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sxp2high

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Everything posted by sxp2high

  1. I just tried it, there is no visible circle anymore, but the button still moves the map to my (approximate) location. :(
  2. Awesome! Thanks! Already added to our server side addon, so it applies to all missions :) Any idea how to disable the "Move map to player position" button as well? It still works unfortunately...
  3. This is a HORRIBLE feature. Navigating and reading the map is a great part of the game which I enjoy a lot, well ,used to enjoy... :(
  4. sxp2high

    INKO Disposable

    Awesome addon! And so it begins... this feels like the first step towards ACE! :D :D
  5. sxp2high

    Discussion on mission filename format

    I officially gave up on this. If there isn't anything done about it at the Editor level, it will never spread... :( Unpacking, renaming, repacking everything before it goes into the missions folder now too. It's annoying but the result is wort it. This picture also illustrates our point, if anyone isn't convinced yet.
  6. sxp2high

    move marker even for JIP

    Just send a publicVariable into the network (from the server, or any client) and check for it in your init (on the client side). Like this: new_ao_pos = getPosATL newao; publicVariable "new_ao_pos"; And check (in your init.sqf): if (!(isNil "new_ao_pos")) then { "respawn_west" setMarkerPosLocal new_ao_pos; }; Edit: I made a ticket because I find this annoying as well, please vote: 0005429: Global marker updates are not syncronized for Join In Progress clients
  7. Really great idea! Unfortunately I got too much on my plate right now to commit, but I will help out with code snippets if needed. :)
  8. aeroson, here is a "callable" solution: http://forums.bistudio.com/showthread.php?148550-Add-Magzine-into-Weapon&p=2344518&viewfull=1#post2344518 Just apply that method to everything... Should have though of that in the first place, sorry...
  9. sxp2high

    Add Magzine into Weapon?

    Space really wasn't the issue, at least in my case. It just needed the micro-sleep. I try to avoid sleeps in functions, like most people, but it really seems necessary in this case. :( Edit: There you go... seems to be working as well, weapon will be loaded: player addMagazine _magazine; waitUntil {(_magazine in (magazines player))}; player addWeapon _weapon;
  10. sxp2high

    Add Magzine into Weapon?

    Your suggestion didn't work for me, Ranger. However, I finally figured it out! :D Not working, magazine won't be loaded: player addMagazine _magazine; player addWeapon _weapon; Works, weapon will be loaded: player addMagazine _magazine; sleep 0.001; player addWeapon _weapon;
  11. Oops, sorry, I forgot a then after isServer, and there was also a typo :D :D Here you go: // Remote local script execution function btk_fnc_MPexecVMLocal = { private ["_player"]; _player = _this select 0; if (local _player) then { _null = [] execVM "camera.sqf"; }; }; // Let the server select a player if (isServer) then { _playerList = if (isMultiplayer) then { playableUnits; } else { switchableUnits; }; // For testing in editor mostly _randomPlayer = _playerList call BIS_fnc_selectRandom; [[_randomPlayer], "btk_fnc_MPexecVMLocal"] call BIS_fnc_mp; }; However, in the editor it will always execute because of the local check. To better test it, or in general, you can change if (local _player) then { to if (player == _player) then {
  12. Hi, don't use BIS_fnc_taskSetState. It doesn't work in mp, when there are more than one player connected! Here's how you can use some of the new task functons: Create a task: [ player, // Units "btk_task_1", // Unique task id [ "Banana is the common name for an edible fruit produced by several kinds of large herbaceous flowering plants of the genus Musa.", // Description "Buy some Bananas", // Actual title "BUY" // GUI title (waypoint marker text) ], (getPosATL grocery_store), // Task position true // Set as current task?? ] call BIS_fnc_taskCreate; Change task state: _task = ["btk_task_1", player] call BIS_fnc_taskReal; _task setTaskState "Succeeded"; Show task hint: ["btk_task_1", "SUCCEEDED"] call BIS_fnc_taskHint; Possible values: "CREATED", "ASSIGNED", "SUCCEEDED", "FAILED", "CANCELED" Tested and working in mp. + Not tested: "btk_task_1" call BIS_fnc_taskSetCurrent;
  13. Wrote that from the top of my head without testing, but... nope, should be good to go like that.
  14. You learn by asking... nothing wrong with it :) Select random player _playerList = if (isMuliplayer) then { playableUnits; } else { switchableUnits; }; // For testing in editor mostly _randomPlayer = _playerList call BIS_fnc_selectRandom; _null = [_randomPlayer] execVM "thescript.sqf"; thescript.sqf _player = _this select 0; if (!(local _player)) exitWith {}; // Just in case ... the rest goes here ... Edit: That example was a bit too basic, I think... here is a bit more practical one: Init.sqf // Remote local script execution function btk_fnc_MPexecVMLocal = { private ["_player"]; _player = _this select 0; if (local _player) then { _null = [] execVM "thescript.sqf"; }; }; // Let the server select a player if (isServer) { _playerList = if (isMuliplayer) then { playableUnits; } else { switchableUnits; }; // For testing in editor mostly _randomPlayer = _playerList call BIS_fnc_selectRandom; [[_randomPlayer], "btk_fnc_MPexecVMLocal"] call BIS_fnc_mp; };
  15. I think it's because they now kind of drop their stuff when they die. (Not sure how it works, but that was my impression so far) In Arma 2 this would have worked.
  16. I had v2 signature check enabled, as we have in Arma 2, however I was not able to join my own server (Signature check timeout ALL the time). For some of my team mates it works. So I have no choice but to disable it. The system it utterly broken in my opinion.
  17. Working great, thanks!
  18. sxp2high

    isDedicated broken?

    If you run the arma3.exe wih the -server parameter, it will return isDedicated as true in the game :)
  19. Dead units are a bit problematic with the inventory system at the moment. Dead units do not return any Uniform or Vest either. Why not remove it while they are still alive?
  20. sxp2high

    Arma 3 SeaLife Project

    Very promising :) Looking forward to this!
  21. From the looks of it it means if. However this is SQS syntax, not SQF, and shouldn't be used anymore. SQF: waitUntil {TheMan distance TheFlag < 50}; ManIsHere = true; publicVariable "ManIsHere";
  22. You can use BIS_fnc_MP for that. Example: Init.sqf btk_fnc_MPcutText = { cutText [(_this select 0), (_this select 1), (_this select 2)]; }; Usage [["I'm global!", "BLACK OUT", 2], "btk_fnc_MPcutText"] call BIS_fnc_mp; [["Me too!", "BLACK IN", 3], "btk_fnc_MPcutText"] call BIS_fnc_mp;
  23. sxp2high

    item slot usage/storage info needed

    I think the weight system is far from finished. In ACE mod i couldn't even run 10 meters with what I'm carrying in Arma 3 with the bar only being half-full.
  24. sxp2high

    JIP/Respawn confusion

    Units will ALWAYS start where they are initially placed. Joining the server is not considered respawn. You would have to do that manually. Example: If someone joins after 1 minute into the mission, he will start at the respawn marker: if (time > 60) then { player setPosATL (getMarkerPos "respawn_east"); };
  25. sxp2high

    Battleeye needed now, nothing else matters

    Consider yourself lucky that this Alpha build even has a Multiplayer at all. Anti-cheat would be a waste of time at this point. Something like this can worked on 2 weeks before actual release (and afterwards).
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