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A-SUICIDAL

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Posts posted by A-SUICIDAL


  1. 3 hours later, lol. Ok, after I uninstalled, deleted all remaining folders, cleaned my registry, then reinstalled CO - The AI still take the place of players that leave or return to lobby, but now when I kill the AI, they no longer respawn like they were doing before. So, as a work around for my 14 man coop mission, I added 14 triggers, 1 for each player s1-s14. Trigger for player s1 looks like this:

    ==================

    Condition: !isPlayer s1

    On Act. s1 setDamage 1;

    ==================

    So now when a player leaves, the trigger kills the AI that takes his or her place and the AI does not respawn. I call it my "get the f#ck out you stupid f#cking AI!" trigger.


  2. My friend hosted the mission I made and when players left the game the AI did not take the place of any of the players. I hosted the same exact mission and the AI did take the place of players that left the game. So my guess is that the only way for me to fix the problem is to reinstall Combined Operations completely, which sucks, because it takes forever to install and I have no guarantee that the problem won't come back.


  3. I tried that too, still isn't working. I'll start disabling all my scripts one by one and testing in between and see if maybe I have a script running that is causing the problem. I appreciate the help, thanks cobra.

    ---------- Post added at 01:44 PM ---------- Previous post was at 01:11 PM ----------

    Still having the same problem. I created a new mission, added 5 playable units, placed a respawn_west marker, using an empty init.sqf file and this is my description.ext:

    // Mission Header
    class Header
    {
     gameType = Coop;
     minPlayers = 1;
     maxPlayers = 5;
    };
    
    onLoadMission = "testAI";
    OnLoadMissionTime = FALSE;
    
    respawn = "BASE";
    respawndelay = 15;
    disabledAI = true;
    

    ... and then I test in mutiplayer and choose player slot 1, I run around in the game for 10 seconds, then hit escaped and go to lobby and choose player slot 2 and rejoin the mission and there is an AI in the game from player slot 1. Maybe I am going nuts, but my friend hosted a mission yesterday that I helped him create, another friend joined and played for a while but then he had to go, and when he left the server, I watched his body flop dead in front of me and no AI took his place.


  4. 1. When I host one of my coop missions, sometimes players cannot move (run/walk) at mission start, but they can turn in one place. This does not happen to the host (me), so I hit "escape" and "restart" and then everybody is then able to move. I don't know why this happens and I was wondering if somebody might know what might be causing this or how to fix this.

    2. When a player disconnects (leaves the game) an AI takes their place. This also happens when players return to the lobby to choose a different player slot/role - for instance a player(machine gunner) goes back to lobby and chooses the sniper class and then rejoins the mission an AI takes place of the machine gunner slot that the player was previously playing as. My description.ext file does have...

    disabledAI = 1;

    ...so I don't know why this is happening. I don't want any AI on my team in my coop mission. Can somebody please help me fix this?

    My mission is done, but I can't play it with these problems :(


  5. On Act:

    null = [] execVM "msgs\msg_rally_point_deployed.sqf"; rallyDeployed = false;
    

    msg_rally_point_deployed.sqf:

    waitUntil{!(isNil "BIS_MPF_InitDone")};
    [s1,nil,rSIDECHAT,"Rally Point deployed and marked on map."] call RE;
    
    if (isServer) then {
    hint composeText [parsetext format["<t size='1.2' align='center' color='#FFA500'>Rally Point Deployed%1</t>"]];
    sleep 8;
    hint "";
    };
    

    The sleep 8 and empty hint is so the original hint doesn't hang on the screen for 30 seconds.

    The only message that didn't appear was for the Spotter when he calls a Missile strike, then I tried rGLOBALCHAT and it worked. Apperently if he is in using Laser Marker Weapon, it won't allow the sideChat message to go through. So with rGLOBALCHAT it shows in white: BLUFOR (SUICIDAL) "Missile strike inbound!". I think I can live with it.


  6. Just removed "exit" from like 70 scripts, heh.

    Do I put this at the top of the script, and remove the isServer stuff? So it should look like this?

    waitUntil{!(isNil "BIS_MPF_InitDone")};
    hint composeText [parsetext format["<t size='1.2' align='center' color='#FFA500'>Rally Point Deployed%1</t>"]];
    [s1,nil,rSIDECHAT,"Rally Point deployed and marked on map."] call RE;
    [s1,nil,rPLAYSOUND,"jet"] call RE;
    sleep 8;
    [s1,nil,rSIDECHAT,""] call RE;

    1 little typo and it always has to add: "Last edited by A-SUICIDAL". I hate that.


  7. I never understood why I use exit at the end. I've always seen it at the end of other peoples scripts and figured I needed it. Other times I've read that the script exits on it's own and doesn't need it. It never seemed to hurt so I kind of just leave it in figuring it doesn't do anything anyway. I'll try what you mentioned. I also have a sound play for when the spotter calls a missile strike and it plays a jet sound, only the spotter can hear it. I wasn't sure how to implement that either - so all players can hear it. I'm still learning the difference between server and client and most of it is hard to understand. I was figuring that using server would force it on everybody.

    ---------- Post added at 02:58 AM ---------- Previous post was at 02:42 AM ----------

    Studying it now. Where does this go?

    Wait for global variable "BIS_MPF_InitDone" to be defined (and true):

    waitUntil{!(isNil "BIS_MPF_InitDone")};

    ---------- Post added at 03:03 AM ---------- Previous post was at 02:58 AM ----------

    I took a guess on the playSound:

    [s1,nil,rSIDECHAT,"Rally Point deployed and marked on map."] call RE;

    [s1,nil,rPLAYSOUND,"jet"] call RE;

    It played, but sounded a little more quiet. Is the above correct?


