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Posts posted by bloodxgusher
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Create a multiple sensor on map:expCond="vehicle player isKindOf 'CAR';"; expActiv="if (player == driver vehicle player) then {player action ['eject',vehicle player]; player groupChat 'Get your ass out of this car!'}";
:rolleyes:
Hahaha Nice one. I will try these suggestions in a bit. Thanks all.
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Anyone else have some idea's?
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Well if you host a non dedicated mission off your computer of course you can change the name of the server.
Just hit multiplayer, "New" button at the bottom right.
Here you can change the name of the server, port number, give a passoword and cap how many people can join.
The only thing I don't know is how to get your Arma and Server cfg files to work this way.
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So say if I wanted to host off my home computer just to test battleye with the use of Server.cfg and Arma2.cfg...how would I go about doing that?
Target Line: "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -name=TestServer -profiles=BloodxGusher -config=BloodxGusher\Server.cfg -cfg=BloodxGusher\Arma 2.cfg -BEpath=c:\Program Files\Bohemia Interactive\Arma 2\BattlEye
Something like this ey?
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So since I found out that the "lockDriver" command only works if your outside the vehicle and only on military vehicles in singleplayer, I have been trying to devise a new script to handle my issue with keeping players out driver postion.
so im trying to write a small script that I can place in the init line of a Bus that I will be using in multiplayer. The script will simply teleport the player to a marker set on the map if He/She gets in the driver position of the bus.
if (player = Driver) then do (setpos getmarkerpos [PenaltyBox]); or if (player = Driver) then do (player playeractionnow "eject"(setpos getmarkerpos [PenaltyBox]);
I came up with this but was wondering if someone help me touch it up.
Thanks for helping.
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Thanks guys. seems pretty simple actually. I will do some testing.
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So i came across this script and it just turned my brain to mush.... (Too many symbols to COMPUTE !!!)
So someone want to explain what it means in english :) Lol. Thanks
for [{_i=0}, {_i < (count _arr)}, {_i=_i+1}]
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I am having a similar problem with the command "LockDriver true" working in multiplayer. Anyone know any reason or solutions to this?
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Hello, does the online community for ArmA 2 play a lot of Chernarus Life and Warfare? Also, is there a version of Berserk or something similar to Berserk in ArmA 2?Hey Kong. There is a decent amount of players for Chernarus life. About 60 or so. I'm actually working as we speak to get my Clr server up. With my server going up there should be about 3 or 4 Clr hosted servers. Im currently doing some testing and getting errors fixed. Check out the site and join me if you like http://average-gamers.webs.com/ Check out OA for the Zargabad Life which is basically the same thing as CLR but on a different map for OA.
There are also many other servers that host Warefare and COOP mode. Those are very populated as well and there a many to chose from. I find warefare more fun than COOP because your going up against another team of real players instead of AI.
I hear there are some Zombie servers like 1 0r two of them. I have not played but I'v seen some post about them. Im actually going to do some searches to find one..That would seem fun to play.
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Kylania. This driver thing is probably the most stuborn script i have come across. Seems When ever I host this I don't get the results I intended. You think you can do a test host to see if this works on multiplayer for you?
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Even when i put down regular cars from Arma 2, they disappear, does anyone know how to fix this and make them stay? Or is there a way to add them to the shop?Ill make a post when I get home on a way to do this. Clr is a pretty deep mod to work with sometimes.
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"Name:" below type.Quick question. Say if I had a series of waypoints placed about the map that a unit was set to travel to. This unit is traveling in a land vehicle, a bus. On specific points I want text to display on the screen for the passangers of this bus when the driving unit has reached the waypoint. This by the way is a multiplayer network mission that I am hosting. How would I go about having the text only show up for the passangers of the bus instead of everone on the server?
Im using the effects feature on the waypoint of course.
Im also having the same problem with regular triggers showing up for everyone who walks in to the activation area.
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Copy the BusDriverBill.Chernarus folder (with the sqm inside it) into your My Documents\ArmA2 Other Profiles\<your arma name>\missions folderThen open it in your A2/CO Single Player Editor and Preview. Hop in the bus when it stops by you to see the messages. Also notice how it doesn't stop with a fire fight happening nearby.
Hey thanks for that. Now I see what you mean.
Something I want to know though. on the way points. I have been using the effects button at the bottom left when you go to edit the way point. Is there a way to use that while not having the effect go off for everyone in the server? or should I manualy add them in the condition/On act boxes in the waypoint with scripts like :waypointAttachVehicle, triggerText, You know, like I want the same effects to happen that the waypoint can give me with the Text fading instead of using the hint system.
Now one of my concerns is that this still wont work because the people who will be boarding the bus are all player controlled civilians. So I think that since they are not solders some of the same commands don't apply. In the editor. The driver is locked off to me as a solider and civilian so now im thinking it just may be the editor. When I ever I finalize my mission I still can get in as a civvy.
Again thanks for the insight. I will try this out tommorow when I get off work. :)
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Yes, that's exactly what the script does. As it passes each waypoint it tells players in the bus what stop it is.As for using ( ), you can use them anytime you want to separate values or ensure order of operation.
Like:
!player in vehicle
could possibly be interperted as "whatever is not a player but is in the vehicle" when what we wanted was "when the player is not in the vehicle." So we put ( ) around the in command to make sure we execute that first then check if it's not. So:
!(player in vehicle)
says "Is the player in the vehicle? If not..." since it evaluates what's in the ( ) first.
Bit of a nooby question Kylania...That Mission.Sqm you sent me. How do I load that in the game? Just create a random mission then repalce the mission.sqm you sent me with the one I just randomly created? Or is there another proces?
