO25 Invade and Annex Occupation Mash up

    I'm Rarek (the fella that made Invade & Annex that's in this mash-up). I'd say it's fine if I post regarding updates to Invade & Annex, especially when it's relevant to this mission.
  17. Fuzzy Bandit

    Created Markers for JIP players

    Aye - works perfectly in a dedicated server environment, supports dynamic marker names / settings and only requires one public array. I was even going to write a blog post about it, though that seems a bit pointless if it's now fixed. Damn you, Bohemia Interactive! Damn you for being so damned productive and fixing important issues! Damn you to hell!
  18. Fuzzy Bandit

    =BTC= Revive

    Shona - I&A 2 has used a tweaked version of this revive script for a few months now as we added in 3D markers a good while ago. Because of this, manually updating the revive script within I&A yourself will prove more of a task than simply copying some files over. I'm working solidly on I&A 3 now so I won't be updating I&A 2 apart from stability fixes. Giallustio's version has always been fetching an integer; I&A is the only instance in which it fetches an array.
  19. Fuzzy Bandit

    Created Markers for JIP players

    Will be a God-send if this finally works, though will completely nullify the system I wrote for I&A 3. :P
  20. Hi everyone, I&A 3, the successor to the popular Invade & Annex game-type, will soon be requiring Alpha Testers to help get it ready for full release. About a month in the making so far, I&A 3 will include everything we've wanted to put in from the start as well as refining the gameplay of I&A after over 120,000 collective hours having been played on I&A 2. I&A 2 was the messy, first-prototype blueprints; I&A 3 is the missile. For anybody interested, we're currently recruiting people for testing over at the Ahoy World forums. I'll watch this thread as well in case anybody's interested, but we'll be handling everything from over there so it's best to register if you're interested and haven't already. Accepted Alpha Testers will receive (among many other perks): Exclusive access to I&A 3 development Ability to view everything from specific commits to down-and-dirty design documentation Exclusive access to I&A 3 Alpha Test Sessions (play the game mode before anyone else!) Hopefully we'll see a few of you soon for what should be a very exciting next few weeks! Rarek out. :)
  21. Fuzzy Bandit

    The Username Change/Merge Thread

    Ah okay (I looked in the forum member list and couldn't see it, but I guess it's just a site account rather than a forum one). I just tried to merge the two accounts and got the error message "These two accounts can't be merged". If it's an @ahoyworld.co.uk email address it's most definitely my account; you have my permission to delete it and rename this one if it can work like that. :P
  22. Fuzzy Bandit

    The Username Change/Merge Thread

    Hello! Is it possible to change my name to "Rarek" please? Also, what's the arrangement regarding user titles? I assume they're not just for anyone... :)
  23. Fuzzy Bandit

    Looking to hire a mission maker

    To be Devil's Advocate, why not just use Domination or Invade & Annex? Is it just the small mechanics change that means you want a new mode? :)
  24. Fuzzy Bandit

    CO25 Invade and Annex Occupation Mash up

    Just as a heads up, I&A 3 will be releasing quite soon and will include elements of this sort of gameplay. We're currently advertising for Alpha Testers on our site if anybody's interested.
  25. To clear up any confusion, I'm Rarek (the guy that made Invade & Annex) and Xeno is not credited in any way, nor should he be. I have used nothing of Xeno's work and the game mode is inspired by Domination, not a copy of it; all code is written by me for the sole purpose of I&A. As mentioned previously, you can restrict commercial usage of your creations as much as you like, but Invade & Annex is not yours to control.