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Everything posted by sxp2high
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DayZ Zombie RPG (Unofficial Mod) Alpha
sxp2high replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Telson_VBAU, There is a central database server, storing all the player information. Stats, Items, Last Position etc. etc. The great thing about a central database is, that you can resume on any of the available servers, you're not bound to just one of them. Rocket is extremely helpful if you want to host a server, connected to that database. He will hold your hand till it's up and running! :) If you want to create a separate database just for your server, you may want to wait until this mod, and it's system is no longer "Alpha". Rocket is busy enough as it is, with non-stop bug fixing and what not. There is no time to write tutorials on how to let ArmA communicate with databases at the moment. I think. -
DayZ Zombie RPG (Unofficial Mod) Alpha
sxp2high replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Mkay, good to know, thanks. I hope the devs will write a documentation about all that stuff at some point. :) Also, it would be really really nice if the DayZ servers would allow the ShackTac Movement Addons. It's a bit annoying to move inside buildings without it... I had to switch to handgun at one point because I was literally stuck inside a dead-end hallway (couldn't turn around). I forgot how bad the movement is in vanilla. :( -
DayZ Zombie RPG (Unofficial Mod) Alpha
sxp2high replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well, I was told yesterday, by some guy, that there are hospitals, where you can find blood. I searched Chernogorsk for about half an hour but didn't find it. :( Other than that you can get blood from animals: From http://dayzmod.com/about.php -
DayZ Zombie RPG (Unofficial Mod) Alpha
sxp2high replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm also interested in the server files. Any plans to release them? :) -
DayZ Zombie RPG (Unofficial Mod) Alpha
sxp2high replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks! Going to check it out this weekend! I like what I've seen on kilroy's video series so far! :pistols: -
Spawned object duplicated on reconnect.
sxp2high replied to mjr.hassle's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Mjr.Hassle, your init.sqf has some flaws as well. waituntil {(alive player)}; // This line will give you an error on the dedicated, since "player" doesn't exist on a dedi. And the line is not needed anyway. Please delete it This line however should be on the very top of your init.sqf: waitUntil {(isDedicated) || !(isNull player)}; // Make init JIP compatible I also don't see a reason to call the AirSpawn.sqf in your init.sqf ... and more important: Never call files that have a sleep in them. execVM or spawn them instead. -
Spawned object duplicated on reconnect.
sxp2high replied to mjr.hassle's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Hi there, Savage is right, createVehicle command has global effects and therefore must only be executed on one client or the server only. Aircrate.sqf Change to: if (isServer) then { spawnFlag = "FlagCarrier_Larkin_H" createVehicle (getMarkerPos "AirObj"); publicVariable "spawnFlag"; }; if (!isDedicated) then { waitUntil {!(isNil "spawnFlag")}; _obj = spawnFlag; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Light") +"</t>"), "Airspawn.sqf", ["Heli_Light01_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Vrana Corp") +"</t>"), "Airspawn.sqf", ["Heli_Light01_Vrana_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Larkin Aviation") +"</t>"), "Airspawn.sqf", ["Heli_Light01_Wave_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: BlueLine") +"</t>"), "Airspawn.sqf", ["Heli_Light01_blueline_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Digital Times") +"</t>"), "Airspawn.sqf", ["Heli_Light01_digital_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Elliptical") +"</t>"), "Airspawn.sqf", ["Heli_Light01_elliptical_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Furious") +"</t>"), "Airspawn.sqf", ["Heli_Light01_furious_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Grey Watcher") +"</t>"), "Airspawn.sqf", ["Heli_Light01_graywatcher_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Jeans") +"</t>"), "Airspawn.sqf", ["Heli_Light01_jeans_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Shadow") +"</t>"), "Airspawn.sqf", ["Heli_Light01_shadow_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sunset") +"</t>"), "Airspawn.sqf", ["Heli_Light01_sunset_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Wasp") +"</t>"), "Airspawn.sqf", ["Heli_Light01_wasp_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Sheriff Dept") +"</t>"), "Airspawn.sqf", ["Heli_Light01_sheriff_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: Time Trial") +"</t>"), "Airspawn.sqf", ["Heli_Light01_TimeTrial_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION") +"</t>"), "Airspawn.sqf", ["Heli_Light01_ION_H"]]; _obj addAction [("<t color=""#66FF00"">" + ("Spawn: ION Tactical") +"</t>"), "Airspawn.sqf", ["CIV_Heli_Light01_ION_H"]]; }; and Airspawn.sqf _caller = (_this select 1); Change to: _caller = (_this select 1); if (!local _caller) exitWith {}; That should fix all locality issues. -
I'm missing mouse-over tooltips a bit. Especially in the map, when I go with the mouse over an icon I'd like to have a tooltip showing me "what is this?" and maybe for things like the Command HQ showing the progress. I'm currently a bit lost on the map, no clue what all the symbols mean, and I cannot even click on them... :D Enable/Disable Tooltips would be great as an option. So, once you know what all the stuff means and does, you can turn them off if you want to. Most RTS games have that.
