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columdrum

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Everything posted by columdrum

  1. MMM it should have worked even if the player was disconnected :S. I will try to find what can be wrong there but right now i am busy with other things so it may take time to fix that :(.
  2. yes thats it, "null = call Colum_Revive_Funcion_Reset_Data;"(you can change null for anythig that its not a constant/funcitonname or the name of a used variable :P) for a trigger or just "call Colum_Revive_Funcion_Reset_Data;" if its a script. It just deleted all the data stored, so if someone is death he should reconnect to become alive again, but the living ones would get their lives reseted to max value without needing to reconnect :).
  3. Really interesting new commands :D, we need those included on CBA ASAP wink wink :P. Mmm just gessing, publicVariableClient its only "server--> client" or could work "client-->client"? because the "owner" command seems to only work server side(i supose that you could do the owner command on the server and send the ID to the clients to allow client-->client...) Anways most querrys should be server-->client, client-->server, client-->client would be only usefull for player interactions. Testing them right now :).
  4. Weird thing, i will take a look but i suppect that its more like a script lag/ server FPS issue, the server RPT and the client RPT would help. If you can send me the RPT via PM that would help a lot. I have never seen a mission last more than 48 without issues. The server fps start to going down always and makes some scripts starts to fail, the AI starts to act stupid, and finally arma itself start to fail :(, so your it could be really dificult to create that kind of long missions. Srry but thats not posible and have nothing to do with the script itself. Fell free to use any part of it, you should look for "Revive_Keypressedcode" and "Revive_TelepSquad" functions. Right now i dont have time to help you any further :(
  5. I released long ago a ACE compact addon: http://www.armanam.com/forums.php?m=posts&q=280 it adds the weights, enables bipods and other minor issues, as far as i know its working perfectly for the last oficial release. I will update/improve once the new UNS version comes out :)
  6. When you say a opaque string, it includes any type of chars i supose, am I right?, i am using UID as part of a variable name, so it would be a problem for example if the string can content restricted chars for variable names.
  7. Finally we can disable the dropping items while swimming and script commands to manage the magazine ammo :), sweet
  8. columdrum

    ACE for OA 1.13

    Yes, and its all documented (scroll to ace_w_ismedic): http://wiki.ace-mod.net/Wounding_System+notes
  9. 172800*60=10368000 = 2880 hours = 120 days = 4 moths Good look to have a mission that long :P. Just use 172800 or (48*60*60), the *60 on the example its only to make easier to see what you are trying to do, because if you use 172800 at first you wont know how many time is it, but if you use (48*60*60) its obvious that that means 48 hours :). Use the respawn offset option: Colum_revive_RespawnOffset= [0,0,0,0]; First number its for first respawn point.... i dont know the height of the nimitz, but i would asume that its arround 18 so if for example the nimitz respawn point its the second one: Colum_revive_RespawnOffset= [0,18,0,0]; But be sure that you get the height correctly, it isnt fun to spawn in the air and die :P What you mean that its not counting? you mean on the stat screen? thats the way the revive works and avoids a lot of troubles. If you want to do something when someone gets heavily wounded, instead or using the killed eventhandlers you can use the ACE one: ["ace_sys_wounds_rev", {your code here}] call CBA_fnc_addEventhandler; But the killed event would triger when someone really dies(out of lives), or respawn button used. Teleport to squad only works 1 time, and when you JIP. And should work with spectating off. There can be a bug there, plz send me your exact config. And about perma death, respawn button always means perma death unless respawn its active. Thats the way its done, and the main reason its that on a normal mission its no sense on doing so, unless you are respawning each time just to teleport arround.... lol.
  10. New bugfix release 1.9.2. Changelog: +Added the option to adjust the persistence of the player life number *Several small fixes Download: http://www.mediafire.com/?cy0m60sdzf1ltpo As always the older config files are compatible :) Not on the latest release but, you can do with the new option with the latest . Read the comments on the config file for the "Colum_revive_LifesPersist" option. If you have any problem with this option just post here or send me a PM ^^
  11. columdrum

    New - Help choosing the right game -

    I also recommend you to search for some group/comunity/clan of arma2 and join it, joining random public servers its ok to spend some time, but if you want to play a bit more serious join a group, and you will have a lot of better experience(you may also look around youtube for the community that suits more your play style)
  12. Really nice! the marker bugs where there for years. Btw what's that StringLoad command? i suppose that it means all string loading commands, but i thought that it was already suported (i have a lot of sqfs on UTF-8) :S
  13. columdrum

    Arma 3 & TOH

    Just epic. Never change BIS :D
  14. columdrum

    Operation E3

    omg they must have radio inhibitor on bohemia bunker! hahaha full equipment on the bunker! Now seriously, both camera guys of gamespot looks like CoD kids, all interested on asking about games that are always the same( CoD, assassins creed) and when he goes to arma booth seems like its all bored omg, journalistic objectivity FTW :mad:
  15. Great!, new script commands are always welcome :D. Testing them right now :)
  16. it should always work, even with the 1.6 configuration file :S(but the new options will have default values). Maybe i forgot something on the last version, i will check it anyways ^^. I also got another problem reported so i may release a mini bugfix version tomorrow.
  17. columdrum

