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zuff

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Everything posted by zuff

  1. If Shuko doesn't mind, I've updated Taskmaster to support Arma 3 notifications: http://pastebin.jonasscholz.de/10304 All I did was change the "SHK_Taskmaster_showHint" function to this: SHK_Taskmaster_showHint = { private ["_p", "_taskCase"]; _p = switch (tolower (_this select 1)) do { case "created": { _taskCase = "TaskCreated"; }; case "assigned": { _taskCase = "TaskAssigned"; }; case "succeeded": { _taskCase = "TaskSucceeded"; }; case "failed": { _taskCase = "TaskFailed"; }; case "canceled": { _taskCase = "TaskCanceled"; }; }; [_taskCase, ["", format ["%1", ((taskDescription (_this select 0)) select 1)]]] call BIS_fnc_showNotification; }; Hope this helps, and thanks again Shuko for making an excellent tasking script. Main problem I'm having now is that the task markers created by taskmaster aren't being deleted. If anyone knows how to fix this please tell, I'll look into it for the meantime.
  2. zuff

    =BTC= Revive

    There are plenty of other loadout scripts out there, especially this one: http://forums.bistudio.com/showthread.php?148577-GET-SET-Loadout-(saves-and-loads-pretty-much-everything) To save you a headache, forget about the gear stuff and just focus on making the revive stuff as good as possible. Maybe have areoson's script handle the gear saving on death and loading on revive? All I'm saying is what you have so far is great, just don't burn yourself out on it!
  3. zuff

    FHQ TaskTracker

    That's great to hear. And just to be clear I never demanded anything, I just asked for you to keep us in mind, which you are and you're even more awesome for it. Thanks.
  4. zuff

    FHQ TaskTracker

    Well that's an odd stance to take. I respect your opinion but if you're trying to provide a tool to the public where I'd say a majority of mission editors use respawn in their mission, you should keep them in mind. The mission I'm putting together is a dynamic persistent mission where it will be ran for hours. Not having respawn in a mission of this indefinite length would make it dead in the water for whatever communities play it. You have every right to have a strong feeling against the way some of us play the game, but please please consider those of us who do use respawn and enjoy your script very much. Edit will it make you happy if I make the respawn timer 5 minutes long? ;)
  5. zuff

    FHQ TaskTracker

    So you need AI enabled for JIP? That seems a bit impractical. Specially when the mission I'm making supports 30+ players, there's no way I'm going to have that many AI standing around until a player joins and spawns as one. There has to be a way for any JIP player to check the currently assigned task and create the tasks for that player. Maybe like a onPlayerConnected EV that's only executed on JIP?
  6. zuff

    FHQ TaskTracker

    Varanon, here's the test mission for JIP issues: https://dl.dropboxusercontent.com/u/1125473/Arma/fhq_jip_test.Stratis.7z Try running it on a persistent server and start up as slot 1. You get the task. Leave the server then rejoin it and join in slot 2 The player does not have the task. What am I doing wrong here?
  7. I was saying I don't want to have my players have to delete their vars files just so their vas loadouts aren't as cluttered as mine is now. But I totally understand where you're coming from. I do love your scripts because they "just work". Keep it up!
  8. I don't see why not, even VAS itself doesn't let you delete loadouts, just save over them. The problem I'm having is that the vas loadout section is showing the old and new loadouts from VAS. So a lot of my new vas loadouts are duplicates of the old vas ones. I know you can go and delete your vars file but I don't want all of the players of my missions to have to lose their layouts. Also, could you add the ability to add a text name to the loadouts with the icons? Just seeing the gun/clothes/backpack doesn't really tell you too much about the loadout.
  9. zuff