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Favorite MP Missions and Recommended Missions?
sxp2high replied to Phantom Six's topic in ARMA 2 & OA - USER MISSIONS
Yep. It's horrible. All these missions are always the same. Very little variety. No challenge. Nothing to lose. Just shooting stuff, die, respawn, teleport, and repeat. Look at my signature, it's a public server were we play 90% of the time "small" Coops. Preferably without respawn. Unfortunately most people seem to join only the servers with those endless-pointless missions. :( We can one find you? Which server are you referring to? Really like your "lite" missions! -
I just ordered supplies to my carrier... after clicking "Send Barque" I realized, that I could've/should've loaded more stuff. Now I have to wait till the shipment has been done and the Barque has returned to it's island to order the next one. It would be nice to be able to "Abort Barque", so it returns to it's Island immediately.
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Cool, thanks!
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P&C BETA first impressions
sxp2high replied to lNTRUDER's topic in CARRIER COMMAND: GAEA MISSION - P&C BETA
My first and so far only encounter with an enemy carrier, ended with the enemy carrier fleeing. He was trying to capture one of my islands, so I moved there and defended it. After a rather short battle, I lost all my MANTAs and 3 Walrus. My carrier wasn't very damaged. Anyway, the enemy carrier has retreated to his own Island and I haven't seen him since. :D *Alt-Tabs back into the game* -
[Solved] Virus detected in "carrier.exe" upon install
sxp2high replied to JM0N's topic in CARRIER COMMAND: GAEA MISSION - P&C BETA
It's a false positive. AVG sucks. Result for Carrier.exe: 3 / 40 https://www.virustotal.com/file/7476723f576e767aa13900bb5a0239f660865fb57369683190aebda10c4481c0/analysis/ -
Random radio communications
sxp2high replied to Enricksolt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, you have to use format to use variables in text: blufor_hq sideChat format["%1 town, %2", _chatterOne, _chatterTwo]; -
Make Afrenian Army enemy?
sxp2high replied to lightspeed_aust's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would edit the mission.sqm. side="WEST"; » side="EAST"; With Notepad++ you can perform search and replace within marked text. So you can convert a lot of units with just a few clicks. Also, next time you load the mission after that, all changed units will have red icons in the editor. -
Render to Texture Examples
sxp2high posted a topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Render to Texture (RTT) Examples aka Picture in Picture (PiP) Using and editing the demo missions - Just extract the rar file to your missions folder "Users\USERNAME\Documents\Take On Helicopters\Missions". - Open the in-game Editor and load the example mission. - Open the SQF files with an text editor. I recommend Notepad++ with C++ Syntax highlighting and a mono space font, like Consolas. Related links, threads and tutorials - SQF syntax - camera.sqs - Unit Rec/play + Camera training. - Spawn a helo with camera 1. Basic usage with camera, changing texture renders on-the-fly and multiple "rendertargets" Download Demo Mission List of Commands that I used in this Demo: 2. Using heli mounted cameras, auto-zoom and user controlled camera changes (Zoom and FLIR) Download Demo Mission List of Commands that I used in this Demo: -
Deleting markers originally defined by player uid
sxp2high replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yea, kinda. You cannot use the variable player on a dedicated server. The dedicated server will exit at that position with an error. Error: Undefined variable: player When you are testing stuff on a dedicated server, you have to look at your local -and- the server's RPT files. The server may have different errors than the clients. You can use this code. Just put it in your init.sqf waitUntil {!(isNull player) || isDedicated}; // Make init.sqf JIP compatible if (!isDedicated) then { [] spawn { _caller = name player; _uid = getPlayerUID player; _marker = createMarker [_uid, (getPosATL (vehicle player))]; _marker setMarkerText _uid; //can change this to _caller - shows players name _marker setMarkerType "NATO_base"; _marker setMarkerColor "ColorRed"; while {true} do { _marker setMarkerPos (getPosATL (vehicle player)); sleep 5; }; }; }; onPlayerDisconnected "deleteMarker format['%1', _uid];"; -
Deleting markers originally defined by player uid
sxp2high replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is for a dedicated server, right? -
Deleting markers originally defined by player uid
sxp2high replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
onPlayerDisconnected "deleteMarker format['%1', _uid];"; This doesn't work? -
New Forums: Feedback thread - Bugs/Suggestions here please.
