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Everything posted by 1para{god-father}
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Stress test a mission for lagg?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone know a way to sort of stress test a mission , for lagg on a Dedi server ? i.e replicate 15 or more players ? There is nothing worse than starting a mission and getting 1 hour in then get hit with Lagg , So i was wondering the best way to test for this apart from getting 20 players to give up there time to all join in and test ! We played a mission with 8 players the other night all great ,no issues, then had another go with 15 players another night and it started to lagg out really bad ! So is there a way to test a mission for Lagg before playing it ? -
Markers and JIP persistancy...with CBA_fnc_setMarkerPersistant
1para{god-father} replied to carlostex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just tested it again but using a radio trigger this time and it worked as expected. but when using add action - no go ?! Ill test it again with the above code , but it looks like it must be the add action ? -
Markers and JIP persistancy...with CBA_fnc_setMarkerPersistant
1para{god-father} replied to carlostex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Many thanks for the Example / explanation however i am still having an issue not sure if it is because it is on a dedi server or because i am using it through an add action ? my add action calls the script that has this if (isServer) then { ["rallym", getpos playerss1_object, "ICON", "mil_objective", [0.5,0.5], "ColorRed"] call TEX_fnc_createMarker; ["rallym", true] call CBA_fnc_setMarkerPersistent; }; When i test on hosted it works but when i try on Dedi it does not even create the marker? is it because of the add action ? -
Markers and JIP persistancy...with CBA_fnc_setMarkerPersistant
1para{god-father} replied to carlostex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Read through this but a little confused now ! I have tried a few things :- 1) Pre placed Marker then move it via an addaction in my ini i have ["currentpoint", true] call CBA_fnc_setMarkerPersistent; it all works but if i disconnected and join again the marker is where it was pre placed? also tried creating the marker each time _movepoint = ["currentpoint",getpos can1,"PERSIST"] call CBA_fnc_createMarker; This all works again in Hosted but when i disconnect and join no marker ? Is it because it is through addaction ? @CarlosTex can you post a working example how you got it working ? Many thanks -
CBA_fnc_createMarker Not working for Jip ?
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
oppss sorry Please Delete -
CBA_fnc_createMarker Not working for Jip ?
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK i was using the below to test and it creats the marker fine , but when i leave and come back into a game (on DEDI) the marker is not there ? Am i doing something wrong ? _marker1 = ["TESTMarker", getpos testobject1, "Rectangle", [500, 500], "COLOR:", "ColorYellow", "PERSIST"] call CBA_fnc_createMarker; -
Revive script for ACE2 Wounding system [V1.5]
1para{god-father} replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
OK thought I had it working but it does not. I have set the following : Colum_revive_DisconectSave=true; Is there anything else i need to do ? So if i join , then travel somewhere and disconnect , when i join again i should end up at my last destination , with the same equipment , is that correct ? Do i need to do anything before i disconnect ? -
Revive script for ACE2 Wounding system [V1.5]
1para{god-father} replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Having an issue getting the save on disconect to work , is there anything else i need to do other than set ? Colum_revive_DisconectSave=true; Solved Please ignore -
Activate trigger by land only on dedi server
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Opps my mistake i just wanted to stop AIR activating triggers i need it to activate by men on the ground or any land vehicles -
Dynamic-AI-Creator (DAC) V3.0 released
1para{god-father} replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have a lot of Zones scattered around that are reduced , but when we FLY over them they get activated, is there a way to STOP zones building back up when you Fly over them ? i.e only activate on Foot ? as this is cause a lot off Lagg thanks -
Revive script for ACE2 Wounding system [V1.5]
1para{god-father} replied to columdrum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Was is IA hospital zone ? looked but could not find anything apart from on the description on page 1 ? -
Dynamic-AI-Creator (DAC) V3.0 released
1para{god-father} replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Many thanks for your reply - nope not having any luck, but come up with another way I placed some down and use UPS to get them to go to random WP so Issue resolved ! -
