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Karlo

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About Karlo

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  1. The code below will attach the players nik next to the players name on the map on a dedicated/multiplayer server but, the 1st time that you die and respawn, it wont work anymore and I am trying to get it to work after respawn. ;//This code places the players nik next to the player position on the map. hint "code started"; _unit = p2; _pos = getPos _unit; _markertxt = format [" - %1", name(_unit)]; _markerstr = createMarker [_markertxt,_pos]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "mil_dot"; _markerstr setMarkerSize [0.5,0.5]; _markerstr setMarkerColor "ColorRed"; _markerstr setMarkerText _markertxt; ;// Loop with 1 sec delay while updating the player map marker position #loop ~1 _markerstr setMarkerPos getPos _unit; ? !(alive _unit) : goto "end"; hint "loop updating"; goto "loop" #end hint "loop ended";
  2. If the above code works for you to get the transport and you change the word transport to tactical_airstrike instead, you will lose the transport fuction but, gain the airstrike function.
  3. While I'm wishing, does anyone know why I am only able to use this script until my character dies. The script is used to tag my player position on the map with my nickname. It works fine when I first start the game but, after I respawn the 1st time it no longer works. I have named the player p2 in the name box. I have searched and worked on it for 2 days so far. The script is called via trigger on the condition that p2 is alive. ;//This code places the players nik next to the player position on the map. _unit = p2 _pos = getPos _unit _markertxt = format [" - %1", name(_unit)]; _markerstr = createMarker [_markertxt,_pos]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "mil_dot"; _markerstr setMarkerSize [0.3,0.3]; _markerstr setMarkerColor "ColorOrange"; _markerstr setMarkerText _markertxt; #loop ~1 _markerstr setMarkerPos getPos _unit; ? !(alive _unit) : goto "end"; hint "loop updating"; goto "loop" #end hint "loop ended"
  4. I am teaching myself scripting and would like to know how I can output the value of a variable to the Arma 2 screen when I play the game in multiplayer mode. For example, in the code below, I can output the part in quotes after the command Hint. So, how would I output the value of p2 to the same place on my player screen as the hint quote was placed? If I knew this, it would be a great help in my learning of how to script and debug. I could see what was going on in the script when it ran. //test code start _pos = getPos p2; _markertxt = format [" - %1", name(p2)]; _markerstr = createMarker [_markertxt,_pos]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "mil_dot"; _markerstr setMarkerSize [0.3,0.3]; _markerstr setMarkerColor "ColorOrange"; _markerstr setMarkerText _markertxt; ~3 _markerstr setMarkerPos getPos p2; hint "Has the marker moved?" //test code end
  5. Works great on multiplayer but, it doesn't work on a dedicated server; neither does supply_drop. Also, on multiplayer, it wont land and pickup any soldiers farther away from the controlling soldier than about 200 meters.
  6. The code doesn't work properly on my dedicated server.
  7. Karlo

    Arma 3 Officially Announced!

    I sure hope that they fix the dedicated server multiplayer problems with the UAV control and the graphics quality of the whole game and in general, the various other dedicated server problems. If I don't see an improvement in the sharpness of the graphics I will not buy it or recommend it.
  8. Thanks, I tried to adapt your script into my server script but, didn't get it to work right after a couple of hours of work so I tried fixing mine and succeeded. I plan to try you script again, when I use the Arma2 editor on other maps. Listed below is the updated script which keeps my destroyed and damaged vehicles re-spawning at a 2 minute rate while changing the abandoned(deserted) vehicle re-spawn time to about 14 minutes. The reason I wanted a longer desertion period is because sometimes I fly or drive a vehicle to near a site and get out and then, when I come back to use the vehicle, it has already returned back to the start point. // Modified by Karlo private ["_vehicle", "_delay", "_startpos", "_startdir", "_type", "_moved", "_disabled", "_empty"]; if (!isServer) exitWith{}; _vehicle = _this select 0; _delay = _this select 1; _startpos = getpos _vehicle; _startdir = getdir _vehicle; _type = typeof _vehicle; while {true} do { sleep (_delay + random 15); if (({alive _x} count (crew _vehicle)) == 0) then { _moved = (if (_vehicle distance _startpos > 5) then {true} else {false}); _disabled = (if (damage _vehicle > 0) then {true} else {false}); //Gives 12 minute delay before a deserted vehicle is returned to its //starting point if (_moved) then { sleep 700; deletevehicle _vehicle; sleep 0.5; _vehicle = _type createvehicle _startpos; _vehicle setpos _startpos; _vehicle setdir _startdir; //End of 12 min delay code }; if (_disabled || !(alive _vehicle)) then { deletevehicle _vehicle; sleep 0.5; _vehicle = _type createvehicle _startpos; _vehicle setpos _startpos; _vehicle setdir _startdir; }; }; };
  9. Hello Tophe, I don't know how to program but, I have been trying to modify the following script which is used on my dedi Arma2 server so that the vehicle desertion time is about 10 minutes while the destroyed vehicle respawn time stays the same. I thought that maybe you would be knowledgeable about this type of script and that you might help me. I only assume that this is the right script to modify, which is used on my server: private ["_vehicle", "_delay", "_startpos", "_startdir", "_type", "_moved", "_disabled", "_empty"]; if (!isServer) exitWith{}; _vehicle = _this select 0; _delay = _this select 1; _startpos = getpos _vehicle; _startdir = getdir _vehicle; _type = typeof _vehicle; while {true} do { sleep (_delay + random 15); if (({alive _x} count (crew _vehicle)) == 0) then { _moved = (if (_vehicle distance _startpos > 5) then {true} else {false}); _disabled = (if (damage _vehicle > 0) then {true} else {false}); if (_disabled || _moved || !(alive _vehicle)) then { deletevehicle _vehicle; sleep 0.5; _vehicle = _type createvehicle _startpos; _vehicle setpos _startpos; _vehicle setdir _startdir; }; }; };
  10. Dedicated server Server.cfg Map Rotation question: My Maps will sequentially load from top to bottom as they end but, how do I get the first map to reload again after all of the maps have played? It doesn't happen.
  11. Karlo

