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Coronel_Niel

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Posts posted by Coronel_Niel


  1. Ok, the title kind of gives this thread away. But some people might get the wrong impression.

    Im not talking about (isServer)

    Im talking about sending a variable to the server, the server reading/accepting it, and then sending commands back to the player in question.

    Ive got all of the script done. And it works, IF I start up my own server. Once I put it on a dedi server it fails.

    So I need some tips on how to get the client to send varibles to a script on the main server, then the server then to send commands and variables back to the player. I think the first bit is done, but the secound half of the script (Server-Client) Isn't working.

    Any Tips?


  2. The problem is with one of 4 scripts:

    The Description.ext

    FacHarvest

    FacMani

    FacQueue

    I think BOTH of these are broken, however the description.ext links to the other .hpp files as it includes them, so it could be a .hpp file AND the Fac files that are broken.

    The Patch must have something todo with how arrays or something of the sort are handled.

    I think its got something todo with either the vehicles classnames or the script itself.

    I got this to work by removing the Description.ext and all the Fac files.


  3. Recently enspired by my WiC games, I've got it into my head to make a WiC kind of mission in arma 2, where your up against massive enemy forces and have to hold.

    I was going to make it 75% player controlled and the enemy was mostly where the scripting was, but I thought of something else.

    O.K, nvm about the setting. I need to make a menu for my "Support" commands for the player to call in on the enemy. I should be able to do all of the mission scripts and most of the support scripts, but I need a coder for a menu to use ingame.

    This is just an extra, but it would be a nice addtion.

    For more details PM or reply.


  4. Njayjay, those 2 things are the things that I never got when testing. The documents were fine, and you walk up to the squad (Infront of them) to release them. I thought that was clear. The briefing works with the map, just tells you what they have.

    @Chronic, you should'nt get this error with the new version, I just downloaded it and tested, the mission runs fine.


  5. April, Monday the 1st, 2013

    USMC Special Forces are setting up camps with NAPA's help. Russian forces are unaware of these camps, as NAPA are some of the best at concealing these Camps.

    USMC are mounting ambush's and attacks for days now and a massive push is comming to get Russian forces out of the south, and the US to setup a base of operations.

    Features:

    Ac-130 script. (Not Finished)

    First Aid Modules.

    Script to simulate pockets and backpack.

    Jeeve's IED script.

    A full briefing, with pictures.

    Diaglouge as you play.

    Gear changes.

    Download:

    http://www.filefront.com/14411313/Operation%20Starvation.rar

    Please post any bugs, ive had to edit one out already and because this mission is so large, I'm not so sure about fully tested.

    V1.1:

    Edited name to let the mission run

    V1.2:

    Changed mission.sqm so theirs no addon requiered

    Changed the Russian Convoy's speed so it arives before you kill yourself with boredom.

    V1.3:

    Changed triggers so you dont have to keep all AI members alive. They dont make many coments anyway.


  6. Im trying to make me, and T2 through to T7 teleport to a invisible H called hillfort. This script just blacks out, gives me text and blacks in, no teleporting.

    Also tried ussing a marker called hillfort.

    cutText ["", "BLACK OUT",1]
    
    player setpos getpos "hillfort"
    
    _spawnpos = getpos "hillfort"
    
    _spawnposX = _spawnpos select 0
    _spawnposY = _spawnpos select 1
    _spawnposZ = _spawnpos select 2
    
    T2 setPos [_spawnposX + 1, _spawnposY + 1, _spawnPosZ]
    ~0.001
    T3 setpos [_spawnposX - 1, _spawnposY + 1, _spawnPosZ]
    ~0.001
    T4 setpos [_spawnposX + 1, _spawnposY - 1, _spawnPosZ]
    ~0.001
    T5 setpos [_spawnposX - 1, _spawnposY - 1, _spawnPosZ]
    ~0.001
    T6 setpos [_spawnposX + 2, _spawnposY + 2, _spawnPosZ]
    ~0.001
    T7 setpos [_spawnposX - 2, _spawnposY - 2, _spawnPosZ]
    ~0.001
    ~2
    TitleText ["Later that day","Plain"]
    ~2
    cutText ["", "BLACK IN",1]
    exit


  7. Because theirs no Binary function, it just times 1x2x2x2x2x2x2 and how many times is determined by count1. (Same for count2, that just randoms the y value.)

    It spreads meant to be by ussing binary so it hits closer to the target rather than thuther away more often. This changes Probability. It gets all the variables it needs, then it goes to binary. It gets the binary amount, for X and Y, and then divides it by 1000 and times's it by spread. It then see's shot 1 = 0, and goes to shot one, which is under binary. Then it fires shot one, goes to binary, gets anouther random value, see's shot1 = 1 and goes to shot 2. Repeats untill shot 4. When shot 4 == 1 its resets all the values and goes to shot 1.


