Jump to content

A-SUICIDAL

Member
  • Content Count

    520
  • Joined

  • Last visited

  • Medals

Everything posted by A-SUICIDAL

  1. PiratRu, I understood what you meant by making it so player only get punished if they teamkill within a certain distance from a base marker, but unfortunately I did not implement that feature into the script, but I could try to add it to a future version of the punish script. _Mofo_, I was going to implement additional time added per team kill, but this will not work well if you crash your chopper and accidentally kill 10 of your friends. You won't go to jail because you are dead, but the next time you team kill - you would wind up spending a very long time in jail. According to your math, if a player team kills 10 friends by accidentally crashing his/her chopper, that player would then spend 50 minutes in jail the next time they team kill, heh. In my own personal opinion the jail time should never be no more than 5 minutes long. I'm planning to use a 2 or 3 minute timer in my own mission. Most team killing occurs at Base and 2 or 3 minutes is just enough time for the other players to do what they need to do at base and then head back to the battle area. For somebody that wants to use the punish script and set the jail timer to be more than 5 minutes, what will happen is... the jailed player will use Ctrl-Alt_Del and end task/proccess on his/her game and join a different server. You might think "good, let the team killer leave", but the team killer might have been a good friend that accidentally team killed and felt sorry for doing so - and yet he/she will still leave the server because sitting in jail for more than 5 minutes is just pointless. The team killer will obviously get the point "not to team kill" after spending 3 minutes in jail, 4 minutes would be pushing it, but 5 minutes is just pointless, and they will get extra pissed off that they cannot hit their "Escape" key and choose "Abort" or "Respawn" and when they finally decide to hit Ctrl-Alt-Del, they will most likely never join that server ever again. I would suggest setting the timer to 4 minutes at most and see how it goes. Other forms of torture like playing the banana song or the Trololo song will also have players wanting to leave and never join the server ever again. If I had it my way, I would put a radio near the jail that plays good music and put a soccer ball in jail cell so they can kick it around and keep themselves busy - something to pass the time. Additional time added and torture music is just cruel. Trust me, I know, I've spent a lot of time in jail just testing the punish script - and I did try the Trololo song. It was funny - for the first minute or so, then it became absolute torture. If a player likes to team kill, and you torture that player, they will probably leave and comeback with a hack and take a big crap on the server. 4 minute timer, no torture music and things should work smoothly.
  2. The plastic pole is from the light that hangs in the jail cell. I will remove it. I didn't know that it wasn't an Arma 2 object. I will make a version for just Arma 2 and have it ready tomorrow. Your English is good :) I rebuilt the jail cell for Arma 2. I replaced all of the Arrowhead objects with Arma 2 objects. The jail bars were a bit difficult to do since there are no Arma 2 objects that work well as bars, so I spawned a bunch of street lamps and then flipped them all upside down. I am still working on the rest of the "Arma 2 only" script, it should be ready later today. http://www.odaly.com/files/a2/cell_1.jpg (290 kB) http://www.odaly.com/files/a2/cell_2.jpg (285 kB) http://www.odaly.com/files/a2/cell_3.jpg (230 kB) http://www.odaly.com/files/a2/cell_4.jpg (309 kB) http://www.odaly.com/files/a2/cell_5.jpg (257 kB)
  3. This is how the check crew and fix pilot score stuff should be for Arma 2... // These are the air vehicles that have gunner and passenger seats. If Pilot is jailed it will move one of the crew into the pilot seat. if ((_veh isKindOf "Ka52") OR (_veh isKindOf "Ka52Black") OR (_veh isKindOf "Mi24_P") OR (_veh isKindOf "Mi24_V") OR (_veh isKindOf "Mi17_rockets_RU") OR (_veh isKindOf "Su34")) then { null = [_killer] execVM "jail\check_crew.sqf"; }; // This fixes the score of the pilot that was penalized by team killing gunners. if ( (_veh isKindOf "Mi17_rockets_RU") && ((_killer == _veh turretUnit [0]) OR (_killer == _veh turretUnit [1])) ) then { null = [_killer] execVM "jail\fix_pilot_score.sqf"; }; As for moving a crew member into the pilot seat, you don't want to use the Mi17_Ins or the Su25_Ins, because they are both Arrowhead vehicles and it won't work with the Su25_Ins anyway, because it only has 1 seat, so I removed both of those. Only the Mi17_rockets_RU chopper gunners penalize the pilots score, the Ka52Black and Ka52 do not. You also had the su39, which is an Arrowhead Vehicle and it only has 1 seat, so there is no need for adding that either. I updated your mission with the correct check system. I also update the objects used to make the jail cell so it should work for Arma 2 now. Maybe I am wrong about the vehicles being for Arrowhead, but I thought that anything with an "_EP1" or "_INS" was specific to Arrowhead. Maybe somebody could let me know if I am wrong.
