Jump to content

ablueman

Member
  • Content Count

    27
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by ablueman

  1. Hi. I was doing some simple locking of a vehicle, works for me but not anyone else. Figured this was because the variable was only being updated for me. How do I update the variable for everyone else in multiplayer. Anyone got any good tutorials for server side scripting and/or sources for mutiplayer scripting.
  2. The other option is to try for more ambient lighting so you dont need NV. Searchlights, vehicle on fire, flares, fires etc. Make a weather module and put 0 setovercast 0; in the init. this looks really cool but means you dont really have any weather.
  3. ablueman

    water depth

    heh, yeah but i was using a dock and just setpos which "shouldnt" have been effected by tidal problems ;) I hear there might be another setpos variant like AGL at ground level never got round to looking at it. --edit setPosATL at terrain level.
  4. ablueman

    water depth

    U using setposASL that might work better. ASL = At sea level. One thing to watch out for, I made a set of docks and then changed the time of day, the level of everything changed depending on what time of day it is O_o test it bud it can really fuck your mission up otherwise.
  5. Not sure if it shows the same thing but if you add -showScriptErrors to your shortcut for arma you get informed of errors in your code. So I have: "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -window -nopause -showScriptErrors -mod=@panthera for my editting arma.
  6. Erm easiest way of doing this I think would be to make a camera script to select that target and follow it. Perhaps as "Internal", you will have to read up about cam scripting bud.
  7. Ok this is a bit difficult for me to understand let alone explain but i will try, I have a clan based script http://forums.bistudio.com/showpost.php?p=1489412&postcount=7 This is working well and the way I want but with one problem. Because I have it running in my main arma folder ( as If this was a dedicated server). So I can use it on lots of missions without having to update the members list in every folder. It is only now working for me. Because people arnt downloading the file with the mission. Is there a way to make sure init.sqf asks for the script from the server end so i dont have to make sure the clients have it on their computer? This may have to be as a server addon? I can make sure wbg.sqf is running on client. As long as the groups and members .sqf file can be server only. Thanks for any help you can provide. Andy
  8. Can you use a command to list all the online players on the server, so i can do an if statement on them. Anyone know if there is a way to easily do this. The idea is to see if any clan members are on. If so have a lock / unlock script on the MHQ (to stop the noobs driving it in to the red zone) but unlock it if there are no clan members on the server. I can handle this part but i have no idea how to list the players online.
  9. hahah dont abandon me now :) ok bud thanks for your help will keep trying
  10. Ok tested with if (wbg == 0) then { hint "UNLOCK THE MHQ"; } forEach playableUnits; This works, but I have a feeling this will only be checked on init.sqf so usefull as a chocolate teapot. Do I need to create a loop to constantly check or is it better to do on connect / on disconnect check... ? ohh posted at same time : Im using this for domination does that mean each time WBG member dies if hes the only wbg member on, the MHQ will unlock and relock when he respawns? ps: wbg is just the variable i have which sets to 1 if someone is a wbg member or 0 for not. BTW im not using an array im using a switch. Im still struggling to get to grips with providing the same functionality of my switch statements with an array. Check that link if you have time bud. http://forums.bistudio.com/showpost.php?p=1489412&postcount=7
  11. Yeah im already doing something like that: http://forums.bistudio.com/showpost.php?p=1489412&postcount=7 The idea is that while WBG present addAction lock MHQ see script in above link, if WBG not present unlock MHQ. I will look more in to playableunits and see what I can come up with. Thanks. --Edit -- Nice to see http://community.bistudio.com/wiki/playableUnits is so detailed >.<
  12. Hi, I have a script to check the UID of a char, if that chars UID = one of the clan, allow them to have addActions or custom loadout, whatever. So I was testing it by adding a few actions. And have had other people test to make sure they dont get the actions if default. or not the member that has them. Heres the code. init box of all players: null=[] execVM "script.sqf"; The code for the script: WaitUntil{not isNull player}; _uid = getPlayerUID player; switch(_uid)do { case "111111": // EasyTarget { hint format["Hello %1", name player]; _aa1 = Player addAction ["Teleport1", "base.sqf",["1"],1,false]; _aa2 = Player addAction ["Teleport2", "base.sqf",["2"],1,false]; _aa3 = Player addAction ["Teleport3", "base.sqf",["3"],1,false]; }; case "222222": // cpt_custard { hint format["Hello %1", name player]; }; default { hint format["You are not on the list %1", name player]; }; }; What i get is (player 1) "me" gets 9 addActions, 3 for me 3 for the 2nd person and 3 for the third. (player2) whether its a player or AI get none but gets the correct welcome and (player 3) gets the your not listed message only. So the players are getting what they are supposed to but i get addActions for each and every player repeating. Any ideas please? this is doing my head in ..
  13. http://forums.bistudio.com/showpost.php?p=1489412&postcount=7 Its working.... thats another post where i was dabbling with this and the original idea. Check that for future..
  14. Just in case anyone finds this old thread I finally got around to doing it. This allows you to give permissions to people based on their UID or as part of a group. It sits in the main Armour folder (almost like a mod) so all you should need to do is add one line of code to init.sqf. And then add whatever you want to the sections for that member or group or in the missions itself based on the global variable. All three files go in the main folder in your armour folder. Init.sqf null=[] execVM "\wbg\wbg.sqf"; wbg.sqf in /wbg/ // addAction to eject player from MHQ / Lock or Unlock MHQ / If no WBG present = remove lock. WaitUntil{not isNull player}; waitUntil {(getPlayerUID player) != ""}; _uid = getPlayerUID player; _title = ""; _text = ""; wbg =""; #include "wbgmembers.sqf"; #include "wbggroup.sqf"; sleep 1; hint parseText (_title + _text); wbgmembers.sqf in /wbg/ switch(_uid)do { case "111111": // EasyTarget { wbg = "Admin"; _title = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>Welcome Back</t><br />"; _text = format["<t color='#ffffff' size='1.2' shadow='1' shadowColor='#000000' align='left'>%1</t><t align='right'> [%2]</t><br />", name player, wbg]; }; case "222222": // cpt_custard { wbg = "Admin"; _title = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>Welcome Back</t><br />"; _text = format["<t color='#ffffff' size='1.2' shadow='1' shadowColor='#000000' align='left'>%1</t><t align='right'> [%2]</t><br />", name player, wbg]; }; case "333333": // KHCloud { wbg = "Member"; _title = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>Welcome Back</t><br />"; _text = format["<t color='#ffffff' size='1.2' shadow='1' shadowColor='#000000' align='left'>%1</t><t align='right'> [%2]</t><br />", name player, wbg]; }; default { _title = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>Welcome to WBG</t><br />"; _text = format["%1, please take a second to read the rules, you cant fly the aircraft unless your a pilot and on TeamSpeak", name player]; }; }; wbggroup.sqf in /wbg/ switch(wbg)do { case "Admin": { _aa1 = Player addAction ["Teleport1", "base.sqf",["base_spawn_2"],1,false]; }; case "Mod": { }; case "Member": { }; case "Regular": { }; default { }; };
  15. Hi, apologies if this is posted somewhere else, I did search for a few things but didnt get anything to do with what im trying. I am trying to make a basic script that a Clan can use on their server to identify if a player is a member. It would act alot like the squad.xml file and this may even be the answer. What I want is a way to say if player= "WBG" {Do exiting and intelligent things} if player!= "WBG" {Exit}; I didnt take the time to do this example properly its just to give an idea what I need. Now obviously I could just script it with .. "if playername = " and list every member. But this could fast become a problem with people faking the name or updating each map that we include the file in. I could also use the player ID ok so less likely people could fake it but it would need to be a server script not a map script or potentially id have to update 20 maps each time someone joins? Is there any way I can just check a variable from the xml script to see if someone is a member or not? I have lots of ideas that would be great for clan members to make the experience of being in the clan better, but I cant impliment or experiment till I can come up with a good solution. I just want to #include clanscript.sql and have one file to update should members join. Or even better if I can get it to check the xml file .. id just need to include my script and forget about it. Thanks Andy
  16. ablueman

