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xx-Jaguar-xx

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About xx-Jaguar-xx

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  1. xx-Jaguar-xx

    1.07 Bugs: Report them here please.

    Does anyone program any more thinking about backwards compatability or is that out the window? make it more diffcult for scriptors... from my server RPT: Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. Warfare2Vehicles. any ideas on what changed, which vehicles?
  2. xx-Jaguar-xx

    Group Vehicle Control Module

    testing 1.1.01 now includes revamp for expansion, 2 fixes for markers and a new "Client Process Module" (CPM)
  3. xx-Jaguar-xx

    Group Vehicle Control Module

    Thanks!
  4. xx-Jaguar-xx

    Group Vehicle Control Module

    Sorry, I forgot we increased security on the forum, and visitors had to register. All links and info should be in first post now.
  5. G.V.C.M ( "Group Vehicle Control Module" ) by xx-Cougar-xx Current Version: 1.0.01 DownLoad: www.xx-team-xx.com/Download/G_V_C_M.zip G.V.C.M was written to handle certain basic requierments for improved performance and assisting mission makers in a standard manner. It attempts to Hide, then remove dead bodies, remove vehicles, expendable or not thru an effect if selected. It Manages the groups which all vehicles and units belng to. It can create Dynamic markers as well. Some overloaded BI functions have also been included to aid mission makers. Usage: Please state in your Mission title screen, and/or description "w/G.V.C.M", or "With G.V.C.M". Non Miltary, Non Commericial use only. Features: - Hide all dead bodies. - Deletes all dead Bodies. - Destroy Dead vehicles with or with out effect, the effect is of 4 different levels depending on the type of vehicle. - Removes vehicles which have been abandoned and can not move, unless repaired in a time set by mission maker. - Deletes Mission maker listed expendable vehicles, if stated by a certain time and empty. If manned or re-occupied it will not remove. - Removes empty groups. - Can provide J.I.P Dynimically created Markers for Players, Vehicles, or both, depending on side and if sides of vehicle change, including listed wrecks and standard Arma2 markers and colors. - Provides some basic overload functions to assit mission makers. (W.I.P) - Server and Client RPT output of various statistics on Groups/Vehicles/Units/Markers and how it is handling them. Videos: Dynamic markers on bots: Dynamic markers on vehicles: Vehicle removal with explosion effect: Install: - un zip and move GVCM folder to your unpacked missions folder - Edit the settings in ...\GVCM\i_gvcm.sqf - Add to your missions Init.sqf the following line with a correct path: execVM "GVCM\i_gvcm.sqf"; -For additional info, please open the enclosed readme file ChangeLog: v1.0.01 ~ Wreck markers not working on aircraft corrected. Known issues: - Troops that are parachuting in and killed in mid-air will remain as dead bodies, Since these are the only dead bodies left I do not know if I will correct this issue. - Markers take a minute(depending on your cycle times) to load up due to the nature of how it loops. - Sometimes as a player when you join, not all markers will appear, it may correct itself when another player joins or disconnects, or you rejoin. It happened so few times that I have been un able to recreate it. I re join and it corrects itself, restart the dedi server and do same things again and it does not happen. - Only Tested on Coop, I would like to add vehicle only removal for PvP in the future and test markers on a PvP game type. - Only Tested on Dedicated Servers. It should work on a hosted game. Feedback and Bugs: For now please post on forums at xx-team-xx.com in the arma2 section. http://xx-team-xx.com/cgi-bin/forum/YaBB.pl?num=1264215923 Credits: I would like to thank the folowing people for posting on the BI Fourms/Wiki and sharing their knowledge. - Rommel - GeneralCarver - Xeno - SickBoy
  6. xx-Jaguar-xx

    Escalation & GVCM (domiA2 as template)

    final testing for GVCM going on now, as for Escalation...It may remain a mission just for my team as I do not have the time to fully support it, there is also enough copies/versions of Domination around already. It is running around 300 bots, right now, and for my team's server that is pretty good, on a 12 city limit with 3 recaps,and I think about 5 random patrols, it seemed to hold just above or just below the over loaded "15fps", depending on the city state (new, full of bots...etc). I spent another day reworking/optimizing GVCM, All goes well over the weekend I hope to release GVCM early next week, and get some feedback about it's performance gains/losses, or bugs/issues from other mission scriptors. ~ xx-Cougar-xx
  7. xx-Jaguar-xx

    Escalation & GVCM (domiA2 as template)