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Put this:myTrigger attachTo [myPlane,[0,0,0]];
In your planes init field(or somewhere else).
In this case the trigger name is obviously myTrigger and the planes name is myPlane.
How do you name Triggers? I know there are 2 likely spots.
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Ok. So here is the scenario.
I have a driver who is the assigned driver of a vehicle. There are various way points that I have attached to the Driver then he uses the vehicle to drive to those waypoints.
On some of the waypoints i have effects that display text using the effects option that comes with the waypoint. I intend to use this like a trigger where when someone walks through the trigger or waypoint he or she will have the text display.
My problem with this set up is when I host this on a server. Every player who passes through or makes it to a waypoint, the text gets displayed for every player connected to the server.
I have no clue how this can be since I have no event handlers or anything of the sort that would broadcast the text. Are triggers and waypoint meant to do such?
What I simply want is the passengers ((Passengers being the players who connect to the server)) of the AI driver who is constantly driving in a circuit set by way-points to be the only people who can see the text once they make it to the way-point. Anyone have a procedure on doing this?
Thank you for reading this. :)
kylania did you create anything like this in that mission.sqm you sent me?
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Here's your demo mission. The secret is you cannot use a civilian! :) Make BusDriverBill a BLUFOR unit with all the restrictions we've given him in this thread, and then some, and he'll happily pass through combat without a care in the world. If he's a civie though, he'll stall and stop and be a PITA...So, you can either go with having a driver no one will ever really look at looking like a dude and dealing with all his problems, or have an unarmed Marine driving people around while off duty without any problems. :)
Thanks dude. I was in the editor came to the conclusion that I may need a Blufor driver like 10 mins before looking at this. Lol
Much help. Thanks again.
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Will do when I get home if no one else has. :)Rgr that. Ill standy by for your reply.
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I believe you should be able to have the waypoint execute a script and just check for whoever is in the bus and hint for them. Then again, my last attempt at using hints failed miserably, so don't listen to me... :(player in Chernarus1That will limit the hints.
So is it Chernarus1 lockDriver set or Chernarus1 lockDriver set; ?
I was unsuccessful in using this in my mission. Apparently this only works in the editor seeing that is the only place I got this command to work.
So now im thinking maybe i can try a random script possibly something like...
if (player == driver) then {player moveIncargo chernarus1};
I know that is like awful but do you guys think you can take that somewhere?
Onto the chat... Player in Chernarus1...Is that all I write? Is this the command for the Hint system only? How does this work if you dont mind giving me a a example.
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Lol your playing right? Isn't that what we have been trying to solve for? Lol.
Well if this works. Much thanks to you. I still have yet to test it out.
I ask one more questions of you.
On this bus route I have created. I have used waypoints and on everyway point has the option of using a effect or trigger.
What I want to do is have text pop up on the screen saying such phrases like.
"You have reached the Gas Station, Next stop the Library"
The problem with this is, when I add those effects in, everyone on server can see the text. The effect is the "Plain" formate that fades after a set time.
Is there any other way to go about achieving this.
So far I have thought of using Triggers but that is about the same...everyone will see it once they pass the marked area's.
I also thought about maybe having the bus generate some text in the vehicle chat but was unsuccessful in executing that......I know it goes something like Chernarus1 vehiclechat "You have reached the Gas Station. Next stop the Library" ..but I hear this does not broadcast so maybe a event handler will make this possible?
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Well if you modify the config, it will require an addon (and thus will not be mission based), but you could do this:class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "door_axis"; radius = 3; onlyForPlayer = 0; [color="Red"] condition = "this animationPhase "door" >= 0.5 && !(this getVariable 'doorLocked')";[/color] statement = "this animate ['door', 0]"; };
And use setVariable to lock/unlock it.
However if you want to avoid creating an addon, you can create a script that just checks if the door is open and immediately close it:
while{true}do{ if(_house animationPhase "door" < 1)then{_house animate ["door",1]}; sleep 0.1; };
So this script will work for any building that has a movable door on it lets say "Chernogorsk Map" for example?
How would this work? Place down a trigger?
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I posted the method to get him back in instantly above.Have a trigger with condition of:
!(BusDriverBill in Chernarus1)
And onAct of:
BusDriverBill moveInDriver Chernarus1
Hmm this helps somewhat. They definitely get in faster. Im still suffering from other players able to enter the driver seat once in the bus. Even with "Chernarus1 LockDriver true;" in the init of the bus, players can still switch into the driver position. Im guessing now that is not a ability that can be scripted into the game?
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Any Luck with this so far?
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You set your trigger wrong than, he should only be out of the bus a split second. The problem isn't people getting in as driver, but instead preventing the guy from getting out constantly. You wanted a civilian bus that keeps driving a preset path through a combat zone right?Yes that is correct. What I want him to do is constantly drive to points on the map, wait for specific times. then head to the next waypoint.
Init of the bus. The bus is named Chernarus1
this allowdamage false; Chernarus1 = this spawn { while {alive _this} do { _this setFuel 1; sleep 10 } }; Chernarus1 lockdriver true;
Init of the Driver. The Driver is named BusDriverBill
this allowdamage false; BusDriverBill assignasdriver Chernarus1; [busDriverBill] ordergetin true; BusDriverBill moveindriver Chernarus1; _combat = behaviour BusDriverBill
Maybe you can see what im may be doing wrong.
Now this will be multiplayer so I wanted two things to happen. No other player who has connected to be able to get in the driver seat of the bus at all and the designated driver of the bus to constantly stay in the bus regardless of what is going on outside of the bus.
Movein order helps but does not instantly put the driver back in once he gets out or is it suppose to act another way?
Pboing a mission
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Anyone know any other De-PBOers besides Pbo-view?