  8. ive got it to get to:

    ; ****************************************************************
    ; Script file for Armed Assault
    ; Created by: TODO: Author Name
    ; ****************************************************************
    
    ; AC-130 Gunship Script
    ; By Niel
    ; Adapted Jeevz IED script
    ; v0.1 12/13/06
    
    
    ; This script will simulate a Ac-130 gunship attack.
    ; It creates an explosion of a
    ; selected size on any object when called
    ; The arguments are [objectName, Size of Ammo]
    ; Explosion Power will be 1 of 3 choices
    ; 25mm - Gatling Gun - 15 shots -Good for Anti-Personnel use
    ; 40mm - Will usually disable a Humvee without killing the occupants
    ; 125mm - Will usually destroy a passing humvee and kill or severly injure all occupants, will disable the tracks and possibly engine on M1A1
    ; Huge - Nothing will survive, I mean... it's HUGE :-)
    
    
    ; Example script call --> [theCar, "Small"] exec "IED.sqs"
    
    ;start script
    
    _theObject = _this select 0
    _theExplosion = _this select 1
    
    ;locate the Object to be blown up
    _bombLoc = GetPos _theObject
    _bombLocX = _bombLoc select 0
    _bombLocY = _bombLoc select 1
    _bombLocZ = _bombLoc select 2
    
    ;Reset Shots Fired, binary and Shots
    
    _ShotsFired = 0
    _binaryX = 1
    _binaryY = 1
    _count1=0
    _count2=0
    _shot1 = 0
    _shot2 = 0
    _shot3 = 0
    _shot4 = 0
    
    ; Deterimine the ordinance used to create the explosion
    ? (_theExplosion == "25mm") : _ammoType = "B_25mm_HE"
    ? (_theExplosion == "40mm") : _ammoType = "R_57mm_HE"
    ? (_theExplosion == "125mm") : _ammoType = "Sh_125_HE"
    AirAttack sidechat "AC-130 Firing"
    
    
    ; Deterimine the shots used to create the explosion
    ? (_theExplosion == "25mm") : _ShotsNeeded = (random 10)
    ? (_theExplosion == "40mm") : _ShotsNeeded = (random 5)
    ? (_theExplosion == "125mm") : _ShotsNeeded = 1
    
    ;Make Small Explosion Shots Fired Random
    
    ? (_theExplosion == "25mm") : _ShotsNeeded = _ShotsNeeded+30
    
    ;Kept if needed
    
    ? (_theExplosion == "40mm") : _ShotsNeeded+0
    ? (_theExplosion == "125mm") : _ShotsNeeded+0
    
    ;Use Different Spreads
    
    ? (_theExplosion == "25mm") : _Spread = 10
    ? (_theExplosion == "40mm") : _Spread = 7.5
    ? (_theExplosion == "125mm") : _Spread = 5
    
    ;Repeating Fire
    
    #loop
    
    Goto "Binary"
    
    #Shot1
    
    _ammoType createVehicle[_bombLocX + _spreadx, _bombLocY + _spreadY, _bombLocZ]
    ~0.1
    
    _ShotsFired = _ShotsFired + 1
    
    _shot1 = _shot1 + 1
    
    ? _ShotsFired>=_ShotsNeeded : goto "End"
    
    Goto "Binary"
    
    #Shot2
    
    
    _ammoType createVehicle[_bombLocX - _spreadx, _bombLocY + _SpreadY, _bombLocZ]
    ~0.1
    
    _ShotsFired = _ShotsFired+1
    
    _shot2=1
    ? _ShotsFired = _ShotsNeeded: Goto "End"
    
    Goto "Binary"
    
    #Shot3
    
    _ammoType createVehicle[_bombLocX + _spreadX, _bombLocY - _SpreadY, _bombLocZ]
    ~0.1
    
    _ShotsFired = _ShotsFired+1
    
    _shot3=1
    
    ? _ShotsFired = _ShotsNeeded : Goto "End"
    
    Goto "Binary"
    
    #Shot4
    
    _ammoType createVehicle[_bombLocX - _spreadx, _bombLocY - _SpreadY, _bombLocZ]
    ~0.1
    
    _ShotsFired = _ShotsFired+1
    
    _shot4=1
    
    ? _ShotsFired = _ShotsNeeded : Goto "End"
    
    Goto "loop"
    
    #Binary
    
    ;Spread Logic
    
    ;? (_theExplosion == "25mm") : _count1 = (random 10)
    ;? (_theExplosion == "40mm") : _count1 = (random 10)
    ;? (_theExplosion == "125mm") : _count1 = (random 10)
    ;? (_theExplosion == "25mm") : _count2 = (random 10)
    ;? (_theExplosion == "40mm") : _count2 = (random 10)
    ;? (_theExplosion == "125mm") : _count2 = (random 10)
    