  4. PiratRu, I looked at your mission and there were many mistakes in it, but that's ok, I'm here to help. First off, you are using an older version of my Jail script, so there was a bug in it when it setPos's the player into jail. I accidentally had too large of a random radius in the old version, which could cause the player to wind up being teleported just outside of the jail cell, so I fixed it in your mission. That was really the only bug in my older mission sample. For testing purposes, and this is very important, you can turn off the feature that disables the ability to hit the "Escape" key by simply adding "//" in front of line 15 of the "start_punish.sqf" file. I added this to your mission to make testing easier for you, but you will want to remove the "//" later when your mission is ready to be released. Don't forget to do this. The files "wrongful_kill.sqf" you changed the names of the actual units, which is fine, but you missing a ")" on every line from line 16 through 48, so I fixed that. I also noticed in the "killer.sqf" file that you had changed the setPos location when the player is teleported to Jail, you had 2 random locations, so I changed it back to just the "Jail" marker and removed the other 2 random locations. Also in the "killer.sqf" file lines 29 through 39 - that's the part that checks the gunner seats and passenger seats and if the pilot teamkills and gets sent to jail, it will then move a gunner or passenger into the pilot seat, but you added a couple of vehicles that I'm not sure will work well... if ((_veh isKindOf "Ka52") OR (_veh isKindOf "Ka52Black") OR (_veh isKindOf "Su25_Ins") OR (_veh isKindOf "Mi24_P") OR (_veh isKindOf "Mi24_V") OR (_veh isKindOf "Mi17_rockets_RU") OR (_veh isKindOf "Su39") OR (_veh isKindOf "Su34") OR (_veh isKindOf "Mi17_Ins")) then { null = [_killer] execVM "jail\check_crew.sqf"; }; // This fixes the score of the pilot that was penalized by team killing gunners. if ( ((_veh isKindOf "Ka52") OR (_veh isKindOf "Ka52Black")) && (_killer == _veh turretUnit [1]) ) then { null = [_killer] execVM "jail\fix_pilot_score.sqf"; }; if ( ((_veh isKindOf "Su39") OR (_veh isKindOf "Mi17_rockets_RU")) && ((_killer == _veh turretUnit [0]) OR (_killer == _veh turretUnit [1])) ) then { null = [_killer] execVM "jail\fix_pilot_score.sqf"; The part that moves a gunner or passenger into the pilot seat will only work with vehicles that actually have a gunner seat or passenger seat. I'm not sure if all of the vehicles you add have that, I know some of them do. The part that fixes the pilots score will only work with vehicles that actually have a side gunner seat that causes the pilots score to be penalized. For instance the Blackhawk and Nighthawk right side gunner cause the pilots score to be penalized, but not the left side gunner. The Huey or "UH-1H" chopper does have a right side door gunner, but it does not penalize the pilots score. What you might need to do is test each chopper in a private hosted multiplayer game and move an ai into the pilot seat and then get in as a gunner and shoot a teammate and see if it penalizes the pilots score, and if it does, then you need to find out what the turret number is for that specific gunner seat. If none of the gunner seats cause the pilot to lose points, then you do not have to add it to the script. I noticed that you are using aiKills = 1; in your "description.ext" file, which is what allows the ai to score points on the score board, so you it should be easy to test. I will test some of the vehicles myself to see which ones will work for an Arma 2 version of the script. There might be more problems with your mission, I have not tested it thoroughly, but right now it is working fine when I test it with the main player in the editor. Feel free to give me a shout if you have any more problems. Oh, and you really need to set your game so it shows script errors, because then you probably would have been able to fix a lot of the errors easier. PiratRu's Arma 2 Mission Sample Oh, and I don't think that the ClutterCutter_EP1 or the ProtectionZone_EP1 will work with Arma 2, but they are not needed. The Cluttercutter simply removes grass from the jail to make it look cleaner and the ProtectionZone is there to protect the jailed player so other players can't kill him while he is in jail, it basically creates a 50 meter radius force field. And you did a great job translating all of the messages. I edited the jail image and added it to your mission. I have no idea what it says, but you used it in your hint, so I photoshop'd it into the image:
  5. I'll see if I can make a version for just Arma 2 and another version for just Arrowhead. I just have to build a new jail cells that don't use objects from both Arma 2 and Arrowhead. The new version of the script should work on a dedicated server. If for any reason it doesn't, try hosting the actual sample mission on a dedicated server and let me know if it didn't work.