    FHQ TaskTracker

    Varanon I'll put together a quick example mission tonight if I get the time and send it to you. I'm really stumped on this JIP stuff. Did you look through my last post which shows basically all of the mission code?
  10. That looks amazing! Good job! Edit: is there anyway you could give it the ability to delete VAS load outs? It'd be perfect. I'm glad these two mods can coexist and play nice with each other, as there are just too many load out solutions with different benifits. Yours and VAS is the perfect combination.
  11. That's because I removed it after it didn't work. FHQ Tasktracker is suppose to run on the server and it broadcast to all players. I'm not entirely sure how it works but from what I understand is that it sends out the task to all playable units. In the current state I have it now, everyone is receiving task even though it's ran on the server. It's just JIP that lose the task. I'll see what I can do about the public variable, I've had bad luck with them in the past. Say I publicvariable something on the server, will a JIP client get that value?
  12. Ah! I should have thought to do that! Thanks!
  13. It's a great alarm sound and I'm a bit tired of my standard air siren. Anyone know how to use it with external scripts?
  14. zuff

    =BTC= Revive

    Giallustio The download link is down for the RC
  15. zuff

    FHQ TaskTracker

    I've been defining it to West. Still issues.
  16. zuff

    FHQ TaskTracker

    Arma 3. Let me know if you want any more info. Thanks.
  17. I tried the [vehicleVarName player, missionType, taskNum] call lampCreateNewTaskClient; and it didn't work. I didn't get any errors, though i'm sure there were serverside, and it was probably because the variable "missionType and taskNum were nil. Well here's how my mission is setup: From init.sqf I call a missionControl.sqf missionControl.sqf picks a random marker, task type (kill, rescue, steal, etc), and task objective (car, helicopter, infantry, hostage, etc) then makes an array called "missionType" with [marker, objective type, and task object] and the current task number (which I use to check to end the mission after so many tasks are completed) which is then pulled into a create task function: missionControl.sqf: markList = ["agia","airfield","airstation","campmax","camptemp","girna","kamino","killfarm","lzconnor"]; //Available Markers to choose from taskList = ["Assault", "Rescue", "Destroy", "Steal","Kill"]; //Available Task Types to choose from taskAssaultObjList = ["Infantry", "Infantry and Vehicles"]; //Available Assault Objects etc... (more objlist would be here for each taskType) tasksToComplete = 15; // How many tasks the mission will run till end if (isNil "taskNum") then { taskNum = 0; }; while {taskNum <= tasksToComplete} do { [b]missionType = [markList, taskList, taskAssaultObjList, taskRescueObjList, taskDestroyObjList, taskStealObjList, taskKillObjList] call lampCreateMissionTypeServer;[/b] taskNum = (taskNum + 1); [b][missionType, taskNum] call lampCreateNewTaskServer;[/b] [missionType] call lampCreateUnitsServer; // This creates the units based on the missionType variable, sets them to group "vehGroup" _prevTask = missionType select 1; if (_prevTask == "Assault") then { if (!isNil "vehGroup") then { waitUntil {{alive _x} count units vehGroup == 0}; }; if (!isNil "newGroup") then { waitUntil {{alive _x} count units newGroup == 0}; }; missionSuccess = true; }; waitUntil {!isNil "missionSuccess"}; [taskNum, missionType, missionSuccess] call lampCompleteTaskServer; if (taskNum >= tasksToComplete) then { call lampEndMissionAll; }; }; And here is my functions script for the CreateTask: // Executed on the server lampCreateNewTask = { private ["_missionType", "_taskNum"]; _missionType = _this select 0; _taskNum = _this select 1; // Code goes here! private ["_markerNum", "_taskType", "_taskObject"]; _markerNum = _missionType select 0; _taskType = _missionType select 1; _taskObject = _missionType select 2; [ [ format ["%1%2", _taskType, _taskNum], //task name format ["Mission %1, %2 %3", _taskNum, _taskType, _taskObject], //task long desc e.g. "Mission 2, Assault Infantry" format ["%1 %2", _taskType, _taskObject], //task short desc format ["%1 %2", _taskType, _taskObject], //Marker Text getMarkerPos _markerNum, //task waypoint "assigned" //task state ] ] call FHQ_TT_addTasks; }; This works as intended, but not for JIP. I looked through your demo mission but all of the objectives/tasks were already planned out, so checks are able to be run to see if they are completed or not, for my mission its a bit more complex since the tasks are randomized. I need a way to pull the variable missionType and markerNum into the init.sqf and have it available to create the same task JIP that's currently assigned to the already playing players. I tried the [vehicleVarName player, missionType, taskNum] call lampCreateNewTaskClient; and it didn't work. I didn't get any errors, though i'm sure t, but it was probably because the variable "missionType and taskNum were nil. Sorry if I'm overwhelming you with my messy code, but I'm not sure how to go about this. Thanks for your help.
  18. Quick question, I'm trying to make a task for a JIP player and I'm having problems getting ASCOM to call that player only. init.sqf: if (!isServer) then { if (isNull player) then { [] spawn { waitUntil {!(isNull player)}; [player, missionType, taskNum] call fnc_CreateNewTaskClient; }; }; }; The function, CreatNewTask, using FHQ Tasktracker to create a task using info from the variables "missionType" and "taskNum" I'm getting an error, though, on the "player" part. I'm trying to only call this code for the JIP. Any clue on what I can do to solve this?
  19. zuff

