A-SUICIDAL
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Everything posted by A-SUICIDAL
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Only Pilots can Fly,Only Crewman can Crew
A-SUICIDAL replied to sgt_hawkins's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks a million Riouken It works like a charm. It is exactly what I needed. -
I have Combined Operations, but I prefer to make missions that only require Operation Arrowhead to be installed and no addons required. When I host a mission, I have often seen a player join and then start to use hacks and do all kinds of weird shit. Is there any way I can block players from joining if they are running any addons or mods? If you don't know of any way to block addons or mods, then please do not reply. I'm looking for helpful info. Thanks in advance.
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Addon Blocker - Mod Blocker
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA - Servers & Administration
I forgot to refresh the page. Otherwise I would have read what you said to do. I'm trying it now. ---------- Post added at 04:34 PM ---------- Previous post was at 02:58 PM ---------- Thanks guys. At least I'm heading in the right direction now. I'll keep further questions regarding this in the other forum since this is not really mission editing stuff, although I started out thinking that it might be something I needed to script into my missions. lol. -
Arma2 dedicated server howto
A-SUICIDAL replied to warlock2511's topic in ARMA 2 & OA - Servers & Administration
I host from my pc, not dedicated. Although I do own Combined Operations, I usually only host missions that I've created that are coop with 16 players or less and only require Operation Arrowhead to be installed and no addons or mods. I usually play with a few friends and allow public players to join if they wish. On a few occasions there have been public players that joined and hacked and ruined the game and I had to restart the mission from the beginning. I asked for help in the mission editing forum - thinking that I needed to script some sort of addon/mod blocker into my missions. I was given some help, but now I realize that I should've come here to ask for that help. I created a server.cfg and placed it in my root folder. Since I am not running a dedicated server, I figured that this is all I needed to add to my server.cfg: hostname = "SUICIDAL COOP"; passwordAdmin = "z"; maxPlayers = 16; kickDuplicate = 1; verifySignatures = 1; equalModRequired = 1; disableVoN = 0; vonCodecQuality = 10; doubleIdDetected = "kick"; onUnsignedData = "kick (_this select 0)"; onHackedData = "ban (_this select 0)"; BattlEye = 1; In my Arma 2 launcher there is a box that says "Additional command line parameters", so I added this into the box: -config=server.cfg My Keys folder only has these 2 keys inside it: bi.bikey bi2.bikey I'm not really sure what those keys are. I also have several addons in my root folder that I have created individual @folders for, so I can easily remove them if needed. Do I have the server.cfg everything setup correctly? What else do I need to do? can my individual addon folders remain in the root folder even though I am not using them in any of my missions currently, or do I need to remove them from the root folder? Again, I am not running a dedicated server, but I was told I could still make this work for a non dedicated server. Any help would be much appreciated. -
Addon Blocker - Mod Blocker
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA - Servers & Administration
I don't have a dedicated a server. If I host from my pc, is it possible to use this somehow? equalModRequired = 1; Would adding this line into the description.ext of a mission work? If not, how would I be able to make it work? -
Addon Blocker - Mod Blocker
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA - Servers & Administration
Now I have an attitude? How so? I'm a really nice guy. Just because I asked for helpful info only, doesn't mean that my attitude is "way off for this community" as you described. I'm sorry if it came off that way. I'm looking for help with something and I would prefer that this thread didn't turn into a discussion about how "all games have cheaters" and "what's the problem with players that use addons and mods". I'll try to be more happy and fun loving and gay just for you demonized. lol Mr.Sensitive. -
Healing Place (Field Hospital and so on)
A-SUICIDAL replied to McArcher's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