  6. Script updated. Description Updated. Now offers support for up to 100 units. Other information can be read in the original description.
  7. I think there is already a way to limit respawns in the game after the player uses up the set number of lives. The player would then respawn as seagull(blackbird) and at that point all they can do is flap their wings and fly around. That might be a better solution then sending them to jail since running out of lives really shouldn't be something to punish them for. Either way, if the player were to run out of lives and respawn as a blackbird - the player would probably reconnect and choose a different player slot so they could continue playing. Or if the player were to run out of lives and then respawn and be sent to jail, the player would probably ctrl-alt-del and end task/process on their game and then relaunch their game and reconnect and choose a different player slot so they could continue to keep playing. So basically either method would probably not work well, unless there is a way to detect the player ID when they reconnect and immediately turn them into a blackbird or send them to jail.
  8. I was in a hurry to get something released in hopes that maybe somebody could help me test it. It's not exactly a completed script since I would first need a few people to tell me that it works on a dedicated server. And to really test it you would need at least 2 real players or more. The script is currently for Combined Operations, but only because it has a mix of both Arma 2 & Operation Arrowhead Vehicles. To be more specific, it has an AH1Z and a USMC Apache in it, the rest of the vehicles are all Arrowhead Vehicles, not counting the BAF Chinook, which I also consider to be a sort of Arrowhead vehicle. I can easily make a version for all 3 ... Arma 2, Arrowhead and Combined Operations, but before doing so - I was hoping to first get some sort of confirmation as to whether or not the sample mission actual works on a dedicated server. I will go ahead and make 3 versions of it now. Thanks for the support Foxhound. And thank you to who ever changed the thread title, much appreciated ;)
  9. Video Updated. Description Updated. Download link available. This is still a work in progress. Volunteers needed to help test, tweak and help make it dedicated server friendly.
  10. So I have an "EH killed" added to each player that when somebody is teamkilled, it executes the punish script. I have not had the chance to test this with real players. I've only tested with ai. Everything works in the script (SP/MP/Dedi) when I test alone with ai, but after I kill an ai teammate and go to jail and then get released and repeat the process 4 times. After my 4th stay in jail when the jail timer expires and setPos's me back to the respawn_west marker, the friendly ai units suddenly turn against me and kill me, which is usually expected after killing 4 ai teammates. So after they kill me and I respawn, the ai seem like they aren't pissed anymore, as if they are satisfied with having killed me 1 time. But now when I teamkill again (a 5th time), nothing happens, the punish script doesn't seem to want to execute. It's as if the ai no longer have their "EH killed" anymore. I have a radio trigger that I activate that tells me what team I am on and it says that I am still on "west" and I can still see diamonds around the ai members of my group. If I was the leader of a bunch of ai units, after 4 TK's I usually lose my leader status and some ai announces that he is taking command. Traders, lol. I don't know why the EH stops working after 4 teamkills. I wouldn't even know what to search to find out more about this, so that's why I am asking here. This punish script is meant to be used in missions where the ai are disabled. I hope to use it in my own coop missions. It could possibly be that my script will never work with ai units properly because after 4 teamkills the EH seems to break, or maybe there is a way to fix it to work with ai. My main concern is making sure that the punish script will work with real players, but I have no way of knowing because I haven't had any opportunity to test with real players. Lately my friends seem more interested in playing BF3 or BO2.
