Jump to content

Lucky44

Member
  • Content Count

    359
  • Joined

  • Last visited

  • Medals

Everything posted by Lucky44

  1. Lucky44

    Thank you BI For latest Patch.

    Yes, I too am very thankful for the continued efforts to improve the engine, deal with rock collisions, etc. as well as adding interesting new content. Kudos!
  2. EDIT: the problem had to do with the boolean use of "quitNow"...I should not have been using quotation marks around TRUE and FALSE. I figured this out when I changed it to a simple 1/0 variable, it works. I've changed it below to work as well. This shooting range script was going along nicely. I have 12 pop-up targets at various ranges (40m-300m) that pop up in a psuedo-random order for 5 seconds, score a point if hit, etc. But then I wanted to add a way to kick it out of a trial if the player wanted to end early. So in the trigger that calls the rifle range script to activate, I put a deactivate action: simply make a variable called "quitNow" = "true" if the player leaves the trigger area. But I'm getting an error soon after the script starts (after being fired from the trigger area). It's saying that I'm missing a ")" on the line with "if (quitNow="true") exitwith {[nil,nil,rHINT,"Shooter left the box. Ending the trial early."] call RE};" I've been banging my head on the keyboard for an hour on this. I'm probably missing something simple. Any suggestions? if (!isServer) exitWith {}; // only run this on the host computer //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////INITIALIZATIONS ////////////////////////////////////////////////////////////////////////// // Create the array of targets////////////////////////////////////////////////////////// _TarArray = [tar1, tar2, tar3, tar4, tar5, tar6, tar7, tar8, tar9, tar10, tar11, tar12]; TarArray = _TarArray; // Create an array of target choices, in sequence, to be used for the 40 targets in a row, in psuedo-random order _TarSeq = [tar4, tar7, tar1, tar5, tar10, tar8, tar2, tar12, tar4, tar9, tar11, tar3, tar6, tar7, tar3, tar9, tar2, tar11, tar5, tar8, tar6, tar8, tar12, tar10, tar5, tar9, tar6, tar3, tar7, tar10, tar4, tar9, tar5, tar8, tar4, tar10, tar6, tar3, tar7]; TarSeq = _TarSeq; // Force targets to stay down when hit: nopop = true; // this applies to all targets, automatically // Set all targets to DOWN position to start; {_x animate ["terc", 1] } forEach _TarArray; //Initialize Variables TargetScore = 0; // counts hits on targets _targetCounter = 0; // counts targets that have popped up quitNow = "false"; // this is the check to see if the player left the shooter's box [nil,nil,rHint, "The marksmanship trial will begin in 10 seconds."] call RE; // the rHINT with RE (Remote Execution) runs on all clients sleep 10; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////The Trial Loop ////////////////////////////////////////////////////////////////////////// // Loop 40 times, while counter = 0-39 while {_targetCounter <40} do { // Choose the target to pop up from the sequence.//////////////////// (_TarSeq select _targetCounter) animate ["terc", 0]; // from the array _TarSeq, SELECT the _targetCounter-th target and pop it up // Put eventHandlers on each target for event "hit"///////////////////////////////////// (_TarSeq select _targetCounter) addEventHandler ["hit", {_this execVM "tar_hit.sqf"}]; // if the shooter leaves the "box" between the cones, end the trial early. if (quitNow=true) exitwith {[nil,nil,rHINT,"Shooter left the box. Ending the trial early."] call RE}; sleep 5; // hold the target up for 5 seconds (or