    _count1 = 10
    _count2 = 10
    
    ;_count1 = round(random 10)
    ;_count2 = round(random 10)
    
    ;Binary Based Random Spread
    
    #Count3
    
    ? _count1 == 0 : goto "count4"
    _binaryX = _binaryX * 2
    _count1 = _count1 - 1
    
    Goto "Count3"
    
    #Count4
    
    ? _count2 == 0 : goto "Binary2"
    _binaryy = _binaryy * 2
    _count2 = _count2 - 1
    
    Goto "Count4"
    
    #Binary2
    
    _spreadx =(_Binaryx / 1000 * _spread)
    ;_Binaryx =_Binaryx * _spread
    _spready =(_BinaryY / 1000 * _spread)
    ;_BinaryY =_BinaryY * _spread
    ;_spreadx = _Binaryx
    ;_spreadY = _BinaryY
    
    ? (_shot1 == 0) : goto "Shot1"
    ? (_shot1 == 1) : goto "Shot2"
    ? (_shot2 == 1) : goto "Shot3"
    ? (_shot3 == 1) : goto "Shot4"
    ? (_shot4 == 1) : goto "Reset"
    
    #Reset
    
    _shot1 = 0
    _shot2 = 0
    _shot3 = 0
    _shot4 = 0
    
    Goto "Shot1"
    
    #End
    
    exit

    Still doesnt work, but it should I think.


  9. It works, but this is V3 of the script. The coments are messy, the work is too, and yes, ive created a script that just shoots rounds, how many shots are needed, and the spread.

    The reason it fires for times, is once in each quadrent. So its + +, - +, + -, - -.

    Binary is 1 x 2, then the answer x2, then that answer x2. So that while is meant to do x*2 and the count is the spread. So it will get 1024.

    Then its meant to /1000, to get 1.024

    Then its meant to * that by your spread

    So, it can get anything from 2 - 1024

    Theirs a lot more smaller numbers than bigger ones, and a AC-130 gunner would be more accurate than not.

    It calls the binary script, makes a random spread, then goes back to shot1. When shot1 is fired, shot1 = 1.

    When it runs binary again, it see's shot 1 is fired and goes to shot 2.

    Reset just resets all the values and goes to shot 1.

    It also randoms the X and Y Spread, hence count 1 and 2, for totaly random shots.


  10. Well, here I am asking for help again.

    My Ac-130 script works in basic form, but I wanted to add some realism.

    So, what has quiet a few smaller numbers, but not a lot of larger ones? I jumped for Exponential. The exp command wouldn't work in Arma 2, I found out after a lot of time trying to get it to work. Next best thing.

    I picked Binary. The script is a bit complicated, but experianced coders will make easy sence of it.

    Problem is, this script wont fire. At all. The logic seems right, everything goes just fine. With a bit of tweaking, it now only fires on the spot of the target. You'll see if you run it.

    Its meant to spread out around the target. Binary adds the proberbility of the number being smaller, as more shots would hit closer to the target than not.

    Heres the script, you can try it yourself.

    I started with the IED script by Jeevz, as that gave me the idea. But now, it looks nothing like it. I was going to finish off coments ect once i'd finished the work.

    ; ****************************************************************
    ; Script file for Armed Assault
    ; Created by: TODO: Author Name
    ; ****************************************************************
    
    ; AC-130 Gunship Script
    ; By Niel
    ; Adapted Jeevz IED script
    ; v0.1 12/13/06
    
    
    ; This script will simulate a Ac-130 gunship attack.
    ; It creates an explosion of a
    ; selected size on any object when called
    ; The arguments are [objectName, Size of Ammo]
    ; Explosion Power will be 1 of 3 choices
    ; 25mm - Gatling Gun - 15 shots -Good for Anti-Personnel use
    ; 40mm - Will usually disable a Humvee without killing the occupants
    ; 125mm - Will usually destroy a passing humvee and kill or severly injure all occupants, will disable the tracks and possibly engine on M1A1
    ; Huge - Nothing will survive, I mean... it's HUGE :-)
    
    
    ; Example script call --> [theCar, "Small"] exec "IED.sqs"
    
    ;start script
    
    _theObject = _this select 0
    _theExplosion = _this select 1
    
    ;locate the Object to be blown up
    _bombLoc = GetPos _theObject
    _bombLocX = _bombLoc select 0
    _bombLocY = _bombLoc select 1
    _bombLocZ = _bombLoc select 2
    