galzohar, everything u you said, I appreciate, but I know enough about how the modules work, and norrins revive, and most of the ace stuff too. I don't want to use any addons, and I prefer using my own scripts and scripts crafty friends come up with in these forums - that are different from what domi uses. Bon, I am not unconscious if I can still crawl. If I can crawl to a Field Hospital, it should heal me. I joined somebody elses server a while back and the same thing happened there too. There was nobody around to help me, so I crawled far to a Field Hospital Tent, and it wouldn't heal me, finally somebody came and bandaged me, and at that point I was able to use the tent to heal myself fully. There was never any being unconscious. If I was unconscious, then why can I still see everything around me? Why can I still crawl in any direction I want and fire my gun. Obviously that state I was in renders me unable to use any actions, and healing requires the use of an action. Yet In Domi, players carry my body to a field hospital and drop me in front of it and it automatically heals me. I don't want to use norrins revive in my mission, no offense norrin, I'm just sick to death of hearing "Fuckit", "Bastards" "I need a medic", and the other speech files that have grown to get on my nerves. Sorry Bon, but I understand completely that the field hospital needs to be fixed, otherwise norrin wouldn't have fixed it in his own way. Demonized, it's a deployed field hospital, deployed by a medic, so I kinda don't want to spawn another AI medic that just stand around at the tent. But it's not a bad idea for other missions. Normally a field hospital would have some hot nurses or something. But yeah, in my mission, the medic deploys the tent, then the medic runs off and gets killed as always, lol, and everybody else on my team seems to die right at the very moment that I get hit bad and wind up stuck crawling forever and need help :( . I made a fix for the hospital tent with a trigger and a script, and I was fully healed and running around back in the action again, but my screen was still flashing red. When I tested it further in preview with AI on my team, I crawled hurt into the trigger surrounding the field hospital and I went through the whole heal animation and then I was healed, but the flashing red screen was still occurring, and then I switched to a different unit and the screen just stayed dim red, but it stopped flashing. I switched to a few more units and the dim red haze would not go away. I switched back to the original soldier that was hurt and was healed by the trigger, and the screen still stayed dim red and didn't flash. I got everything working perfect - except for this flashing red screen stuff. All I can think to do now is - dissect how norrin got his hospital to heal incapacitated players that are carried and dropped in front of the field hospital. So far I haven't had much success. -
Healing Place (Field Hospital and so on)
A-SUICIDAL replied to McArcher's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I added a trigger around the tent that execs a heal script, but after the player steps into the trigger and a script starts that makes the player heal himself, the flashing red screen continues to flash as if he is still hurt. If the players health is back to 0 and he is able to run around and aim steady, why would the flashing screen effect continue to occur? How can I get rid of that? ---------- Post added at 04:29 PM ---------- Previous post was at 03:52 PM ---------- I really hate this game sometimes. What the hell is the point of a field hospital if you can't crawl over to it and get healed? Another stupid bug that needs fixing. I got 2 medics in my mission with the ability to deploy field hospitals. The main purpose of these hospitals are so players that are incapacitated but can still crawl, can crawl over to the field hospital and get healed, but the stupid field hospitals only heal players that are slightly hurt. This makes no sense at all. And since I'm not a scripting genius with the ability to script a fix for a broken field hospital, I now have to get rid of the hospitals all together since they suck and don't do what they are supposed to do. Every time I search these forums, I never find anything that helps me. I have better luck searching google and the google results always direct me back to these forums. These forums need a search application that actual works. -
Healing Place (Field Hospital and so on)
A-SUICIDAL replied to McArcher's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was testing the first aid modules in the editor, and they all seem to work fine, but... when I am incapacitated, it still lets me crawl, but I cannot perform any actions. I crawled to a US field hospital (tent) and I was not able to get healed at all. A player performed first aid on me, which did not fully heal me, but I was then able to heal myself fully at the US field hospital. Why couldn't I get healed when I crawled into the field hospital? Players that are incapacitated and crawl to a field hospital cannot get healed, is there a way I can make it so they can get healed when they crawl to a field hospital? -
Only Pilots can Fly,Only Crewman can Crew
A-SUICIDAL replied to sgt_hawkins's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Bon, can you point me in the direction of one of your missions that uses your method? Because the other method mentioned above doesn't work at all for me. I tried the script from this thread and if a non-pilot gets in and then gets kicked out and the hint then appears, and the real pilot then tries to get in after him, the real pilot then gets kicked too and is given the same hint message. I can only seem to get it to work if the leader is the pilot. I have only 1 friendly vehicle in my missions (Chinook). And I have only 1 pilot slot and I don't want anybody else flying. Is there a more simple approach I could use if there is only 1 vehicle and only 1 pilot in the squad? -
setunitpos and disableAI not work?