    Admin Mod needs

    Disabling mods seems to help, but that means everyone has to use stock stuff only. As for the admin thing im trying to develop a clan based script which will allow certain stuff but as someone else said the best solution seems to be a server with an admin on.
  17. How are you triggering this from a trigger or a script or what? Basically you can do an if his name is Bob, it will tell him he sucks :) I think that will work but it might help if you gave more information in your posts bud, my crystal ball is broken and for the best solution specifics help ;)
  18. Anyone know if there is a way you can get the effect of the weather module ie: 0 Setovercast 0; And still get lightning. I know this is not "realistic" as such as if there are no clouds there is no lightning. But Id like to know if it can be done or how can i localise the weather to a tight area so where people are there is clear skies but storms on the horizon. 22:00 and setovercast 0 just looks soooo good. And no need for NV. but then you lose the atmospheric weather. Is there a way to increase the likelyhood of lighting as well ? Thanks Andy
  19. ablueman

    Overcast vs Storm

    Yeah thought as much. Any idea where I can find a good weather tutorial for that sort of thing?
  20. Please do m8 just make sure the bugs are gone first lol .. refer back here every now and then you may see that i update it.. Im a newb to m8 .. half this code I ripped out of other places, fiddled, faffed and fixed by trial and error. :)
  21. They dont delete posts generally because someone might have the same problem as you and hopefully you will post how you resolved the issue that way we all learn ;)
  22. Yeah better way to do it .. but confusing nevertheless. I would have thought the waitUntil would have resolved that issue you were talking about and I did try it with real people as well as AI. But anyway .. doesnt matter. this is def better.
  23. ok, not sure why that screws it up, but one solution with this problem for anyone interested is to use init.sqf and not in each of the players that seems to resolve all problems. ---------- Post added at 10:20 PM ---------- Previous post was at 10:19 PM ---------- Nah wasnt that default just means if not in list like else and that works fine .. thanks for the reply though .. and see my resolution above ;)
  24. ablueman

    Intros?????

    Yeah I have looked at all of the above. But I guess im still not getting it. I have a C130 run all set up .. all i need is the cam to attach to the C130 at a decent point and follow it .. then follow the paradrop and done. This just seems to be hard to do without massive complicated scripts that I dont really understand.
  25. ablueman

    Intros?????

    Sorry to HI-jack this thread a little but i didnt want to start a new one about the same subject. I posted a thread on Armaholics and got no answers any chance someone can have a look.. http://www.armaholic.com/forums.php?m=posts&q=8451&n=last#bottom Much the same as above I made a short section of mission in the INTRO map. (this being a flyby of C130's getting shot down by shilkas at dawn the surviving c130 drops you off. Problem being I now spawn as a pilot and my nightvision is on "4:55" so yeah its dark but you dont need nightvision. Do i just need a cam to follow the plane or what? As far as tutorials and stuff go all i found in the newbie guide was http://community.bistudio.com/wiki/Camera.sqs
×