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VAKE

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About VAKE

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  1. Hi all. I am trying to figure out how to turn off the lighthouse lights. I've found a few additional threads that discuss this topic and its known issues: - http://forums.bistudio.com/showthread.php?154446-Using-setHit-to-Damage-Multiple-Hit-Points-with-the-Same-Hit-Point-Name - http://www.armaholic.com/forums.php?m=posts&q=23354 - http://feedback.arma3.com/view.php?id=6801 I was wondering if anyone has found a way to toggle the lighthouse lights on and off and, if so, if they would be willing to share their method (noob friendly instructions would be really appreciated as I am new to scripting). I tried Kylania's/Pirin's example and was able to get it working from a trigger including the following in the onAct field: ...and creating lights.sqf and entering the following code: This worked for turning off lights within the defined radius (500m for this example), but I am not sure how to create an addAction for it. I tried including addAction code in the trigger so the option to turn off the lights would come up once a player is within the radius of the trigger, but I wasn't able to do so since the reference to the script defines a value for "0": The editor gives me the following error: Any ideas how this could be used with addAction? I also tried adding the class name "Land_LampHalogen_F" into the lights.sqf script to see if it would work on the lighthouse lights as well, but it didn't. Is it because these must be used for the lighthouse lights? Source: http://forums.bistudio.com/showthread.php?154446-Using-setHit-to-Damage-Multiple-Hit-Points-with-the-Same-Hit-Point-Name&p=2398902&viewfull=1#post2398902 If so, does anyone know how these can be used to change the hitpoint values for these lights (and possibly use them in Kylania's script example)?
  2. An RP style mission is exactly what I would like to use this in! I've spent a lot of time on life/RP servers since discovering Sahrani Life some 6 years ago and would love to work on my own iteration of these types of missions. I just recently decided to dive in and rent a dedicated server, and would love to figure out how to implement something like this into a mission and have it be included in a persistent db stat-save system. I think that the ability to purchase homes/apartments/commercial buildings and be able to limit who has access to those buildings by way of keys/keycards would really add to the RP experience. Having said that, I am still a noob at scripting and haven't wrapped my head around creating, managing and storing variables like keys, money, and other items like wood, wheat and meat that are needed for RP missions. As much as I'd love to fire up a mission for players tomorrow that has everything in place, the reality is I will need to do a lot of tinkering on the server by myself (or maybe with a small group of interested developers/testers), likely for a long time before my ideas would come to fruition. Right now I'd say chances are slim to nil, but if somehow I do happen to stumble upon something useful during my testing I will be sure to share it with the community!
  3. Thank you for sharing, Adanteh. This works great! I wonder if there is a dynamic way to add this function to every building (or maybe the same building type), yet have it so a keycard for one building wouldn't work on another building's doors?
  4. Hey Goblin, I tested this in the editor and got as far as the message popping up to "Enter passcode or keycard". I don't see an option to enter a passcode, and I did verify that if I try to open the door without this passcode or keycard it just jiggles like it's locked. How would I create a keycard for my player to use to open this door?
  5. Hey Adanteh, this looks very promising. I have looked for your demo mission, but every link posted either in this thread or others you have posted it on are all unavailable. Can you post the mission again? Or if it's easier, I have the sqf files ready to go but am not sure how to attach the laptop/other object to the doors, and also what needs to go into the gamelogic in the editor to make this work. If you could share that info instead I'd appreciate it. I'm interested in making a mission where players are able to lock doors to their own homes/apartment rooms and think this would work great. Just testing the waters to see what is and isn't possible. Thank you for sharing your work!
  6. Ok, I got the database set up and the example mission working. Now I'm looking to personalize it a bit and am hoping someone is willing to confirm whether or not I am looking in the right place, and provide clarification on anything I might have missed (or if I am way off here). I've been skimming through the code in the example missions and looking at the tables in the MySql DB all day and I think I've figured out where the code "transitions" from ARMA 2 (sqf) to MySql (sql), at least where I am interested (for the players): ARMA 2: player.sqf MySql: PersistentDB.sql So, if I have other custom player variables in a mission (money, virtual inventory items, etc) that I want recorded into the DB under table "players", I think I would need to do something like this (code is not meant to be specific at this point, but trying to understand the logic): - Create a new field in the MySql DB table for what I am trying to keep track of (EX: "mon" for money) - Add "mon" in PersistentDB.sql here: - Add 'mon' and sqf variant ('tmon' for this example) in PersistentDB.sql here: - Add 'tmon' to the following list in player.sqf: - Add the following at the end of the G_PLAYER_DATA list (since I added 'tmon' to the end of the above array, and assuming I have set pmoney as the variable in the rest of my mission code that tracks the amount of money a player has): - Finally, add the following at the end of the S_PLAYER_DATA list: Assuming I have set the variable for money to "pmoney" in the rest of my mission files, does this look about right to get the money data stored in the DB for each player? Any feedback is welcome! :D
  7. I noticed that, too. I checked the website and there was no mention of @CBA or any other mod, other than @DAYZ, being required. You should be able to log in just fine. BTW, expect a long loading time if you haven't played it before. I'm talking 10+ minutes to load in some cases.