until hit) (_TarSeq select _targetCounter) animate ["terc", 1]; // PUT DOWN the target if not already down _targetCounter = _targetCounter +1; // keep count of how many targets have been popped up _pause1 =(random 2)+3; // pause between targets for 3-5 seconds sleep _pause1; };// End of trial loop titleText ["The trial is now over.","PLAIN"]; // goes only to host? That's OK, really, since as long as one person gets this, it helps sleep3; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////CONCLUDING ACTIONS ////////////////////////////////////////////////////////////////////////// // Remove eventHandlers on each target for event "hit"///////////////////////////////////// {_x removeAllEventHandlers "hit"} forEach _TarArray; nopop = false ; // let them pop up if shooter wants to just practice casually {_x animate ["terc", 0] } forEach _TarArray; // Put up the targets if not already up FinalScore = parseText format["<t font='LucidaConsoleB' color='#ff0000'>Your fianl score = %1.</t>",TargetScore]; [nil,nil,rHINT,FinalScore] call RE; sleep 4; //hint format ["The Score = %1. \n0-23 hits=More Practice \n24-29 hits=Marksmen\n30-35 hits=Sharpshooter\n36+ hits= Weapons Expert",TargetScore]; TargetScore = 0; // reset for another try, possibly and here's the script that fires if the target is hit, called "tar_hit.sqf" // This simply counts hits and keeps score///////////////////////////////////////// TargetScore = TargetScore +1; publicVariable "TargetScore"; // maybe making this a PV will let it be broadcast??? goodhit = "yes"; // flags the on-map trigger to send the hit messages to all...hopefully // after a hit is scored, remove the EventHandlers to prevent multiple hits per pop-up {_x removeAllEventHandlers "hit"} forEach TarArray;
  3. This is a great script and I've used it hundreds of times. Now, sort of suddenly, I'm getting a weird phenomena: the units I put the BIN_TaskPatrol.sqf script on all start heading southeast...around 140 degrees, it seems. They just start parading off in that direction. All of them, different groups, from different start points. Two notes: A) I have a Function module placed. B) I have tried using the "create one waypoint" method as suggested here. But nothing seems to change it. Any suggestions? EDIT: I've started using Wollfy.au and ArmAIIholic's updated versions of the script (1.3 and 1.4), and now I'm not getting this bug.
  4. I'm looking for help in making some custom signs. I found how to set flag textures (http://community.bistudio.com/wiki/setFlagTexture). And I've read about the conventions for naming textures. But I can't find any info on how to reskin an existing sign. I'm guessing it's possible. It is very difficult? I searched all over and can't find any info on it. If anyone knows, please point me in the right direction.
  5. OK, thanks very much. I'll get into some of the pbo's ---------- Post added at 04:07 PM ---------- Previous post was at 04:07 PM ---------- Seems like a mod question to me.
  6. Thanks. I didn't see an easy way to update the BE DLL on our server, so I didn't try. But I got players to update their Client BE DLL, and things seem to be working fine. -Thanks!
  7. With the updated BE installer, do we need to only use it on our local machines, or do we need to have our hosted dedicated server run it, or both?
  8. Giving credit where credit is due: my Steam update, while a day or so late, worked flawlessly. But our server (TAW.net, North American) had the same Battleye issues, so we had to disable BE, which is not ideal. Hope to hear about a fix Monday.
  9. Lucky44