  11. I put my poorman skills to work, lol. I added 22 playable units to the sample mission just so I could make it easier for somebody else to implement the punish script later if they wish to use the script. My sample mission was looking clean and simple until I then added 22 triggers, 1 for each player, which handles the pub var stuff for switching to players to driver seat. I know, I know, but it should work until I can get help with a better solution. In the middle of my punish script, just before it teleports the player into jail, it does this... if (_veh isKindOf "AH6J_EP1") then { null = [_killer] execVM "jail\check_cargo.sqf"; }; if ( ((_veh isKindOf "AH64D_EP1") OR (_veh isKindOf "AH64D") OR (_veh isKindOf "AH1Z")) ) then { null = [_killer] execVM "jail\check_gunner.sqf"; }; check_cargo.sqf
  12. I tried what you said, spent several hours on it, but I'm not having much luck.
  13. A-SUICIDAL

    Another EH question

    - I never used "addRating" before, but after reading what it does exactly, that could be something that might help. I just tried installing Demonized teamkill punish script to see if the same problem existed. I placed 5 ungrouped playable units and set up a sample mission with "respawn_west" and tested it and after 4 teamkills the enemy killed me, and after I respawned I teamkilled a 5th time and the script did punish me again, where with my script - it fails to punish on my 5th TK. Demonized used a different method to add the EH, but I also noticed that with his script, you do not get punished if you teamkill from a vehicle turret, so I changed his script a little and got it so it would punish you if you are in a vehicle turret. I even got his script to force the player to get out of the vehicle, but as far as setPos'ing the player - it setPos'd the vehicle and then the camera was still on the vehicle, not the player, so I assume that the game sees the "_killer" in his script as the vehicle, not the player. So I tried using some of his method mixed with mine and omg it's turning into a nightmare. I think my best bet would be to take my own completed punish script and hand it over to somebody with greater scripting skills and see if they can help me make it Multiplayer Friendly - before I completely lose my mind . I did understand everything you said galzohar, and I now know why my script is not working correctly, but I still don't know how to fix it. If I actually were to get things to the point where everything is scripted correctly, I wouldn't even know it, because I have no way of testing it to find out. I would need somebody to test it with me on a dedicated server and I'm kind of short on volunteers :/ But I'm not giving up.
  14. What if I did it like this? _killer = _this select 0; _veh = (vehicle player); if (isNull assignedGunner _veh) exitWith {}; gunr = (assignedGunner _veh); publicVariable "gunr"; if (driver _veh == _killer) then { waitUntil {driver _veh != _killer}; }; null = [gunr] execVM "moveInDriver.sqf"; moveInDriver.sqf: _unit = _this select 0; doGetOut _unit; sleep 0.5; _unit moveInDriver _veh; _veh engineOn true; cutText ["YOU ARE NOW THE PILOT","PLAIN DOWN",2]; sleep 8; cutText ["","PLAIN DOWN",2]; Would that work?
  15. I think I figured it out. So now when I am flying one of few different types of attack choppers and I kill a teammate with manual fire, it will kick me out of the chopper and send me to jail and the gunner will take the pilot seat. if ( (vehicle player != player) && ((_veh isKindOf "AH64D_EP1") OR (_veh isKindOf "AH64D") OR (_veh isKindOf "AH1Z")) ) then { null = [_killer] execVM "jail\check_gunner.sqf"; }; check_gunner.sqf: _killer = _this select 0; _veh = (vehicle player); if (isNull assignedGunner _veh) exitWith {}; _gunner = (assignedGunner _veh); if (driver _veh == _killer) then { waitUntil {driver _veh != _killer}; }; doGetOut _gunner; sleep 0.5; _gunner moveInDriver _veh; _veh engineOn true; if ((local _gunner) && (!isServer)) then { cutText ["YOU ARE NOW THE PILOT","PLAIN DOWN",2]; sleep 8; cutText ["","PLAIN DOWN",2]; };
  16. I'm having trouble getting this same thing to work for an attack chopper with gunner seat. So let's say I am flying either an "AH64D_EP1", "AH64D", or an "AH1Z" and I use manual fire and kill a teammate, then my punish script start running and just before it forces me out of the chopper and teleports me into jail, I want to first check if the vehicle to see if there is anybody in the gunner seat and prepare to switch him into the driver seat after I am no longer in the chopper. In the example above I use a specific condition (s1_inJail), and I refer to the vehicle by name "littlebird1", but I don't want to use a bunch of scripts specific to each player s1-s14 and I don't want to use chopper names either, so in my punish script I added this: _veh = (vehicle _killer); if (_veh isKindOf "AH6J_EP1") then { null = [_killer] execVM "cargo_check.sqf"; }; cargo_check.sqf: _killer = _this select 0; _veh = (vehicle player); if (driver _veh == _killer) then { waitUntil {driver _veh != _killer}; }; _list = assignedCargo _veh; _unit = _list select 0; doGetOut _unit; sleep 0.5; _unit moveInDriver _veh; _veh engineOn true; if ((local _unit) && (!isServer)) then { 5 cutText ["YOU ARE NOW THE PILOT","PLAIN DOWN",2]; sleep 5; 5 cutText ["","PLAIN DOWN",2]; }; When I tested this, the ai in cargo did switch to the driver seat. I'm not sure if the message worked correctly or not, my guess is that I might have wrote that part wrong. So now I try to do the same for the attack choppers that have gunner seats, but I can't get it to work. if ((_veh isKindOf "AH64D_EP1") OR (_veh isKindOf "AH64D") OR (_veh isKindOf "AH1Z")) then { null = [_killer] execVM "gunner_check.sqf"; }; gunner_check.sqf _killer = _this select 0; _veh = (vehicle player); if (driver _veh == _killer) then { waitUntil {driver _veh != _killer}; }; _list = assignedGunner _veh; _unit = _list select 0; doGetOut _unit; sleep 0.5; _unit moveInDriver _veh; _veh engineOn true; if (local _unit2 && !isServer) then { 5 cutText ["YOU ARE NOW THE PILOT","PLAIN DOWN",2]; sleep 5; 5 cutText ["","PLAIN DOWN",2]; }; It gives me an error. Any idea what I need to do to fix this?
  17. Well, the punish script keeps changing and in the process some things are improved on other things seem to keep breaking. I might remove the feature that makes a player leave their group when in jail and rejoin when they are released from jail. I wasn't having any problems with the civilians and now suddenly when I test on a dedicated server, if I kill a civilian, nothing happens, and I haven't done anything to change their EH at all. I still haven't found a less laggy method for adding the EH to dynamically spawned civs either. Another thing that started to happen is, when I disconnect while in jail, another 25 points is deducted from my score, but now that isn't working on a dedicated server anymore either. So I need to figure out how to fix that or find a new method to force it. If I can't find a less laggy way to dynamically spawn civilians with the EH, then I will remove the civilian punish feature completely and make it a teamkill punish script only. If I can't figure out how to deduct points from a player when they disconnect while in jail, then I will have to find a way to keep them from disconnecting - and I would rather not disable their ability to move around freely in the jail cell, which means finding out how to disable the escape key or abort key, which I don't want to do, but it would be better than a dialog or camera script. === EDIT === I found out how to disable the escape key during the time spent in jail. This will really simplify everything. It's kind of sad that I now don't need to use a lot of scripts that I worked hard to create, but at least this will work easier. It tested perfectly too. http://forums.bistudio.com/showthread.php?127370-Disable-ESC-key-while-dialog-open&p=2054838&viewfull=1#post2054838
  18. Well, when I last tested, the way I had it worked, but I was testing with an ai. The ai was in the jail cell and I climbed up the radar tower and when I reached the trigger it killed me, but the ai was still alive in the jail cell. So from what you explained, I now understand that if that if the ai was a real player, then the player would have died. I'll just play it safe and use cuel's method. Thanks guys :)
  19. I am trying to create a trigger to put on the roof of my jail cell that will kill any players that attempt to get on the roof. The reason for this is because I use "wooden crate" objects to make my roof, and players can fall through them and choppers can also drop down through them. I put hedge hogs on the roof since they will block the chopper, but if a player hops out of the chopper, he can fall between the hedgehogs and then fall through the wooden crates. I want the trigger to kill players that are above 5 meters and below 7 meters. This is what I used, and it worked, but then after a few moments the player in jail would die, so it didn't really work. rectangle repeating trigger activated by blufor Condition: this && {((getPosATL _x) select 2) >5 && ((getPosATL _x) select 2) <7} count thislist > 0 && player in thisList Activation: {_x setdammage 1} foreach thislist; I first tested this by placing a "radar" tower object within the radius of the trigger. I climbed the radar tower and as soon as I climbed more than 5 meters above terrain level, I died. Then I tested again, only this time I setPos myself to 12 meters so I would start out at the top of the radar, and as soon as I climbed down lower 7 meters above terrain level, I died. So it seemed to be working, but eventually, if I am just