    ACE for OA 1.13

    _unit getVariable "ace_sys_interaction_cuffed"; Thats what it means :P( well actually GVAR, its module/addon name + the name in the () and QGVAR its the same but "quoted" )
  18. Is just the same(actually it uses it),but my script just add a limited number of lifes( with PMR you can be healed infinite times), wounded markers.... respawn... and some other features, check the readme/config file
  19. The "respawn with the same weapons / magazines ACE module" isnt necesary if the revive script is working right, and yes may cause problems( just duplicated weapons) on some circustances( if you hit the "ESC" menu-->respawn button for example, thing that you should never do) The thing with the player that seems dead have nothing to do with the revive script, because it doesnt play any anim, seems to be a ace wounding system bug, i have seem it on some previous version and was pretty rare, but its a long time that i don't se it happening. This have nothing to do with the timer not showing its just a visual bug. When you say the timer doesnt show, the player can still be revived? because the only situation when you should be spectating without countdown is when you have no lives left. Also note that you can fall unconscious, thats doesnt mean that you are dead, so is normal that you dont have a countdown. If its nothing of this and it happens again, just send me the mission and your RPT by pm and i will take a look at it.
  20. Is just an AI that will heal you if you come close or if you bring a wounded one close to him, its on the readme. Just put on a AI init: xx= [this,15] execVM "revive\MedEvac\Medico.sqf" 15 its the radius in meters(15m) that the AI will move to heal players. Mostly we use it as a medic at base for medevacs, but its an old feature because some ACE versions ago the AI will never heal you, so this was the only way. Right now, there are options in ACE( ace_sys_wounds_auto_assist_any, i think, read the wounding system notes, link 4 post above) that can archieve the same thing, but this option was left in the script anyways because our editors got used to it ;), and also for retro compact( i always try to keep it retrocompatible so you can easily update any mission)
  21. As far as i know if you add medical gear to a unit before the mision starts its normal that it goes to the secondary weapon slots, but it should automatically move to the medical slots when the mission starts. If you want them to be directly on the medical slots you can use this: https://dev-heaven.net/docs/ace/files/sys_ruck/fnc_PackIFAK-sqf.html#ACE_fnc_PackIFAK But i havent tested if that would show up fine on the briefing screen( in game works for sure). About the paramsarray error on the config, that is something you added because the revive script doesn't refer to paramsarray anywhere. Note that paramsarray is nill when playing singleplayer/editor preview, so if you haven't done a isnil check for singleplayer you will have that error when testing, but should work on on MP. if (isNil "paramsArray") then { paramsArray=[1,343,23543434,34,233]; // default parameters values for singleplayer/testing }; -If you are using lastest version( 1.7 had some issues like that after 1.60 OA update that messed up ScriptDone command) i have never seen it, but its more likely to be a mission error or the way you use the paramsarray. If you cant see the counter means that the revive wasn't init correctly. -If respawn is enabled, and you still have lives, when the timer runs out you will respawn on the first respawn point. Its normal that just before you die the time its set to 1000, its done on purpose to make sure you respawn without really dying( if the mission is "script heavy", the timer may run out before you really respawned), also gives a medic a little extra seconds to heal the wounded before he respawns, but just some seconds, 15 to be precise, after the 1000 countdown you should auto respawn :s. If it happened to someone with no lives left(well with no lives left you wont have any counter so the bug its that the timers showed up ) or it keeped counting down from 1000 to 0 another time, it may be a bug, but i need more info about what happened, we have played thousands of misions with the revive but always without respawn so it may be still a little bug with it ^^.
  22. First the ACE_parachutePack is no problem at all, its already planed to happen. If a medic unit has a parachute, the medic backpack would be automatically added on his "on back" slot. So the parachute would work anyways, the medic should only take the parachute and if the Colum_revive_MochilaMedico="...... name of the backpack.... " is present he would have it automatically added some seconds after mision start. If you are adding it manually, just be sure that you move your backpack to "on back" slot and then add the parachute ^^. Second if you put [0,0,0,0,0] or the Colum_revive_MochilaMedico to "", the revive script wont add anything to the backpack(if set to "" not event a backpack). But be aware that if the units already has a backpack(because the unit have it or because you have added it on the unit init by addweapon), ace wounds automatically adds some medicaments to medic backpacks, to disable that use (On the init.sqf for example): ace_sys_wounds_no_medical_gear=true; More info: http://wiki.ace-mod.net/Wounding_System+notes But also note that briefing screen gear has known issues on large player missions: https://dev-heaven.net/issues/16421
  23. columdrum

    PBO download?

    i may be wrong, but you can also use arma2 free to upgrade your server to CO from OA. And you can download it for example with six updater. But as i said i haven't never tried to do that on a linux DS, so its just another idea :P, i am sure that there should be another post arround about it :S. Edit: http://forums.bistudio.com/showthread.php?129082-ARMA-2-Free-For-Combined-Ops-Lite
  24. nvm what i posted... you messed evething up in that last config O_o: Empty CfgPatches, Empty CfgVehicleClasses... PAL_vdv seems to be what should be inside cfgpatches, and the rest of the clases inside CfgVehicles that you havent even included :s. You should pay attention to the details :S ; "{"== start, "}"== end , as simple as that( any good sintax highlighter would help a lot). You should read more carefully the online documentation , like http://community.bistudio.com/wiki/CfgVehicles_Config_Reference, http://community.bistudio.com/wiki/CfgVehicleClasses . Or any of the existing basic addon making guides before just trying random things :S fast wrote may content errors:
  25. First, i dont see the point on the second config only for the CfgFactionClasses, i would add it to the first one. Second, that error is just self explanatory, you have a class PAL_vdv that doenst have the the scope defined. I dont see the config for that unit on the post but should have scope defined: class PAL_vdv { (.......) scope = xxxxxxxxx; (.......) }; Also note that the second config the inheritances on CfgVehicles are wrong( you haven't added the other addon as required), and you may be overiding the ones on the first config with others empty(and that may be causing the error), all that should apear on your RPT(overwriting base class bla bla bla warnings). So just delete the CfgVehicles from there (that does nothing) or corret them.
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