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Profanwolf

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About Profanwolf

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    Lance Corporal
  1. I've been using Hetzner for almost two years now, incredibly reliable and good information on systems downtime/faults. http://www.hetzner-status.de/en.html Using an EX6 from them as well, absolutely fantastic for A2 server hosting, you can host quite a few of them on the one server though. It is also just about the only place in europe where you can get such hardware that cheap, along with the 10 TB's of bandwidth!
  2. Profanwolf

    ACE for OA 1.13

    Having the same issue as luckyhendrix, anyone got any clues? I have it so that theres 400 second timer before someone permanently dies, seagull respawn, but after the timer runs out it says "initializing ace spectator script" for a second then it goes to a black screen.
  3. Can't wait to see what the future brings for this mod, also why I'm hosting the two eu servers for the mod currently :p
  4. Profanwolf

    Arma 2 bandwidth requirements

    No silly, that means the total output is 1500 kbps, distributed over the amount of clients connected.
  5. Didn't work, sticking with using military units for now.
  6. Interesting, I'll have to try that
  7. Alright, so i'm making a silly mission where the players fend off a horde of approaching ai units, but these ai units won't attack, only move towards the player "perimeter", so for each unit you kill you get about 100 points that you can use to buy weapons and vehicles to better defend the area, with each wave there are more enemies and more vehicles, and eventually heavier vehicles. Only major problem i have right now is, keeping the ai units from dismounting from the vehicle they are put in. Heres my init.sqf if !(isServer) then {waitUntil {!isNull(player)}}; if (isServer) then { startWave = false; publicVariable "startWave"; SpawnPosArray = [ "spawn1_1", "spawn1_2", "spawn1_3", "spawn1_4", "spawn1_5", "spawn1_6", "spawn1_7", "spawn1_8", "spawn1_9", "spawn1_10", "spawn1_11", "spawn1_12", "spawn1_13", "spawn1_14", "spawn1_15", "spawn1_16", "spawn1_17", "spawn1_18", "spawn1_19", "spawn1_20", "spawn1_21", "spawn1_22", "spawn1_23", "spawn1_24", "spawn1_25", "spawn1_26", "spawn1_27", "spawn1_28", "spawn1_29", "spawn1_30", "spawn1_31", "spawn1_32", "spawn1_33", "spawn1_34", "spawn1_35", "spawn1_36", "spawn1_37" ]; InfUnitArray = [ "Profiteer1", "Rocker1", "Villager1", "Woodlander1", "Worker3", "Worker4", "Priest", "Policeman", "Pilot", "Functionary1", "TK_CIV_Takistani03_EP1", "TK_CIV_Takistani05_EP1", "TK_CIV_Worker01_EP1", "TK_CIV_Takistani05_EP1" ]; lightVehArray = [ "Ikarus_TK_CIV_EP1", "Lada1_TK_CIV_EP1", "UAZ_Unarmed_TK_CIV_EP1", "VolhaLimo_TK_CIV_EP1", "S1203_TK_CIV_EP1", "Old_bike_TK_CIV_EP1", "Lada1_TK_CIV_EP1" ]; startWave = true; publicVariable "startWave"; }; execVM "td_scripts\begin.sqf"; Heres my begin.sqf code. lastInf = "spawn1_1"; curMoney = 0; waituntil{startWave}; //begin wave 1. if(isServer) then{ for "_x" from 0 to 20 do{ execVM "td_scripts\random_inf.sqf"; execVM "td_scripts\random_lightveh.sqf"; }; }; The wave system will be made functional, i'm just trying to make so the units dont dismount first. random_lightveh.sqf _SpawnPos = SpawnPosArray call BIS_fnc_selectRandom; _Unit = InfUnitArray call BIS_fnc_selectRandom; _lightVeh = lightVehArray call BIS_fnc_selectRandom; while{lastInf == _SpawnPos} do{ _SpawnPos = SpawnPosArray call BIS_fnc_selectRandom; }; _pos = getMarkerPos _SpawnPos; lastInf = _SpawnPos; _infgroup = createGroup resistance; _lightCar = createVehicle [_lightVeh, [(_pos) select 0,(_pos) select 1,0], [], 0, "FLY"]; _inf = _infgroup createUnit [_Unit,_pos,[], 0, "CAN_COLLIDE"]; _inf setBehaviour "CARELESS"; _inf moveInDriver _lightCar; _lightCar lock true; _lightCar setVehicleLock "LOCKED"; _lightCar lockDriver true; _index1 = _inf addMPEventHandler ["mpkilled", {Null = _this execVM "td_scripts\inf_killed.sqf";}]; _index2 = _lightCar addMPEventHandler ["mpkilled", {Null = _this execVM "td_scripts\lightveh_killed.sqf";}]; _wp = _infgroup addWaypoint [getmarkerpos "target", 0]; _wp setWaypointSpeed "FULL"; _wp setWaypointType "MOVE"; _wp setWaypointBehaviour "CARELESS"; waitUntil{_inf distance target < 50}; endGame = true; publicVariable "endGame"; hint format["Endgame: %1",curMoney]; Also the troubles of the ai lying down when shot at, a way to fix this would also be nice. Anyone had any experience with this? Because the ai spawn in the car, then they dismount when shot at, but can't get back in Well that was a bit silly, it was part of the hardcoded civilian ai apparently, so changing the unit to a soldier fixed the problem.
  8. Profanwolf