standing in the jail cell, the trigger does kill me. I am assuming that the <7 part of the trigger will kill me regardless of the >5 setting. So is there another way to make this work without it killing me when I am in the jail cell? I just want it to kill anybody that might fall through the roof. ---------- Post added at 05:30 PM ---------- Previous post was at 05:10 PM ---------- I think I was eventually dying because I had an AI on the roof and eventually he would fall through the roof and it would kill both of us. {_x setdammage 1} foreach thislist; ...kills everybody within the trigger, so I don't want to use that. When I tried changing the activation to this... hint "you are within the trigger radius"; this setDammage 1; it didn't kill anybody at all, but the hint does appear. I'm getting closer.
  20. This works... condition: this && {((getPosATL _x) select 2) >5 && ((getPosATL _x) select 2) <7} count thislist > 0 && player in thisList activation: player setDammage 1; but is it smart to use this? player setDammage 1; I don't want it to kill anybody except for the player that is goofing around on the roof.
  21. I do have a version that does that, actually I have a version that disables user input and the ability to do anything at all while in jail and the player actually starts to do pushups and situps while in jail too - and a camera films it nice. The only way out of it is Alt-Tab, Ctrl-Alt-Del or Alt- F4. But when I tested it with a friend, he seemed to not like how he was unable to do anything at all, so I removed the animation. If I use an invisible dialog, the player would still get frustrated that they canno run around at all. As far as removing the actual IDC for the escape button, I haven't looked into that at all, but that would be nice to use, and I could still leave me respawn/disconnect punish script in just in case the player magically finds a way to respawn or disconnect, but I would remove the warnings for it. I do punish the player -25 points for choosing respawn, disconnecting, or if the player manages to escape and get more than 10 meters from the jail (center point) it will kill the player and also deduct 25 points from their score. The conditions involved for this were a little difficult, but it does work well. The points deducted from the player can easily be changed and made to be any value. It's hard to see in the movie above, but if the movie is set to high detail 720p and is viewed full screen, the messages are much easier to read and you can see how it does warn the player that if they respawn or disconnect they will have 25 points deducted. I remember reading a long time ago about a script command that can kick a player from the game, and I also read that it was no longer being used or something. I was going to look into this further to see if I can find out if it is still possible to kick a player based on how low their score is and maybe even warn them that if they reach a score of like -150 points, that they will be kicked from the server. I'm not sure if that is possible to do, but it would be nice if some guy that respawns while in jail every time winds up getting booted for it eventually. I never use A-10's in my missions or apaches, but I do want to add them into the sample mission just to test certain (teamkill blame) bugs and work-arounds. Like if an Apache pilot kills a teammate or civilian using manual fire, I would like to automatically move the gunner into the driver seat. I also want to try to incorporate a script that detects if a player has done more than X amount of teamkills while flying an A-10 and then remove his ability to get back into the A-10 with a message telling him that he has lost his A-10 priveledges. This is something I have always wanted to see in this game, because I always get teamkilled by A-10 pilots and they never seem to care or seem sorry at all, then I hump it all the way back into the AO and they teamkill me again. Disabling the escape key would be something I would like to experiment with, so if you know how to do they, let me know. In my real mission, my jail cell is surrounded with large steel hedgehogs and outside that there is a sandbag wall, so it's difficult for somebody outside the jail to get close to the cell. I did this to prevent non-jailed players from parking vehicles close to the cell, because then the jailed layer could easily hop into the vehicle. That is why I have a script that will kill the jailed player if he is more that 10 meters from the center point of the jail cell. But even with all the hedgehogs and sandbags, players could still possibly fly close enough to the jail cell with a littlebird and manage to pull off an escape if they try, but again - the player jail player will die trying to escape and a message will broadcast the failed escape attempt to all players, lol.