sxp2high replied to Placebo's topic in BOHEMIA INTERACTIVE: Web-Pages
Hi DM, judging from your screenshot you are using Firefox with Adblock Plus. So you can: Press CTRL + Shift + F Add Filter: http://forums.bistudio.com/clientscript/ncode_imageresizer_v1.5.js ...and the resizer is gone. -
how to Name items eg: radios
sxp2high replied to CombatComm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I don't think it's possible to name weapons or items. You will have to work with the classname instead. I.e. Check if player has a radio: if (player hasWeapon "ItemRadio") then { hint "I have a radio!"; }; Check if there's a radio lying on the ground (within 50m): _holder = (nearestObject [player, "WeaponHolder"]); if (!(isNull _holder)) then { // Weapon holder found if ((player distance _holder) > 5) exitWith { hint "its more than 5m away!"; }; _content = getWeaponCargo _holder; if ("ItemRadio" in _content) then { hint "There is a radio close by, lying on the ground!"; }; }; Not 100% sure, if the second example will work like that (untested). I hope that helps a bit. -
New Arma 2 DLC: Japanese Self Defense Forces
sxp2high replied to [evo] dan's topic in ARMA 2 & OA - GENERAL
Sarcasm? I don't see anything at all about this DLC, other than that weird facebook announcement. -
Multiplayer Slingload
sxp2high replied to neokika's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Nice work _neo_! Let's hope BIS will pick it up for the next patch! -
Psychobastard's Coop Missions
sxp2high replied to Psychobastard's topic in ARMA 2 & OA - USER MISSIONS
Nice missions indeed, we played all of them! I was just about to report the time of day param bug. We encountered another bug though, with the hostage rescue task: The hostage disappeared. Well, I never actually saw him, but I had him in the target list (2-0) Euroman2 - I think. I sometimes use this menu to find stuff. All enemies were dead. Short after he disappeared from the list. Maybe clean-up routine removed him or so? Could have been a one time anomaly though. We only played this task once. -
Make a wounded unit to speak question
sxp2high replied to cobra5000's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi! I've looked it up (Manhattan)... It's pretty easy. 1. Place 2 of the same units. The one you are going to kill and his clone somewhere outside the map. The clone will be used for the animation once the original is dead. 2. Name them unit_alive and unit_dead (unit_dead is the one you place somewhere outside the map) 3. Create a trigger. Size: 0x0 Activation: None, present Condition: !(alive unit_alive) On Activation: nul = execVM "deathScene.sqf"; 4. Create "deathScene.sqf": unit_dead allowDamage false; // Protect the clone _pos = (getPos unit_alive); // position of the original unit_alive setPos (getPos unit_dead); // move away the (dead) original unit_dead setDir (getdir unit_alive);// set dir _nic = [objNull, unit_dead, rPLAYMOVE, "adthpercmstpsraswrfldnon_NikitinDead"] call RE; // play animation _nic = [objNull, unit_dead, rPLAYMOVE, "ActsPknlMstpSnonWnonDnon_TreatingInjured_NikitinDead"] call RE; unit_dead setPos _pos; // exchange the original with the clone ["disableAI", [unit_dead]] call BIS_fnc_sceneSetBehaviour; // diable his ai unit_dead setDammage 0.6; // make him bloody sleep 3; unit_dead allowDamage true; // allow damage again? Code from Manhattan. That's about it.