    Revive Script

    Does anyone know if this works with Civilians set to a team by grouping, for example Russian citizens set to opfor through that, i found the base class name and it's "Civilian" but it doesn't seem to work in the revive script, help? /* CO & OA REVIVE SCRIPT © OCTOBER 2010 - norrin (simonnsl@iprimus.com.au) Version: 0.50 ArmA2 ******************************************************************************************************* See release notes for details on contributors and instructions for incorporating revive scripts into your own missions ************************************************************************************ Start revive_init.sqf */ // ===================================================================================================================== // DO NOT MODIFY THIS CODE // ===================================================================================================================== // sickboy's code modified by _xeno T_INIT = false; T_Server = false; T_Client = false; T_JIP = false; T_MP = (if (playersNumber east + playersNumber west + playersNumber resistance + playersNumber civilian > 0) then {true} else {false}); if (isServer) then { T_Server = true; if (!isNull player) then {T_Client = true}; T_INIT = true; } else { T_Client = true; if (isNull player) then { T_JIP = true; [] spawn {waitUntil {!isNull player};T_INIT = true}; } else { T_INIT = true; }; }; waitUntil {T_INIT}; // ===================================================================================================================== // THE FOLLOWING CODE CAN BE MODIFIED // ===================================================================================================================== // GENERAL REVIVE OPTIONS (Off = 0, On = 1) _mission_end_function = 0; //array no.0 - mission ends when all players are unconscious _call_out_function = 1; //array no.6 - whether a unit calls out while unconscious _water_dialog = 1; //array no.45 - whether a dialog appears when a unit dies in water so that it can auto wash ashore _unconscious_drag = 1; //array no.39 - whether a unit can drag the bodies of unconscious players _load_wounded = 1; //array no.61 - allows you to load unconscious units on vehicles _altUnc_animation = 0; //array no.54 - use alternate revive animation _JIP_spawn_dialog = 0; //array no.2 - whether a dialog appears when a player JIP so that he can be transported to a spawn point near the action _time_b4_JIP_spawn_dialog = 10000; //array no.17 - time before the respawn dialog appears for JIP players _perpetual_server = 0; //array no.62 - NOT IMPLEMENTED _ACE_mod = 0; //array no.102 - NOT IMPLEMENTED - Currently a place holder for possible future functionality // ================================================================== // LIST OF PLAYABLE UNITS //NORRN_player_units = playableUNits; NORRN_player_units = [bard1,bard2,bard3,bard4,bard5,bard6,bard7,bard8,bard9,bard10,bard11,bard12,bard13,bard14,bard15,bard16,bard17,bard18,bard19,bard20]; // ================================================================== // WELCOME SCREEN //titleText ["Joining the Revive Test Mission\n\n(Make sure you check the mission notes for details on how the scripts work\nand the revive_readMe in the attached pdf file for the full notes on implementing \nthe scripts in your own missions and the options available)", "BLACK FADED", 0.6]; // This next line can be commented out or removed if it interferes with intro movies // ================================================================== // REVIVE OPTIONS _max_respawns = (paramsArray select 1); //array no.38 - Number of lives per unit _JIP_respawns = [2,30]; //array no.63 - 0 - off or the number of lives players receive when they join in progress , JIP time after the mission starts _revive_timer = 1; //array no.7 - Whether you want to limit the amount of timer a player has while unconscious _revive_time_limit = 300; //array no.27 - Amount of time a player remains unconscious before respawning or dying _revive_damage = 0; //array no.37 - Unit's level of damage following revive _unconscious_markers = 1; //array no. 4 - Whether a marker appears on the game