  22. Player now leaves group when jailed and re-joins again when released from jail. Leader will reclaim leadership when released.
  23. A-SUICIDAL

    SideChat not showing

    I used to have problems getting "west HQ" chat to appear, then later I managed to get it to work using a new method, so I thought I should share it. Instead of the annoying "CROSSROADS:" chat, change it to be "HQ:" by doing the following... Create a stringtable.csv file in the root of your mission folder and add this to it: LANGUAGE,English STR_CFG_PAPABEAR, HQ Now in your script where you want HQ to sidechat to everybody on the server, use something like this... _text = format["%1 was shot while trying to escape.",name player]; waitUntil{!(isNil "BIS_MPF_InitDone")}; [[west,"HQ"],nil,rSIDECHAT, _text] call RE; Or you can try it this way, but I have seen this method fail to work in some of my scripts even when my player was carrying a radio. In some cases adding a "sleep 1;" helped. if (isServer) then { [west,"HQ"] sideChat format["%1 was shot while trying to escape.",name player]; }; The stringtable.csv would apply to both.
  24. I've changed a few more things in the script. I removed the additional points deducted for killing a teammate or civilian, but players will still get 25 points deducted for choosing to respawn or disconnect while in jail. Players that manage to escape some how will be killed if they get more than 10 meters away from the jail center point - and they will also have 25 points deducted for escaping. There was a problem where, for instance - if a player killed 4 teammates in one instance, the punish script would execute 4 times, but I fixed this so it will only execute 1 time. Instead broadcasting messages messages and hints that are specific to "team kills" and "civilian kills", I decided to simplify the script and refer to it as simply a "wrongful kill" since at times a player might actually kill a civilian and a teammate in on instance. There was a problem where if you were the pilot of a chopper and had many crew sitting in back, if you crashed the chopper and killed everybody including yourself, when you later respawn you were able to kill teammates and civilians and not get punished at all, but now that's fixed too. I also removed the cinema border during the camera part. If a pilot of an attack Littlebird kills a teammate or civilian with rockets or minigun, it will teleport that player into jail, but it will also check to see if anybody is in the passenger seat of the littlebird and switch that player into the driver seat fast - giving that player a better chance to stay alive since they would otherwise have to eject before the chopper crashes. I am still using separate files for each player because I am not good at setting variables for things like timers, so every player has their own timer scripts and etc, but I did reorganize the mission folders so within my "Jail" folder there are folders specific to each player, making it easier to remove players or to add new players. You can simply duplicate the "s14" folder and rename it to be called "s15" and then go inside the "s15" folder and open each of the script files and simply do a "Find-Replace" and replace the word "s1" with "s15" and you will now have scripts ready to use for an additional player. My Jail cell was actually made using the 3D editor, so it cannot be moved to a new location by dragging it in the 2D editor, because it doesn't even appear in the 2D editor. So players can either use my "mission.biedi" file and open it in the 3D editor and then highlight my jail cell and drag it to a new location and then export it the script for it and then spawn it into their mission like I did, or they can simply build their own jail cell from scratch using either the normal 2D editor or whatever they want. I am going to keep working on the scripts and testing it to death until I think it is ready to release. So far I cannot find anymore bugs or problems, except for spawning civilians with EH, it still seems a little laggy the moment they spawn.
  25. I will try that now. I did manage to get it to work by adding this to my init.sqf: s1_KillCount = 0; s1_Killer = false; publicVariable "s1_killer"; Later when a teammate or civilian is killed, it set it to be: s1_Killer = true; publicVariable "s1_killer"; Then I added a repeating trigger in the mission with the condition: s1_Killer and in the On Act: s1_KillCount = s1_KillCount +1; Then I added another repeating trigger with the condition: s1KillCount == 1 and in the "On Act": null = [s1] execVM "jail\punish.sqf"; Now if I blow up three enemy with a grenade, it only runs the punish script 1 time, and at the end of the punish script, just as it releases the player from jail, it sets it back to: "s1_KillCount = 0;" s1_Killer = false; publicVariable "s1_killer";
×