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1para{god-father}

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Everything posted by 1para{god-father}

  1. I just tested this on our Dedi, and it works but we get no sound at all, thought I would let you know !
  2. 1para{god-father}

    AI Convoy Script

    I use this in MP a lot and it works very well and No it runs on the server i.e only Once
  3. I use this script in all my missions so thanks for doing this update Keep it up !
  4. I just cannot get any MODS working on our server any help would be most welcome ! The server comes up fine but and I displays the mod line but it just does not seem to load the MOD #!/bin/bash # # armaserver: ArmA 2 Linux Dedicated Server Control Script # (c) 2010 BIStudio # ArmA 2 binary version must be 1.04 or later # #======================================================================= #======== CONFIGURATION PARAMETERS ======== #======== MUST BE EDITED MANUALLY TO FIT YOUR SYSTEM PARAMETERS ======== #======================================================================= ARMA_DIR=/var/www/vhosts/1para.alexjg.co.uk/httpdocs/arma2 CONFIG=//var/www/vhosts/1para.alexjg.co.uk/httpdocs/arma2/server.cfg PORT=2302 PIDFILE=${ARMA_DIR}/${PORT}.pid RUNFILE=${ARMA_DIR}/${PORT}.run LOGFILE=${ARMA_DIR}/log.${PORT}.txt SERVER=${ARMA_DIR}/server MOD="@lingor" OTHERPARAMS=-cpucount=4 #======================================================================= ulimit -c 1000000 case "$1" in start) if [ -f ${RUNFILE} ]; then $0 stop fi echo "Starting ArmA 2 server..." # file to mark we want server running... echo "go" >${RUNFILE} # launch the background watchdog process to run the server nohup </dev/null >/dev/null $0 watchdog & ;; stop) echo "Stopping ArmA 2 server..." if [ -f ${RUNFILE} ]; then # ask watcher process to exit by deleting its runfile... rm -f ${RUNFILE} fi # and terminate ArmA 2 server process if [ -f ${PIDFILE} ]; then kill -TERM $(< ${PIDFILE}) if [ -f ${PIDFILE} ]; then rm -f ${PIDFILE} fi fi ;; status) if [ -f ${RUNFILE} ]; then echo "Server should be running..." else echo "Server should not be running..." fi if [ -f ${PIDFILE} ]; then PID=$(< ${PIDFILE}) echo "PID file exists (PID=${PID})..." if [ -f /proc/${PID}/cmdline ]; then echo "Server process seems to be running..." fi fi ;; check) echo -n "ArmA 2 directory: ${ARMA_DIR} " if [ -d ${ARMA_DIR} ]; then echo "OK" else echo "MISSING!" fi echo -n "Server executable: ${SERVER} " if [ -x ${SERVER} ]; then echo "OK" else echo "ERROR!" fi echo "Port number: ${PORT}" echo -n "Config file: ${CONFIG} " if [ -f ${CONFIG} ]; then echo "OK" else echo "MISSING!" fi echo "PID file: ${PIDFILE}" echo "RUN file: ${RUNFILE}" echo "MODS : ${MOD}" ;; restart) $0 stop $0 start ;; watchdog) # this is a background watchdog process. Do not start directly while [ -f ${RUNFILE} ]; do # launch the server... cd ${ARMA_DIR} echo >>${LOGFILE} "WATCHDOG ($$): [$(date)] Starting server (port ${PORT})..." ${SERVER} >>${LOGFILE} 2>&1 -server -config=${CONFIG} -port=${PORT} -pid=${PIDFILE} ${OTHERPARAMS} -mod=${MOD} if [ -f ${RUNFILE} ]; then echo >>${LOGFILE} "WATCHDOG ($$): [$(date)] Server died, waiting to restart..." sleep 5s else echo >>${LOGFILE} "WATCHDOG ($$): [$(date)] Server shutdown intentional, watchdog terminating" fi done ;; *) echo "$0 (start|stop|restart|status|check)" ;; esac log I get 14:36:57 Missing addons detected: 14:36:57 lingor
  5. 1para{god-father}

    Can not get Mods working on Dedi

    SOLVED - - it was permissions as it workes from root so all solved now- - - - - - -
  6. 1para{god-father}

    Can not get Mods working on Dedi

    Yes it is 100% there called @lingor and have all the stuff needed in the same folder as it was transfrered from my PC and i tested it ! Also tried another Map same result - @hellskitchen works on my PC transfers it all to the server same file structure and when i go into the dedi i see the new map on the list and the mission but when i clcik on the mission nothing. Its like it does not load the MOD ? And the mission is just a test i.e 1 unit placed down as player Any Idea ?
  7. 1para{god-father}

    Can not get Mods working on Dedi

    Hmmm still no joy tried both ways :( Linux server 100% have it on the server and it is all lowercase
  8. 1para{god-father}