A-SUICIDAL replied to Roe-31stMEU-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I wanted to make it so when players teleport to a small bunker, that they would then be crouched, since the roof is low and if the player is in 3rd person view, they wind up being teleported into the bunker and they can't see themselves because the bunker roof blocks their view, so I tried using: player setUnitPos "Middle"; but it doesn't work at all. Is there another way to make this work? ---------- Post added at 04:32 AM ---------- Previous post was at 03:53 AM ---------- Nevermind, I tried using this instead and it works fine now... _telguy switchMove "amovpknlmstpsraswrfldnon_gear"; The animation doesn't work, but it does switch him to a crouched stance instantly. -
All units can build sandbag walls - problem
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, it's fixed now. -
All units can build sandbag walls - problem
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would if I had more time -
Teleport to Team Leader
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's been a while, but I decided to use this script again in another mission that I'm working on. This is the script I am currently using: _unit = _this select 1; if ( !alive s1) then { hint "The Leader is currently dead"; } else { if ( vehicle s1 != s1) then { _unit moveInCargo MHQ; } else { if ( vehicle s1 == s1) then { _unit setDir direction s1; _unit setPosATL [ getPosATL s1 select 0, (getPosATL s1 select 1) - 1, getPosATL s1 select 2] }; }; }; This script was designed to work with a 14 man coop mission that uses only 1 transport vehicle named "MHQ" (either a Blackhawk or a Ural UNO truck since they can both hold 14 soldiers in cargo). What I would like to do is use the script in some missions that have more than 1 vehicle and have the script check to see if there is enough room in the vehicle when players choose to teleport to the leader when the leader is in a vehicle. So if the leader is flying a Littlebird and the passenger seat is full, the player that chooses "Teleport to Leader" at the base flag pole will receive a message that says, "The leaders vehicle cargo is currently full", or something like that. The script I'm using now is set up to work with 1 vehicle called "MHQ". I was hoping that somebody could help me get this script working so it could work with all vehicles that the leader is in and have the script check to see if there is room in the vehicle and if there is, then teleport the player into the vehicle, and if there are no available seats, then the player would receive a hint letting them know that the vehicle is currently full. It would be a great script to use in missions that have a multiple vehicles of different capacities and more than 14 players. Hell, it would be a great script to add to any mission, giving the game that BF2 spawn on leader ability, only it would be a teleport to leader from base option instead. If only I could just get it set up correctly. Any help with this would be much appreciated. -
I have a flagpole at base that offers the ability to teleport to Leader (s1). This is the script so far... _unit = _this select 1; _unit setPosATL [ getPosATL s1 select 0, (getPosATL s1 select 1) -4, getPosATL s1 select 2]; Now here's my problem... We have a truck at base which is the only vehicle our team has access to. It's basically our MHQ vehicle. I even have Kylania's load ammo script working for the truck. Now if somebody were to walk up to the flagpole and choose "Teleport to Leader" and the leader is currently driving or riding in cargo, what I would like to do is have the teleporting player then be moved into cargo so he or she is not left standing in the open next to the moving truck. This is what I was trying to do but I can't seem to get it working correctly... _unit = _this select 1; if ( ? vehicle s1 != s1 ) then { _unit moveInCargo MHQ; } else { _unit setPosATL [ getPosATL s1 select 0, (getPosATL s1 select 1) -4, getPosATL s1 select 2]; }; so basically.. if the leader is in a vehicle, then teleport into cargo, but if he is not in the vehicle, then teleport standing near the leader. Lastly, and this is really important but I'm not sure if it can be made possible... when the player teleports to the leader when the leader is not in a vehicle, would there be a way to get the direction that the leader is facing and teleport the player behind the leader about 2 meters and set the players stance to prone. This way if the leader is already prone peaking over a hilltop at multiple enemy, the player would not be teleported standing in front of the leader in plain sight of all the enemy. Any help with this would be much appreciated. ---------- Post added at 10:36 PM ---------- Previous post was at 09:10 PM ---------- omg, I tried scripting this at least 30 different ways and then finally got it to work. _unit = _this select 1; if ( vehicle s1 != s1) then { _unit moveInCargo MHQ; } else { if ( vehicle s1 == s1) then { _unit setPosATL [ getPosATL s1 select 0, (getPosATL s1 select 1) -4, getPosATL s1 select 2]; }; }; so now the player teleports into cargo of the MHQ truck if the leader(s1) is in the truck, and if the leader hops out, the player would instead teleport standing near the leader. Now I only need to figure out how to get the direction the leader is facing and teleport the player 2 feet behind the leader facing the same direction, which I don't think is possible. And setting the player to a prone position probably won't be possible either. But if anybody knows how to do this, please help me with it.