    For those interested, We had a 2 day test run of GVCM and escalation , never went below 46 FPS and all my guys said it ran soomth, it worked too good, it was deleting the bonus vehicles, few changes and here is a YT on it, showing destruction effect(you can set W/O also) and the A10 is suppose to stay.. object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=AMExtvrChDw&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=AMExtvrChDw&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> ...I thought for a sec I might be beating a dead horse with a stick, and looked at the GC....hopefully they come out with some more info on it, right now it's nixed off my plans to incorporate it. If you have ever looked under the hood on the GC, you will know what I mean :rolleyes: I was hoping for a null type deal like other Languages, mark it objNull or somethin and never look back anyway SS of the GVCM, for the most part its about 50% done, @ 50kb's ~ xx-Cougar-xx
  8. xx-Jaguar-xx

    Escalation & GVCM (domiA2 as template)

    Thanks! GVCM attempts to add a simple effect to all vehicle destruction, if it cannot/does not then it simply disappears object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=zL6oIqOLycc&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=zL6oIqOLycc&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> It also outputs to RPT file for server admins and if need be debugging
  9. Hello everyone, Escalation is a WIP using Domination Ranked West as a template. Some of my goals for the mission are to add in as many community made scripts that I can without hurting performance. I have also modified Domination from sabotage unit logic to deleting of units with GVCM. The main reason for me making a mission based on a completed mission is for GVCM. "Global Vehicle Control Module" GVCM is modular, and should be able to be used for any mission in which AI/Vehicles need to be handled, there are no triggers/event handling to set, Escalation will also provide a mission for scripters to see how it is applied. It currently handles all deleting of any type of vehicle, unit and group in my beta version with a huge improvement on FPS. I hope to handle all creation, a unified system for markers, and Garbage Collection in the future. The following Videos are of Domination and Escalation, both are using new Sabotage/Attack logic (amounts), Domination is set for 8 min to a max of 16 groups attacking via helo, Escalation is set for 12 min and a max of 24 groups attacking. This is also a looped back Dedi, I hope to test on dedi box later this week. Both end around 21 mins of game time Domination <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=EdwAji0A7G8&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=EdwAji0A7G8&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Escalation object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=yFypqZbpohk&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=yFypqZbpohk&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
  10. xx-Jaguar-xx

    call compile error...missing ;

    I thought it was the quotes, so I tried text. I also did not know format worked like that, I looked it up now... Thnx it worked like a charm
  11. xx-Jaguar-xx

    ArmA Scripting Language

    The web is a crazy place... I found this, wish I had the link ;) "Sqfing (Sq-f-ing) n. A programming language for a type of military simulator as a programer is using the language, adj. Used while programming by the programmer to show their fustration, borrowing the "ing" from frustrating. Other "f" words have been implied, but this is not the case" example: "This sqf language is so frustrating" shorted by usage: "This language is Sqfing" IDK crazy www :rolleyes:
  12. Hey all, I have a few strings I need to output into the RPT file. ex: _st1 = text "Hello "; _st2 = text " Worlds"; I also need a int "_k" converted so I am trying call compile format [" diag_log %1 %2 %3; ",_st1, _k, _st2]; In short I am getting an error in the RPT of missing ; @ worlds; I have tried so many different ways, literals, doubling quotes, 2 ;, adding ; to _st2 in the quotes.... thnx for your help, as this is hour 5 on this :eek:
  13. xx-Jaguar-xx

    co30 DominationA2! One Team

    i_client.sqf looks to be it for default: // position of the player ammobox at base (created only on the players computer, refilled every 20 minutes) d_player_ammobox_pos = #ifdef __DEFAULT__ [[4707.69,10232,0],320]; #endif ---------- Post added at 02:40 PM ---------- Previous post was at 02:30 PM ---------- I dont think you are setting up correctly setPosASL [x,y,z] I also do not know much about these commands, I am a novice myself with sqfin, but i think there might be an offset going on as well.. check this out maybe it will help http://community.bistudio.com/wiki/setPosASL2
  14. xx-Jaguar-xx

    co30 DominationA2! One Team

    It does not break rank on my server, what it was doing which i just found out was if you jumped out of any vehicle it would delte it, which would send it back to main base... That is because of any error in my scripting for the deleting of the chutes I corrected it in my previous post and here is the corrected (and tested)to get rid of empty chutes : In x_playerveccheck after the waitUntil condition near EOF: sorry about that...i was only testing chutes that day...didn't realize any vehicle you got out of it would delete.
  15. xx-Jaguar-xx

    co30 DominationA2! One Team

    a chute should have still opened for you, it is just non steerable... you have to hit it before 120 feet...err a meters there is nothing the Orig Author could have done about it, chutes fall under the same class as plane and Helo...it was inherient. ---------- Post added at 07:48 PM ---------- Previous post was at 07:34 PM ---------- anyway hope it worked I thought I was one of the only ranked one out there, I have a few other things I tweaked once i get em 100% maybe i will post em...few little things to correct
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