    Teleport to various locations

    Many thanks, ill give that a go now !
  9. I have had a quick search but could not find what I was looking for. I need to be able to teleport from a flagpole to say 10 different positions so I can scroll through a list of names and pick one to teleport to. Using something like an invisible object This will be for MP on a dedi server, has anyone done something like this ? Any help would be most appreciate
  10. The following seems to be causing an issue, it yellow chanes the server , if i take this part out of the script it seems to work fine - is there a better way to spawn in and keep them spawning in untill I want it to stop i.e !alive _alarm1 etc.. Should I use something other than a while loop? while {alive _alarm1 && alive _alarm2 && alive _alarm3} do { /////////////////////////ambush //////////////////////////////////// _grp1 = [[2169.94,12353.6,0.00115585], RESISTANCE, (configFile >> "CfgGroups" >> "Guerrila" >> "GUE" >> "Mechanized" >> "GUE_MechInfSquad")] call BIS_fnc_spawnGroup; _wp = _grp1 addwaypoint [getPos alarm1,0]; _wp setWaypointType "SAD"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; _wp setWaypointBehaviour "AWARE"; _wp1 = _grp1 addwaypoint [getPos alarm1,0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointCombatMode "RED"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointBehaviour "AWARE"; _grp2 = [[1124.94,12042.3,0.00132751], RESISTANCE, (configFile >> "CfgGroups" >> "Guerrila" >> "GUE" >> "Mechanized" >> "GUE_MechInfSquad")] call BIS_fnc_spawnGroup; _wp2 = _grp2 addwaypoint [getPos alarm2,0]; _wp2 setWaypointType "SAD"; _wp2 setWaypointCombatMode "RED"; _wp2 setWaypointSpeed "FULL"; _wp2 setWaypointBehaviour "AWARE"; _wp12 = _grp2 addwaypoint [getPos alarm2,0]; _wp12 setWaypointType "MOVE"; _wp12 setWaypointCombatMode "RED"; _wp12 setWaypointSpeed "FULL"; _wp12 setWaypointBehaviour "AWARE"; _grp3 = [[1333.93,11029.9,0.00180054], RESISTANCE, (configFile >> "CfgGroups" >> "Guerrila" >> "GUE" >> "Mechanized" >> "GUE_MechInfSquad")] call BIS_fnc_spawnGroup; _wp3 = _grp3 addwaypoint [getPos alarm2,0]; _wp3 setWaypointType "SAD"; _wp3 setWaypointCombatMode "RED"; _wp3 setWaypointSpeed "FULL"; _wp3 setWaypointBehaviour "AWARE"; _wp13 = _grp3 addwaypoint [getPos alarm2,0]; _wp13 setWaypointType "MOVE"; _wp13 setWaypointCombatMode "RED"; _wp13 setWaypointSpeed "FULL"; _wp13 setWaypointBehaviour "AWARE"; _grp4 = [[2297.37,11465.4,0.00196838], RESISTANCE, (configFile >> "CfgGroups" >> "Guerrila" >> "GUE" >> "Mechanized" >> "GUE_MechInfSection")] call BIS_fnc_spawnGroup; _wp4 = _grp4 addwaypoint [getPos alarm3,0]; _wp4 setWaypointType "SAD"; _wp4 setWaypointCombatMode "RED"; _wp4 setWaypointSpeed "FULL"; _wp4 setWaypointBehaviour "AWARE"; _wp14 = _grp4 addwaypoint [getPos alarm3,0]; _wp14 setWaypointType "MOVE"; _wp14 setWaypointCombatMode "RED"; _wp14 setWaypointSpeed "FULL"; _wp14 setWaypointBehaviour "AWARE"; ///put a sleep in before we send more in say 5 min sleep 300; };
  11. 1para{god-father}

    Some advise on a While loop

    Thanks guys ! liked your point about COD but it was a test hence 5 min! It will be set a lot longer in game ! I removed that peice of code from the main .sqf which does have the if (!isServer) exitWith {} @ the start, but tested it again with Demonized code and no lagg this time ! Many thanks guys !
  12. He may not be able to cope wityh more than 5 players ?! If you have a lot of Objects remove them as that will cause a lot of lag
  13. what are you hosting the game on a server or your local pc ?
  14. OK did have looked but could not find what I needed for Detected By: I need it to be set to independent detected by blue for and repeated - so when Independent detect blue for i get the hint _triggeram1 = createTrigger["EmptyDetector",[getmarkerPos _pos select 0,getmarkerPos _pos select 1,0]]; _triggeram1 setTriggerArea [320,320,0,false]; _triggeram1 setTriggerActivation ["GUER","WEST D",true]; _triggeram1 setTriggerTimeout [1,1,1,true]; _triggeram1 setTriggerStatements ["(count thisList) == 0", "Hint 'all dead';",""]; sleep 2; _triggeram2 = createTrigger["EmptyDetector",[getmarkerPos _pos select 0,getmarkerPos _pos select 1,0]]; _triggeram2 setTriggerArea [320,320,0,false]; _triggeram2 setTriggerActivation ["GUER","WEST D",true]; _triggeram2 setTriggerTimeout [1,1,1,true]; _triggeram2 setTriggerStatements ["this", "hint 'Detected'",""]; Well i thought it was working but i get the message all dead ? when there is still a independent in the zone - is the following correct ? (count thisList) == 0
  15. Having a issue setting the time for a game, have checked the parameters and they are correct i.e 6,7,8,9. But when i start the game i only ever get the time set in the editor ? not what i change it to any reason ? Tested on dedi and hosted INIT call compile preprocessFileLineNumbers "initServer.sqf"; initServer.sqf _month = (paramsArray select 6); _day = (paramsArray select 7); _hour = (paramsArray select 8); _minute = (paramsArray select 9); setDate [2010, _month, _day, _hour, _minute + (time/60)]; descript bla bla bla removed above ////number 6/// class Month { title="Month"; values[]={ 1,2,3,4,5,6,7,8,9,10,11,12}; texts[]={ "January","Febuary", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December"}; default=8; code = ""; }; class Day { title="Day"; values[]={ 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31}; texts[]={ "1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16","17","18","19","20","21","22","23","24","25","26","27","28","29","30","31"}; default=22; code = ""; }; class Hour { title="Hour"; values[]={ 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24}; texts[]={ "1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16","17","18","19","20","21","22","23","24"}; default=12; code = ""; }; class Minute { title="Minute"; values[]={ 00,15,30,45}; texts[]={ "00","15","30","45"}; default=00; code = ""; };
  16. 1para{god-father}