map at the location of the unconscious unit _caseVAC = [1, ["MASH"]]; //array no.64 - Allows units to be taken to a hospital etc to be revived _mediVAC = []; //array no.65 - NOT IMPLEMENTED _chance_ofDeath = [0,0]; //array no.66 - Two parameters in the array the first switches off/on (0/1) chance of death when shot, increases dues to hit location and number of times revived and the second parameter switches on/off the decreasing respawn timer based on how many times you have been revived, if using set respawn-time to at least 300 seconds. _dualTimer = 0; //array no.67 - NOT IMPLEMENTED - normal units can only revive for eg 30 seconds whereas medics can heal players up to 120 secs - array - [0/1 - off/on, revive timer for normal unit, timer for medic] _deadSpectator_cam = 1; //array no.92 - leave as 0 - whether a unit can spectate other friendly units when it has run out of lives // ================================================================== // RESPAWN OPTIONS _no_respawn_points = 1; //array no.12 - no of respawn points (Max number 4) _Base_1 = "Mobile_East"; //array no.13 - spawn position names _Base_2 = ""; //array no.14 _Base_3 = ""; //array no.15 _Base_4 = ""; //array no.16 _Base_free_respawn = [1,1,0,0]; //array no.36 - select whether to allow respawning at spawn points even if enemy troops are present (options OFF = 0, ON = 1) _respawn_at_base_addWeapons = 0; //array no.11 - unit respawns with weapons it commenced the mission with _respawn_at_base_magazines = []; //array no.34 - If using the respawn_at_base_addWeapons option then place the magazine and weapon _respawn_at_base_weapons = []; //array no.35 types in the following arrays, if left blank respawns with weapons from mission start _respawn_position = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies _respawnAtBaseWait = [0,0]; //array no.68 - Two parameters: 1st if = 1 makes players that respawn at base wait for (parameter 2) seconds before being able to see surroundings _objectiveBasedRP = []; //array no.69 - NOT IMPLEMENTED // Mobile Spawn Settings _mobile_spawn = 1; //array no.51 - set to 1 if you want to use mobile spawn //_mobile_base_start = "Insertion"; //array no.52 - NO LONGER NEEDED, REDUNDANT VARIABLE _mobile_base2_start = ""; //array no.70 - NOT IMPLEMENTED _mobile_type = 1; //array no.60 - set as 0 - for vehicle and 1 for man _mobile_man = s1; //array no.53 - place name of unit here or if not used make sure set as objNull _mobile_man2 = objNull; //array no.71 - NOT IMPLEMENTED // ================================================================== // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "Civilian"; //array no.18 _can_revive_2 = ""; //array no.19 _can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED _can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED _can_be_revived = "Civilian"; //array no.20 _can_be_revived_2 = ""; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "RU_Doctor"; //array no.76 - Used in conjunction with medpacks and bleeding _medic_2 = ""; //array no.77 - Used in conjunction with medpacks and bleeding _medic_3 = ""; //array no.78 - NOT IMPLEMENTED _medic_4 = ""; //array no.79 - NOT IMPLEMENTED //======================================================== // MEDPACK AND BLEEDING OPTIONS _medpacks = 0; //array no.80 - Whether you want to give the units a limited number of revive kits 0/1 - no/yes _stabilisation = 0; //array no.81 - NOT IMPLEMENTED _bleeding = 1; //array no.82 - Make units bleed and require bandages _medic_medpacks = 5; //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units _unit_medpacks = 3; //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units _medic_bandages = 5; //array no.85 - Bandages stop bleeding _unit_bandages = 3; //array no.86 - _medic_stable = 0; //array no.100 - NOT IMPLEMENTED _unit_stable = 0; //array no.101 - NOT IMPLEMENTED _stabTime_tillDeath = 0; //array no.87 - NOT IMPLEMENTED //Time until death following revive without stabilisation // ================================================================== // ENEMY SIDE TO PLAYABLE UNITS _no_enemy_sides = 1; //array no.22 - No of Enemy sides (0, 1 or 2). _enemy_side_1 = "WEST"; //array