    FHQ TaskTracker

    I can confirm that tasks are not working for JIP. I created a task during the mission on the server, which FHQ did a good job of broadcasting it to all of the clients, but when someone joined in later they did not get the task. They did get the next task when it was created, but current/assigned tasks are not being sent to the client. Any clue what I can do to insure a JIP gets a currently assigned task?
  20. Norrin this regards the helitaxi script. You never responded to my last post reporting a bug, but I'm sure you saw it. I found another: If the chopper respawns after being destroyed or having the pilots killed, it loses the addAction to "set a destination" if you hop into it at base. If you're outside of the chopper you can use the "call for extraction" addAction and then after getting picked up in it, it behaves as normal. We love your script and it will be in our future missions!
  21. I have it working fine for me. Also Norrin, if you disembark too early while the heli is landing you get stuck standing on the side bar and you can't exit or move. Not sure if it's alpha bug or not.
  22. zuff

    FHQ TaskTracker

    Is there anything I need to do to insure Join in Progress clients get the previously assigned tasks? I have no idea on how to test if its working correctly but here's how my mission is setup: Server starts, init.sqf exec's a MissionProcessor.sqf init.sqf call compile preprocessFileLineNumbers "fhqtt.sqf"; call compile preprocessFileLineNumbers "NetworkFunctions.sqf"; if (isServer) then { execVM "MissionProcessor.sqf"; }; The server-ran MissionProcessor.sqf randomly picks a marker, a mission, then a FHQ task is created and assigned on all clients. MissionProcessor.sqf [missionType, taskNum] call lampCreateNewTaskAll; NetworkFunctions.sqf: // Executed on all machines. lampCreateNewTask = { private ["_missionType", "_taskNum"]; _missionType = _this select 0; _taskNum = _this select 1; // Code goes here! private ["_markerNum", "_taskType", "_taskObject"]; _markerNum = _missionType select 0; _taskType = _missionType select 1; _taskObject = _missionType select 2; [ [ format ["%1%2", _taskType, _taskNum], //task name format ["Mission %1, %2 %3", _taskNum, _taskType, _taskObject], //task long desc format ["%1 %2", _taskType, _taskObject], //task short desc format ["%1 %2", _taskType, _taskObject], //Marker Text getMarkerPos _markerNum, //task waypoint "assigned" //task state ] ] call FHQ_TT_addTasks; }; The MissionProcessor.sqf waits for the mission to complete then completes the task for all clients. Then it loops back and starts over again. MissionProcessor.sqf waitUntil {!isNil "missionSuccess"}; if (missionSuccess) then { [taskNum, missionType] call lampCompleteTaskAll; }; if (!missionSuccess) then { [taskNum, missionType] call lampTaskFailedAll; }; How can I assure a client who joins in progress gets the current mission? With the FHQ framework, is this already covered for me or are there extra steps to take?
  23. Anyway to restrict the helicopter to returning to a specific base? It keeps going back to the AirStation. Nevermind, seemed to be a fluke. I did notice a bug if you die while the helicopter is landing at an insertion point, the helicopter will be stuck in the air. You lose all commands to tell it to return to base or clear for take off.
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