    ;Reset Shots Fired, binary and Shots
    
    _ShotsFired = 0
    _binaryX = 1
    _binaryY = 1
    _count1=0
    _count2=0
    _shot1 = 0
    _shot2 = 0
    _shot3 = 0
    _shot4 = 0
    
    ; Deterimine the ordinance used to create the explosion
    ? (_theExplosion == "25mm") : _ammoType = "B_25mm_HE"
    ? (_theExplosion == "40mm") : _ammoType = "R_57mm_HE"
    ? (_theExplosion == "125mm") : _ammoType = "Sh_125_HE"
    AirAttack sidechat "AC-130 Firing"
    
    
    ; Deterimine the shots used to create the explosion
    ? (_theExplosion == "25mm") : _ShotsNeeded = (random 10)
    ? (_theExplosion == "40mm") : _ShotsNeeded = (random 5)
    ? (_theExplosion == "125mm") : _ShotsNeeded = 1
    
    ;Make Small Explosion Shots Fired Random
    
    ? (_theExplosion == "25mm") : _ShotsNeeded = _ShotsNeeded+30
    
    ;Kept if needed
    
    ? (_theExplosion == "40mm") : _ShotsNeeded+0
    ? (_theExplosion == "125mm") : _ShotsNeeded+0
    
    ;Use Different Spreads
    
    ? (_theExplosion == "25mm") : _Spread = 10
    ? (_theExplosion == "40mm") : _Spread = 7.5
    ? (_theExplosion == "125mm") : _Spread = 5
    
    ;Repeating Fire
    
    #loop
    
    Goto "Binary"
    
    #Shot1
    
    _ammoType createVehicle[_bombLocX + _spreadx, _bombLocY + _spreadY, _bombLocZ]
    ~0.1
    
    _ShotsFired=_ShotsFired+1
    
    _shot1=1
    
    ? _ShotsFired>=_ShotsNeeded : goto "End"
    
    Goto "Binary"
    
    #Shot2
    
    
    _ammoType createVehicle[_bombLocX - _spreadx, _bombLocY + _SpreadY, _bombLocZ]
    ~0.1
    
    _ShotsFired = _ShotsFired+1
    
    _shot2=1
    ? _ShotsFired = _ShotsNeeded: Goto "End"
    
    Goto "Binary"
    
    #Shot3
    
    _ammoType createVehicle[_bombLocX + _spreadX, _bombLocY - _SpreadY, _bombLocZ]
    ~0.1
    
    _ShotsFired = _ShotsFired+1
    
    _shot3=1
    
    ? _ShotsFired = _ShotsNeeded : Goto "End"
    
    Goto "Binary"
    
    #Shot4
    
    _ammoType createVehicle[_bombLocX - _spreadx, _bombLocY - _SpreadY, _bombLocZ]
    ~0.1
    
    _ShotsFired = _ShotsFired+1
    
    _shot4=1
    
    ? _ShotsFired = _ShotsNeeded : Goto "End"
    
    Goto "loop"
    
    #Binary
    
    ;Spread Logic
    
    ;? (_theExplosion == "25mm") : _count1 = (random 10)
    ;? (_theExplosion == "40mm") : _count1 = (random 10)
    ;? (_theExplosion == "125mm") : _count1 = (random 10)
    ;? (_theExplosion == "25mm") : _count2 = (random 10)
    ;? (_theExplosion == "40mm") : _count2 = (random 10)
    ;? (_theExplosion == "125mm") : _count2 = (random 10)
    
    _count1 = 10
    _count2 = 10
    
    ;_count1 = round(random 10)
    ;_count2 = round(random 10)
    
    ;Binary Based Random Spread
    
    while "_count1 > 0" do {_binaryX=2*_binaryX _count1=_count1-1}
    while "_count2 > 0" do {_binaryY=2*_binaryY _count2=_count2-1}
    _spreadx =(_Binaryx / 1000 *_spread)
    ;_Binaryx =_Binaryx * _spread
    _spready =(_BinaryY / 1000*_spread)
    ;_BinaryY =_BinaryY * _spread
    ;_spreadx = _Binaryx
    ;_spreadY = _BinaryY
    
    ? (_shot1 = 0) : goto "Shot1"
    ? (_shot1 = 1) : goto "Shot2"
    ? (_shot2 = 1) : goto "Shot3"
    ? (_shot3 = 1) : goto "Shot4"
    ? (_shot4 = 1) : goto "Reset"
    
    #Reset
    
    _shot1 = 0
    _shot2 = 0
    _shot3 = 0
    _shot4 = 0
    
    Goto "Shot1"
    
    #End
    
    exit

    EDIT:

    This script seems scruffy because of the ways I tried to get this to work. A lot of stuff is commented out, after checking it did nothing to help. Once the problem is solved, the randomness will be added back in.

    Thanks, any help would be great.

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