no.23 - Enemy sides can be "EAST", "WEST", "GUER" etc _enemy_side_2 = ""; //array no.24 _enemy_side_3 = ""; //array no.88 - NOT IMPLEMENTED _enemy_side_4 = ""; //array no.89 - NOT IMPLEMENTED // ================================================================== // FRIENDLY SIDE TO PLAYABLE UNITS _allied_side_1 = "EAST"; //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc. _allied_side_2 = "EAST"; //array no.43 - If all players are from the same side make sure you set the same side for both variables eg "WEST", "WEST" _allied_side_3 = ""; //array no.90 - NOT IMPLEMENTED _allied_side_4 = ""; //array no.91 - NOT IMPLEMENTED // ================================================================== // UNCONSCIOUS CAMERA OPTIONS _follow_cam = 1; //array no.5 - option to allow viewing of friendly units while unconscious _follow_cam_distance = 250; //array no.32 - the range that unconscious players can spectate friendly units _follow_cam_team = 0; //array no.44 - set to 1 if you wish unconscious players only to spectate players within NORRN_player_units array _top_view_height = 70; //array no.55 - allows you to set the top down camera height _visible_timer = 1; //array no.41 - view a cound-down timer while unconscious _unconscious_music = 0; //array no.46 - music must appear as unc_theme in music.hpp // ================================================================== // RESPAWN DIALOG OPTIONS _nearest_teammate_dialog = 0; //array no.3 - whether a respawn dialog appears when there are no players within this distance _all_dead_dialog = 0; //array no.1 - whether a respawn dialog appears when all players are unconscious (_all_dead_player = 1) _respawn_button_timer = 0; //array no.25 - Time until respawn button appears (0 = approx. 12 seconds), NB: Set to a high number like 100000 seconds if you do not want _distance_to_friend = 250; //array no.26 - If the closest friendly unit is further than this distance away trigger respawn dialog _all_dead_player = 0; //array no.56 _all_dead_distance = 10000; //array no.57 - whether a respawn dialog appears when all players within a specified distance are unconscious (_all_dead_player = 1) // ================================================================== // Bonus life for aiding team mates function _reward_function = 1; //array no.96 - specify whether a unit receives bonus lives for reviving other players _revives_required = 1; //array no.97 - Number of revives required before recieving a bonus life // ================================================================== // Team kill function _team_kill_function = 1; //array no.98 - specify whether a unit loses a life for killing team mates _no_team_kills = 1; //array no.99 - Number of teamkills before punishment // ================================================================== // CONFIGURABLE OPTIONS FOR HEAL YOURSELF FUNCTION _heal_yourself = 0; //array no.8 - whether a unit can heal damage to itself _no_of_heals = 1; //array no.29 - Number of heals that each player gets during a mission _lower_bound_heal = 0.1; //array no.30 - The damage level range between which the heal action becomes available _upper_bound_heal = 0.8; //array no.31 // ================================================================== // AI REVIVE BEHAVIOUR OPTIONS _goto_revive = 0; //array no. 9 - closest AI automatically moves to revive a downed team mate _AI_smoke = 0; //array no. 40 - if available reviving AI throws smoke on downed AI position _AI_aware = 1; //array no. 49 - AI will clear an enemy units it is aware of before auto reviving _AI_cover = 1; //array no. 50 - second AI unit moves with AI reviver to give cover _AI_dismount = 0; //array no. 58 - toggles ability of reviving AI units to dismount vehicles (1 = dismount) _call_for_AI_help = 1; //array no. 59 - allows AI units to call for help _goto_revive_distance = 500; //array no. 33 - distance AI units will move to revive a downed team mate // ================================================================== // OPTIONS FOR PLAYER'S DEAD BODIES AND EQUIPMENT - Additional revive functions with many thanks to alef (0 - off, 1 - on except for _bury_timeout) _drop_weapons = 1; //array no.93 - should the respawned player drop his weapons where he died? _cadaver = 0; //array no.94 - should the respawned player's body remain there? _bury_timeout = 12; //array no.95 - if drop weapons OR player body, how long before the body is buried? // 0=maximum (1200s) , n=seconds up to 1200s (hard coded) // ================================================================== // USER CODE - eg. NORRNCustonexec1="execvm ""myscript.sqf"";hint ""myoutput"";" NORRNCustomExec1 =""; // Exec1 occurs following being revived NORRNCustomExec2 =""; // Exec2 occurs when you team kill NORRNCustomExec3 =""; // Exec3 occurs when you spawn at base NORRNCustomExec4 =""; // Exec4 occurs when you try and spawn at base but it is still occupied NORRNCustomExec5 =""; // Must use variables: MAP_r_rejoin (false - first time, // true - rejoining the server, and // MAP_r_no_lives - number of lives if you rejoin server) // ===================================================================================================================== // DO NOT MODIFY THE FOLLOWING CODE // ===================================================================================================================== NORRN_revive_array = []; NORRN_revive_array = [_mission_end_function,_all_dead_dialog,_JIP_spawn_dialog,_nearest_teammate_dialog,_unconscious_markers,_follow_cam,_call_out_function,_revive_timer, _heal_yourself,_goto_revive,_unconscious_invincibility,_respawn_at_base_addWeapons,_no_respawn_points,_Base_1,_Base_2,_Base_3,_Base_4,_time_b4_JIP_spawn_dialog, _can_revive,_can_revive_2,_can_be_revived,_can_be_revived_2,_no_enemy_sides,_enemy_side_1,_enemy_side_2,_respawn_button_timer,_distance_to_friend, _revive_time_limit,_respawn_position,_no_of_heals,_lower_bound_heal,_upper_bound_heal,_follow_cam_distance,_goto_revive_distance,_respawn_at_base_magazines, _respawn_at_base_weapons, _Base_free_respawn, _revive_damage, _max_respawns, _unconscious_drag,_AI_smoke,_visible_timer,_allied_side_1,_allied_side_2,_follow_cam_team, _water_dialog, _unconscious_music, _enemy_units_1, _enemy_units_2, _AI_aware,_AI_cover,_mobile_spawn,_mobile_base_start,_mobile_man,_altUnc_animation,_top_view_height, _all_dead_player,_all_dead_distance,_AI_dismount,_call_for_AI_help,_mobile_type,_load_wounded,_perpetual_server,_JIP_respawns,_caseVAC,_mediVAC,_chance_ofDeath,_dualTimer, _respawnAtBaseWait,_objectiveBasedRP,_mobile_base2_start,_mobile_man2,_can_revive_3,_can_revive_4,_can_be_revived_3,_can_be_revived_4,_medic_1,_medic_2,_medic_3,_medic_4, _medpacks,_stabilisation,_bleeding,_medic_medpacks,_unit_medpacks,_medic_bandages,_unit_bandages,_stabTime_tillDeath,_enemy_side_3,_enemy_side_4, _allied_side_3,_allied_side_4,_deadSpectator_cam,_drop_weapons,_cadaver,_bury_timeout,_reward_function,_revives_required,_team_kill_function,_no_team_kills,_medic_stable, _unit_stable, _ACE_mod]; // start related revive functions [] execVM "revive_sqf\init_related_scripts.sqf"; if (true) exitWith {}; //Last edited 17/08/09 //if (_name == player) then {[_name] execVM 'revive_sqf\rPrn.sqf'} There is no reviving at all, but i know the script runs.
  9. Thank you, this will prove useful then. :)
  10. How would this work with something like the I44 units, does it take the groups from a list of groups for east or something or does it save the units it removes?
  11. Profanwolf

    Sahrani electrical grids

    Does this by any chance work with the CAA1 release of sahrani for arma2?
  12. Profanwolf

    Arma2 1.08 Server exe?

    I never thought of that, thank you Dwarden, I'll consider this next time.
  13. Profanwolf

    Arma2 1.08 Server exe?

    Thanks Xeno, appreciate the help
  14. I've been looking allover for the last 24 hours for it with no luck, the most recent update on steam, still has the 1.07 arma2server.exe and verifying files does nothing. Am i missing something here? Or is the 1.08 server exe not out yet? Because this seems to happen at every patch, i'd like some clarification on the patch thread, like Server exe for patch released? yes, and with a link if it doesn't come with the patch, or a simple no if it just isn't done yet
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