    Problem with my server

    Problem solved: Downloaded "Dedicated server 1.7 patch" and pasted it over the top of the installed arma2server.exe in the root folder.
  12. Karlo

    Problem with my server

    I am getting the same type of errors which does crash things. When a player tries to connect up with the server, the server gives them a "waiting for server" message and never connects. This all happened right after the 1.7 patch install. When the error occurs, the server console reads "reading mission" and it is stuck there. This problem occurs on all missions; even the original un edited arma 2 missions. My dedicated server report is listed below---> == C:\Program Files\Bohemia Interactive\ArmA 2\arma2server.exe == "C:\Program Files\Bohemia Interactive\ArmA 2\arma2server.exe" -port=2302 -name=default -config=default\server.cfg -cfg=default\Arma2.cfg -profiles=default ===================================================================== Exe timestamp: 2010/09/19 14:22:50 Current time: 2010/09/19 15:54:52 Item str_disp_server_control listed twice 2010/09/19, 16:24:21 Mission Vyshnoye.Chernarus: Number of roles (21) is different from 'description.ext::Header::maxPlayer' (12) 2010/09/19, 16:24:21 Mission Vyshnoye.Chernarus: 'description.ext::Header::minPlayer' (0) is wrong 2010/09/19, 16:24:22 Server error: Player without identity Karlo (id 285752296)
  13. Karlo

    Battleye

    $able, I am running a dedicated server using Battleye and I banned someone via guid using guidbans.txt without a unix stamp. How do I unban them? Also, is the Unix Time Stamp my server time or some other time reference? ---------- Post added at 05:13 PM ---------- Previous post was at 04:37 PM ---------- I was able to unban myself by adding a unix time stamp with a time that is more than 1 day old, so it seems that the time being used is not my local server time. Having a #beclient command using the server remote control with a wildcard for the guid would be very nice. i.e #beclient guidban C47H97 typing in the whole guide during a game is not a good idea. It takes too long. A format like this would be great: #Beclient guidban d34798 10 The 10 would be a 10 minute ban with something like 1000000 being maximum and with no time entry a default of 5 minutes. NOTE: Replace #Beclient with #Beserver in ban example. Also, an optional comment for ban reason
  14. OK, I figured it out myself. The solution seems ugly but it works. Just place the below code in the On act. box of the trigger window. [getPosASL para_spawn_pt, side para_spawn_pt, ["parachuteeast", "parachuteeast"]] call BIS_fnc_spawnGroup; Hint "Where is the paratrooper?" The above code will cause 2 russian paratroopers to appear when any blufor unit enters the trigger area. I used "game logic" with the tag "para_spawn_pt" to create an object that is located 100 m above sea level and the paras appear there and fall to earth. You can try other objects like the invisible "H" as well.
  15. I have this code placed in the On Act. trigger box : [getMarkerPos "marker1", East, 9,[], ["ParachuteEast"],[0.4,0.6,100]] call BIS_fnc_spawnGroup; Hint "Where is the paratrooper?" I am making this for Arma2 v 1.05 multiplayer mode. I get no creation of the paratrooper unit and I want the unit to appear 100 meters above the marker which is named marker1. Can anyone help me with this? The below code works except that the paratroopers appear on the ground and not 100 meters up when the trigger is activated. [getPosASL heli_front, side heli_front, ["parachuteeast", "parachuteeast"]] call BIS_fnc_spawnGroup; Hint "Where is the paratrooper?"
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