Dynamic-AI-Creator (DAC) V3.0 released
1para{god-father} replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
OK Another question ! I am trying to add a script to some civi vehicles when there are created - so i have gone into the DAC_Config_Events and added _Events_Unit_V = [ ["[_vehc] execVM ""carbomb.sqf"""], [], [], [], [], [] ]; Carbomb script _object = _this select 0; _value = random 100; ///set to 99 for testing if (_value < 99) then { _blowup = false; while {alive _object} do { // include vehicles _targetArray = nearestObjects [(getPos _object), ["MAN", "LandVehicle"], 10]; if ((count _targetArray) > 0) then { { if (str(side _x) == "WEST") then { _blowup = true; }; } forEach _targetArray; }; if (_blowup) then { if (isServer) then { [nil, nil, rHINT, "DIE YOU SCUM....."] call RE; }; sleep 5; _boom = "R_57mm_HE" createVehicle (position _object); } else { sleep 60; // change to tweak wait time before checks }; }; }; Rpt error :- Error in expression <ue < 99) then { _blowup = false; while {alive _object} do { _targetArray = near> Error position: <alive _object} do { _targetArray = near> Error alive: Type Group, expected Object line 11 error If i run this script on a pre placed vehicle it all works fine ? so any idea what i am doing wrong ? -
Dynamic-AI-Creator (DAC) V3.0 released
1para{god-father} replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Many thanks worked it out now ! -
Dynamic-AI-Creator (DAC) V3.0 released
1para{god-father} replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry a couple more questions ! 1) Is there a way to keep OPFOR in Buildings or patrol buildings ? 2) Is it best to deactivate a Zone that is a long way away to reduce server lagg or is it ok to just leave as is using the Reduce inf Thanks -
Enhanced Skills Slider
1para{god-father} replied to jedra's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
cheers :) -
Enhanced Skills Slider
1para{god-father} replied to jedra's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I was going to start to use DAC and was wondering if there was any issues ? -
Dynamic-AI-Creator (DAC) V3.0 released
1para{god-father} replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Guys - all works - yes i used 6 from the manual - will make a note of that - but Great Manual b.t.w going through it step by step :) -
Dynamic-AI-Creator (DAC) V3.0 released
1para{god-father} replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just started playing with this and having an issue I am spawning East (insurgents) with also a Camp , but the camp does not seem to be East (insurgents), they are EAST but they start shooting OPFOR , what am I doing wrong ? fun=["z1",[0,0,0],[5,2,50,6],[],[ ],[2,2,50,0,100,10],[0,6,3,0]] spawn DAC_Zone -
What Ammo to use in Static ammo crate
1para{god-father} posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am putting the following into an ammo crate but cannot fine what ammo to put in to use can anyone let me know the class name , thanks _this addWeaponCargo ["ACE_BAF_L2A1Proxy",5]; _this addWeaponCargo ["ACE_BAF_static_GMGProxy",5] -
What Ammo to use in Static ammo crate
1para{god-father} replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks but I was trying to find out what ammo they use, as I have tried "100Rnd_762x51_M240" as i presumed that would go in the GMG but it did not load that ammo , so needed to know exactly what ammo i needed for the above 2 static so i could add them onto the Crate. -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
1para{god-father} replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
IS there a way to create custom ammo crates with this ? -
Prisoners that join me after the rescue
1para{god-father} replied to Bioz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
or if you want anyone in your group to capture him Init on Prisoner this addAction ["Capture Him!", "capture.sqf"];this setcaptive true;removeAllWeapons this; this setBehaviour "CARELESS"; capture.sqf _per = _this select 0; // Person who had the addAction _ldr = _this select 1; // Person who used the addAction _act = _this select 2; // ID of the addAction // Remove the capture option _per removeAction _act; _per setcaptive false // Join the group. [_per] joinSilent group _ldr; _per EnableAI "MOVE"; -
Flight medical surgeon script
1para{god-father} replied to Doofy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What would be good as well is the ability to change the script to use it with other objects i.e Med Tent or a 113 Ambulance etc... Just a thought, looking forward to this as it will give our Pilots something to do whilst we are on missions, ETA for ace version ? -
Secondary Ops Manager Module Discussion
1para{god-father} replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep Works on Dedi