    Pop Up targets Stay up?

    Thanks very much, both of you, for the reply!
  10. Lucky44

    Pop Up targets Stay up?

    Interesting. Thanks. Now if we can figure out how to get the targets up and down when we want, we'll be in great shape.
  11. Great to see the improvements moving forward! Is there an ETA for the Steam version of this update?
  12. Lucky44

    Pop Up targets Stay up?

    What are the Boot Camp mission files/folders called? I can't seem to find them. (And I was hoping someone knew how to do this to save some time.)
  13. Lucky44

    Pop Up targets Stay up?

    (Apologies if I missed this above) Is there a way to control the target in a similar way to controlling doors on buildings? What I would like to be able to do is have, say, 10 targets and have them all start down, then have them pop up 1 at a time, randomly. I think the Boot Camp does this; just not sure how to do it.
  14. Lucky44

    Bunch of patches

    The website says here: http://www.arma2.com/index.php?Itemid=20&option=com_rokdownloads&view=folder〈=en "This update is for all Arma 2: British Armed Forces versions except STEAM. For STEAM version use STEAM update." But there's no Steam update and no link for further explanation. So am I right in thinking we Steam users are just supposed to wait? If so, can you (BIS) give us a date or time when we can get this update? (In the meantime, I don't want to update my clan's server or have my clan members updating, till we can all get on, I guess, so I hope the wait isn't long.)
  15. Katipo66: If I read you right, you're asking how to create tasks and have them be completed in the task list. To do that you need to learn about Briefing creation. A simple way to get the idea for that is the Briefing Manager app by Alimag. You can search for it in downloads at Armaholic.com. Then you combine a trigger that checks for the completion of each task and sets the condition to "succeeded" or "failed" as desired. This isn't real hard, but there's stuff for you to learn to get it. Try searching YouTube for Arma2 tutorials on a topic like this. might be helpful.
  16. I've searched all over and can't find a good, simple way to do this (and I can't figure it out on my own!). What I really need is a simple way to spread a lot of landmines around a "minefield" area. I'm thinking I just want to make a simple trigger that I can Copy/Paste all over in a minefield to create landmines (the kind that infantry can set off). So I don't want to have to name the trigger or any markers, if possible. (Because markers must be named individually.) I don't mind if it has to use a separate script or not. And I don't mind if one trigger can cover the whole area, detecting the location of an entering infantry and exploding there (yes, that's a very deadly minefield!), or if it has to be lots of little separate triggers, each covering a small area (like 3meters). Any suggestions? Someone must have done this already, I just can't find it.
  17. W0lle, how would you use that (or WOULD YOU use that) to make a vehicle possible to HALO out of? I tried putting it in an Action and it won't work. (And I'd like to make it work on a dedicated server, eventually.)
  18. I'm trying to add the HALO ability to aircraft on a DEDICATED server, via an AddAction and script. I've used [player,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; exit and that works on a NON-DEDICATED server, but gets weird on a dedicated one. So I tried this: [this,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; exit And that just doesn't work. By the way, I was calling those lines from an action on the helo that called a script with them. What's a simple way to deal with the locality issues of a dedicated server for this simple action? This must be easier than it seems at the moment! Thanks in advance! EDIT: Well, in almost two weeks, no one replied here. But I found the answer at Kylania's site: http://www.kylania.com/ex/?p=94#comment-279
  19. I'm making missions for The Art of Warfare gang's (TAW.net) Arma2 group, and I have run into some ugly dedicated server issues (or so it seems). We have a 64-slot server that we rent, and I'm making coop missions with up to 50 slots. Someone suggested I should not use units' INIT boxes, because they don't run well on dedicated servers. Is there a resource somewhere on how to optimize missions so they work properly on dedicated servers? I searched but can't find any such list/guide/etc. A simple list of "Dos" and "Don'ts" would be a start. Any suggestions from those who make missions for dedicated server play?
  20. Thanks again, Galzohar, for that. I suspect I need to really REALLY get down and dirty and learn about local vs. global variables (and public too!), in a more thorough way than I understand them now. So much to learn, so little time :)
  21. Well, I just spammed those lines I posted above into any place they made sense, and lo and behold, it works. I should try to write it up for others who are seeking the same thing, but I'm not sure I understand it well enough yet! Thanks again.
  22. Thanks for the effort, but as CarlGustaffa says in the post, this "maybe be a bit vague" :)
  23. @Kylania: <sigh>, yeah, I know what you mean about 'eventually it all starts to make sense' kind of thing. -I just keep waiting for that to start! Thanks for the post. I've read the OFPec MP Tutorial, and it was a bit helpful for my Locality issues. @Galzohar: Good info about the init boxes; thanks. Here's a concrete question: if I run a mission on a dedicated server with maybe 3 players connected, and things go fine, could things get weird if there were simply more players connected? Is there a way to avoid that "false positive" test experience? (I fear the answer to the first question is just "maybe", and that it all depends on the details!)
  24. First: Xeno (et al), thanks so much for your amazing work on Domination2. The deeper I dig into it, the more impressed I am. And thanks to everyone who takes the time to help everyone else with the project. Currently, though, I'm going crazy trying to add new lift choppers...I've looked through all 42 pages of this thread, hunted around and around in the files, on forums, etc. (I have downloaded Grimes' tear-out version of the Lift Scripts for other missions, but I haven't used them yet.) Here's what I've tried to do so far: --> In the i_client file: add ["HR7",0,"chopper7",307,"n_air","ColorWhite","7","Lift Four"], ["HR8",0,"chopper8",308,"n_air","ColorWhite","8","Lift Five"] at line 246 --> In the init.sqf, added [ch7,307,false,300],[ch8,308,false,300] TO line 322 (in the #ifndef __TT__ area) And added two CH-47's, naming them "ch7" and "ch8". Still can't get them to be lift choppers. Could someone point me in the right direction? Or better yet, write up a "How To" steps to add lift ability to a chopper? Thanks!
  25. Yes, I have found this in the BIS Wiki, but it's not very clear/thorough. (At least to me it's not.) I was hoping someone would have written up some sort of basic guide to what considerations you have to take when making a mission for a dedicated server...maybe someone could sketch something out here, and others could add to it???
×