  8. I want all players to see scripted sideChat messages. For instance, I have a trigger with the condition "ralleyDeployed". When the Leader deploys a Ralley Point it sets the condition to true and the trigger then does this:

    if (isServer) then {
    hint composeText [parsetext format["<t size='1.2' align='center' color='#FFA500'>Rally Point Deployed%1</t>"]];
    s1 sideChat "Rally Point deployed and marked on map.";
    sleep 8;
    hint "";
    };
    exit
    

    I can see the hint and the sideChat message, but other players tell me that they only see the hint. There are other players that can deploy things like... an ammo crate or a MASH tent etc and those triggered sideChat messages are not being seen by all either. Do I even need to have "if (isServer) then {" in this script? What am I doing wrong and how can I get this work correctly?


  9. omg I've been trying to figure out why my AI keep taking the place of players that leave or join back in another slot when I have the mission set as disableAI = 1;

    After several more attempts to fix this, I noticed that in my description.ext file the line said disabledAI = 1;

    I have no idea how the "d" got in there, or how long it's been in there. This problem only started to occur like a week ago. It never gave me any errors and the AI were disabled at mission start without having to click the button to turn them off. I feel like my computer has gremlins.


  10. I had 1 bug when I tested in multiplayer. I had AI disabled in the description.ext. I tested with a friend and he was playing as an AT specialist and then my friend went back to the lobby to choose a different player and came back as a sniper, then I noticed that an AI had taken his place when he left to got to the lobby and on the map, both the AI and my friend had the same marker name. So the real problem I am having is... how do I get the AI to stay out of the mission and not take the place of players that leave?


  11. Okay, I'll give that a try. I know I can do this. But don't get mad if I come back in 10 hours asking for help again, lol.

    ---------- Post added at 09:22 PM ---------- Previous post was at 08:24 PM ----------

    I took a guess that for the give action I would need to change it to look like this:

    _giveaction=_nearestaliveactive addAction [format ["Give bandage to %1%2",name _nearestaliveactive,_leftstring],"cly\cly_heal.sqs","give",1.37,false,false,"","_this!=_target and alive _target and !(animationState _this in CLY_healanims) and time>_this getVariable 'CLY_healcooldown' and _target getVariable 'CLY_healings'>=0 _target getVariable 'CLY_healings'<3 and _this getVariable 'CLY_healings'>0 and _this getVariable 'CLY_healings'<=3 and _this distance _target<3"]

    and for the take action:

    _takeaction=_nearestdeadactive addAction ["Take bandages","cly\cly_heal.sqs","take",1.38,true,false,"","_this!=_target and _target getVariable 'CLY_healings'>0 _target getVariable 'CLY_healings'<=3 and _this getVariable 'CLY_healings'>=0 _this getVariable 'CLY_healings'<=3 and _this distance _target<3"]
    

    Going to test it again now.


  12. setting...

    _giveaction=0

    _takeaction=0

    ...didn't disable those abilities. In testing, I gave all 3 of my bandages to a AI soldier, then I grabbed 3 more at the tent, then I gave 3 more to the soldier, etc. Takes like 1 minutes to load him up with like 20.

    Bulldog, you could just join and test it for yourself if you want. Most everything is done, but I'm still testing everything a little.

    ---------- Post added at 08:04 PM ---------- Previous post was at 07:32 PM ----------

    Celery, is there any way to limit the player bandages so they can't carry more than 3? If it would involve a ton of extra script, then forget I asked. I just thought that if it was something simple, like 1 line of script to add in, then it would really help stop players from stuffing each others pockets full of bandages.


  13. I wasn't too far off on my first attempt. this is what I am using now and it works perfect. Maybe it's not the simplest method, but I tried doing it the other way and I couldn't get it to work.

    _caller=_this select 1;
    
    if ((_caller getVariable "CLY_healings")==2) then {
    _caller setVariable ["CLY_healings",(_caller getVariable "CLY_healings")+1,true]
    } else {
    if ((_caller getVariable "CLY_healings")==1) then {
    _caller setVariable ["CLY_healings",(_caller getVariable "CLY_healings")+2,true]
    } else {
    if ((_caller getVariable "CLY_healings")==0) then {
    _caller setVariable ["CLY_healings",(_caller getVariable "CLY_healings")+3,true]
    };
    };
    };
    hint "You now have 3 Bndages";
    sleep 6;
    hint "";
    

    If I change...

    _giveaction=100

    _takeaction=100

    to be...

    _giveaction=0

    _takeaction=0

    will it disable the a ability to give and take from players completely? ...and if so, would it cause any problems throughout the rest of the script? I love the ability to heal others, but I'd rather not use the give and take stuff in this particular mission I am working on. In my next mission yes, but not in this one. I want players to be mostly dependent on the 2 medics in the mission.


  14. I have so much stuff in each players init already they're all about to pop, lol.

    You mentioned...

    "run it via a script in a foreach command for all player units".

    Can you show me how to do this? Sounds simple the way you explained it, but I don't know how to do it.

    ---------- Post added at 08:46 AM ---------- Previous post was at 08:43 AM ----------

    I was using this for just the leader, but now I want to add it to 13 other playables.


  15. Thank you.

    It worked great.

    Is there a way to make it so players can never have more than X amount of bandages. Like in my case, I don't want players to be able to carry more than 3 bandages in their pockets. I don't want some guy taking bandages from the tent and stuffing them in his friends pockets and vice versa, then there will be 2 guys running around with like 50 bandages. Also, when I perform any action that involves animation, like deploying a weapon, or repairing a vehicle, the action "Cancel Bandaging" appears. Would it be okay to change it so it says "Cancel action"?

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