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1para{god-father}

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Everything posted by 1para{god-father}

  1. 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 ?
  2. 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 ?
  3. 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 ?
  4. 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
  5. 1para{god-father}

    CBA_fnc_createMarker Not working for Jip ?

    oppss sorry Please Delete
  6. 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;
  7. 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 ?
  8. 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
  9. 1para{god-father}

    Activate trigger by land only on dedi server

    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
  10. 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
  11. Was is IA hospital zone ? looked but could not find anything apart from on the description on page 1 ?
  12. 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 !
  13. 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 ?
  14. Many thanks worked it out now !
  15. 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
  16. 1para{god-father}

    Enhanced Skills Slider

    I was going to start to use DAC and was wondering if there was any issues ?
  17. 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 :)
  18. 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
  19. 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]
  20. 1para{god-father}

    What Ammo to use in Static ammo crate

    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.
  21. IS there a way to create custom ammo crates with this ?
  22. 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";
  23. 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 ?
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