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Domination's Vehicle Lift Script - Standalone!
A-SUICIDAL replied to KC Grimes's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Same here, I need to get the chopper to run a script on respawn. I also need the chopper to respawn 30 secs after it gets destroyed and I can't seem to get that working either. It does respawn, but not in 30 seconds. It's the only thing holding up the completion of the mission that I've worked long hours on. -
Health detection with silent hint (need help)
A-SUICIDAL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to write a script that detects how much damage you have taken and then uses a hintsilent to let you know what your current health is. Here's is what I have written so far, but it doesn't work and before I try a zillion different ways to try to get it to work, I figured I would come here and ask the scripting gods for help. I have a trigger with like a 20000 radius set to repeatedly group to the player. It sidechats the message in the beginning, but then I hop on an ATV and slam myself into a wall to hurt myself, which is when it is supposed to tell me what my current health is, but the hints are not appearing, which means my script needs help. Thanks in advance. s1 sideChat "starting health check system for player s1"; #loop if (_target == _this) && (damage _this > 0.9) && (damage _this < 1.0) exitWith { hintsilent "1 HP"; }; } else { if (_target == _this) && (damage _this > 0.8) && (damage _this < 0.9) exitWith { hintsilent "2 HP"; }; } else { if (_target == _this) && (damage _this > 0.7) && (damage _this < 0.8) exitWith { hintsilent "3 HP"; }; } else { if (_target == _this) && (damage _this > 0.6) && (damage _this < 0.7) exitWith { hintsilent "4 HP"; }; } else { if (_target == _this) && (damage _this > 0.5) && (damage _this < 0.6) exitWith { hintsilent "5 HP"; }; } else { if (_target == _this) && (damage _this > 0.4) && (damage _this < 0.5) exitWith { hintsilent "6 HP"; }; } else { if (_target == _this) && (damage _this > 0.3) && (damage _this < 0.4) exitWith { hintsilent "7 HP"; }; } else { if (_target == _this) && (damage _this > 0.2) && (damage _this < 0.3) exitWith { hintsilent "8 HP"; }; } else { if (_target == _this) && (damage _this > 0.1) && (damage _this < 0.2) exitWith { hintsilent "9 HP"; }; }; goto "loop" -
Health detection with silent hint (need help)
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok, got it working, but my green tahomaB text refuses to show its shadow even though I have the shadow set to be true and the color set to black. I guess it's not that big a deal. -
Health detection with silent hint (need help)
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Now I'm searching and reading everything about dialogs that I can find and how to make this work and I'm already losing my mind. lol. Is there a simple tutorial someplace for what I am trying to do? -
Health detection with silent hint (need help)
A-SUICIDAL replied to A-SUICIDAL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes this works well, thank you. But I'd prefer if the message would fade away after a few moments, but reappear if the player is hurt more. Or maybe have it always showing the current health in the bottom left or right corner of the screen instead of in a hint box, since the missions I make often have a hint box appear at times for certain completed tasks and other things and I'd rather not have a "% HP" hint box open the entire game. I changed the above script to this: nul = [] spawn { while {sleep 0.5;alive player} do { hintsilent format ["%1 Percent Health",(round (100 - (damage player * 110)))]; }; }; ...so now if I were to, lets say, hit a tree while driving an ATV, the hint box then suddenly says something like, "82 Percent Health". And if I hit another tree, it updates and then says something like, "68 Percent Health". Is there a way to make this appear at the bottom left or right corner of the game throughout the game without using a text box? -
help - load/unload ammo crates into MHQ/vehicles
A-SUICIDAL replied to zipman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I understand Carl, lol, but for me and my friends - domi is still overplayed, old and boring and the MHQ vehicle has too much bs wrapped into it - considering I don't make coop missions with more than 16 player slots. I just made another new mission using the load ammo crate script. I have no problems loading the crate onto the MHQ vehicle after the vehicle has been destroyed and respawns. Sometimes if another player loads the crate and then I go to unload it, the action will say load for me instead of unload, but then I just choose the load action and then unload action and it unloads it, but I do wish I could get that worked out - even though it's no big deal really. Instead of just having the one crate at base that gets dragged all around everywhere, it would be cool if a new crate would instantly be created and already loaded onto the vehicle every time the vehicle respawns. I guess I could do it with a separate vehicle respawn script designed just for the MHQ vehicle. Hmm. The old crate that was left undamaged out in the battle could just remain in the battle indefinitely or delete on a timer. -