  8. I agree with Beagle. The game should be open so that the player can decide what they want to do. The only thing I would recommend be changed is how the loot currently spawns. It is currently pretty consistent where the good loot spawns, so I would suggest making it completely random for each loot position so that each house/barn/factory has an equal chance of spawning either an AK or an empty can (of course, the odds of an AK spawning should be significantly less than the empty cans). I haven't seen any working vehicles in the game, and I think vehicles should be very difficult to acquire. I would like a few boats added though, so players can get to the islands without dropping some/all of their gear. The island with the lighthouse has a little town with zombies on it, so it would be good if it were a little more accessible. I'm sorry the bandits are bored. Making loot spawn randomly might fix that, though, as then there will be no set spots for them to camp.
  9. No problem! Here's a list of pbo extractors: BI Studio: PBO Files I use Pbo View, but there may be a better one out there. You might be able to figure out the issues you are having once you extract the files and view the mission in the editor. Good luck!
  10. I've only played the CO version, so I am not sure about the A2 free version. I have tested it on Utes and didn't have the spawning in water problem. Did you un-pbo the file? I extracted all files into their own folder in my missions folder (using Zargabad as the example): The extracted folder's file structure should look like this: This allows me to use the editor to make a few changes and then save it as a .pbo. Once saved, the .pbo will be saved in your MPMissions folder (I use Steam): If you change the file name in the editor, it will create a new mission folder which will NOT have the zombie scripts included, so if you want to test different changes, make sure you copy the scripts over! I've successfully removed OPFOR and Civilian sides from my version, and made the BLUFOR all BAF engineers/medics. I also removed all BAF zombies to avoid confusion and friedlies 'accidentally' shooting other players (I have a free-for-all server, so there is intentional friendly fire sometimes ;)). I've made a few other tweaks that make me reluctant to upgrade to version .95 (still on .90) as it doesn't sound like a big performance boost (.95 sounds like more of a resource hog, actually). If you have already done all of this and you are still having the same problem, let us know! ;)
  11. Are you talking about playable units? If so, you have to make sure you update the mission.sqm with the correct counts: class Groups { items=[color="#FF0000"]13[/color]; class [color="#0000FF"]Item0[/color] If there are 11 items, you need to update the red highlight to reflect that number, and the first item should be Item0, the next Item1, etc... (so if there are 11 items, the last one will be Item10).
  12. Did you take the file down? I tried the download links in the first post as well and the update, and only the @DGN works.
  13. I look forward to it! I've added some transport helicopters to my Takistan version. They're all at static locations. I've thought about adding the helicopter vehicle types into the vehicle spawn code, but want to limit the number that spawn (though random locations would be great). Any chance of copying the current script to spawn vehicles randomly and changing the vehicle types to helicopters and repair/refuel/rearm trucks and have two different parameter settings when creating the game to control the number of regular vehicles that spawn and the aircraft/support vehicles separately?
  14. Hey Tonic, I've played on your server and I like the way the objects are spread all over the map randomly. I've set up my own server and am messing around with this mod; I would like to focus more on the post-apocalyptic theme than the zombies due to lag (though I do want some zombies roaming around to make people keep their guard up). I'm using R3F as well, but have no idea how to make the objects spawn randomly across the map (using Takistan), so I created an abandoned logistics factory with objects there for people to load up. Can you share any pointers/references that might help me with making the objects spawn randomly through the map instead of manually placing them in static locations?
  15. Thanks for such a great mod! I'm really liking the post-apocalyptic feel to it! Quick question regarding preferences, though. I am trying to run this on a dedicated server, and I am not seeing the preferences that others keep mentioning. Do I have to log in to the server from my client machine (through ARMA 2 Multiplayer) in order to change these preferences, or do I need to manually change the files on the server before launching the server .exe to customize the settings? I am trying to change the number of zombies/cars to reduce lag. I got the dedicated server up and running just fine and everything was working great - the game just started lagging very badly due to so many zombies chasing me around! Thanks! EDIT: Disregard! I figured it out. Launched the dedicated server, joined the game and logged in as admin to change the parameters. Set the zombie/vehicle spawn count much lower than default and the mission ran great with just me on! I've played on Tonic's server, and must admit I like the way the construction is set up as well as the gun shop. It makes it a lot more interesting when you can find and pick up objects, as well as steal objects from other people once your find their compounds (glad he disabled the ability to move the gun shop, though). ;)
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