I made a 8 man coop mission. It's basically completed. I tested it with friends and when one of my friends joined in late, problems then started to occur. First I'll explain quick how the mission works. At mission start we all start out in a plane that circles high above a drop zone. If any player dies, that player respawns back in the plane cargo. I did this by attaching a respawn_west marker to the plane and also by detecting by trigger when a player is alive and then move the player back in cargo of the plane. Once we complete the first objective, the completed objective area becomes our new respawn location and the trigger that moves us in cargo of the plane is deleted. There are several objectives that we complete throughout the mission and each one becomes our new respawn area. AI are turned off in the mission. The only thing in my init.sqs files is... execVM "briefing.sqf"; When my friend joined late he spawned on the ground where the players were initially placed in the editor. He was miles behind us. My other friends and I had already completed many objectives that we were respawning at when we ever we died. The first time I got got killed after my friend joined late, I suddenly respawned far away in the middle of nowhere and then I immediately looked at my map and noticed that the plane that we start in at mission start was directly above me at the moment I respawned. Apparently when my friend joined it screwed up my respawn location. I asked my friend later after we stopped playing the mission if he remembered seeing the completed objectives on the tasks list and he said that he didn't see any objectives completed at all, yet we had completed 7 of 10 objectives before he joined the game. So how do I fix my mission for players that join in progress? What do I need to put in my init.sqs file to make JIP stuff work? How can I make it so JIP players are updated with the completed objectives when they enter? Since the respawn_west marker does move around a lot in my mission. Is there a way to make it so players that join in late will start where the respawn_west marker is currently set? My mission was working great up until the JIP issues bit me in the $@#$&. I worked really hard on this mission. I was feeling proud. Now I feel like crap. Please help.
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Load a M252 in cargo
A-SUICIDAL replied to 50.cal's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I thought that with the release of 1.56 that there was going to be a new scripting command that would give the ability to script a gun bag and tripod bag into the cargo of a vehicle. Does anybody know if this is possible yet? And if so, what is the command? I can't find a list of the new 1.56 commands anywhere. -
Vehicle trigger fails after vehicle respawns
A-SUICIDAL posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a radius 5 repeatedly vehicle trigger that is grouped to a littlebird so only the little bird can activate the specific trigger. The trigger *does work*, but after the little bird is destroyed and respawns back at base, I then hop in the littlebird and fly over to a service area and land on the helipad/trigger, but the trigger stops working. The trigger uses the condition... this and ((getpos (thislist select 0)) select 2 < 1) Does anybody know how to get this trigger to work after the vehicle respawns? The reason why I have the trigger grouped to the littlebird is so that other other vehicles cannot activate it. Thanks in advanced. ---------- Post added at 11:27 PM ---------- Previous post was at 10:20 PM ---------- I figured it out. The way I fixed it was... I added a another trigger that detects when the littlebird respawns using as a condition... alive littlebird and for the trigger activation I used... trigger1 triggerAttachVehicle [littlebird] So I guess when the little bird respawns, it was no longer grouped to the trigger. By using "triggerAttachVehicle" I was able to regroup the trigger to the vehicle when it respawned. -
Adding Player Points in MP
A-SUICIDAL replied to Fuzzy Bandit's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a 14 man coop mission where 8 bunkers need to be captured. I was hoping to use a progress bar for capturing each bunker, but never found any help on that, so for now a player simply enters one of the bunkers and activates a trigger and the bunker is then instantly captured. What I would like to do is add 10 points to the player that captured the bunker, not the entire team. The players are named s1 through s14. I have been reading this thread and a couple of other threads that discuss "addScore", but I'm still unsure of how to get this working correctly. Can anybody help me with this?