    Time set for Mission

    OK thanks it must be other scripts loading then ill remove them 1 at a time :)
  17. 1para{god-father}

    Move Marker

    I have tried this but just cannot get it to work anyway you can put a simple mission with it in so i have have a look and see how it works ? Thanks
  18. 1para{god-father}

    Move Marker

    Ok Still cannot get this to work without using CBA - Basically I have say 10 missions which are selected at random then when a mission is assigned it create the marker so they spawn at the mission point. My issue is not just moving the marker but also to make it JIP as well, hence using CBA but i really need a way without using CBA This is what i have in my ini, after a mission is completed I delete the marker MissionAO then recreate it again so it all works with JIP:- _vehicleambush=task1; _marker1 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; Any suggestions on how to get this to work without using CBA would be most welcome ! call compile preprocessfile "shk_taskmaster.sqf"; SHK_addTask = { if isserver then { if (count SHK_Tasks == 0) then { TheEnd = true; publicvariable "TheEnd"; } else { _this spawn { private "_t"; if (count _this > 0) then { _t = _this select 0; } else { _t = SHK_Tasks select (floor random count SHK_Tasks); }; SHK_Tasks = SHK_Tasks - [_t]; switch _t do { case 0: { ["Task1","Capture VIP","You must locate and capture the VIP that is in the town of Stremidad and return him to your Base",true,["markertask1",getmarkerpos "task1","flag","ColorGreen"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task1.sqf"; _vehicleambush=task1; _marker1 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; }; case 1: { ["Task2","Escort Doctor","Your Mission is to safely transport the local Doctor and his vehicles to San Miguel- Your mission will be a failure if he dies. ",true,[["markertask2a",getmarkerpos "task2","start","ColorGreen"],["markertask2b",getpos task2end,"end","ColorGreen"]]] call SHK_Taskmaster_add; nul = [] execVM "missions\task2.sqf"; _vehicleambush=task2; _marker2 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; }; case 2: { ["Task3","Assassination","We have just received Intel that the Head Warlord is located somewhere in the North West Region we have possible location as marked on the map the he you are to assassinate him when you locate him and clear the area of any of his troops",true,["markertask3",getmarkerpos "task3","flag","ColorYellow"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task3.sqf"; _vehicleambush=task3; _marker3 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; }; case 3: { ["Task4","Roadblock and Airfield","You are to Clear all 4 Roadblock that are heading up towards the Airfield then you are tasked to locate and Destroy the 3 helicopter ",true,["markertask4",getmarkerpos "task4","flag","ColorYellow"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task4.sqf"; _vehicleambush=task4; _marker4 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; }; case 4: { ["Task5","Antenna","A antenna has been sighted you are to destroy the it and sweep the area",true,["markertask5",getmarkerpos "task5","flag","ColorYellow"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task5.sqf"; _vehicleambush=radarsite2; _marker5 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; }; case 5: { ["Task6","Docks and Helicopter","Your first part of the mission is to recapture 4 stolen Boats they are located at the Docks where marked, once you have secured these transport them to the coastline and use them to get to the main AO where you are to destroy the ammo cash and also recover the stolen helicopter that is at the airfield and return it to your Base, DO NOT fly direct to the Island due to AA sites on the island. clera them out before you bring any Air asset near",true,[["markertask2a",getmarkerpos "task6","flag","ColorGreen"],["markertask2b",getpos boat1,"mil_pickup","ColorGreen"]]] call SHK_Taskmaster_add; nul = [] execVM "missions\task6.sqf"; _vehicleambush=task6; _marker6 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; }; case 6: { ["Task7","Ammo Crates","We have Intel that there is 5 Ammo crates located in the village of Tigeria that we believe we have the location of two of them but the rest must be hidden in the main town you are tasked to destroy all 5 crates",true,["markertask7",getmarkerpos "task7","flag","ColorYellow"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task7.sqf"; _vehicleambush=task7; _marker7 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; }; case 7: { ["Task8","Locate HQ","Locate there HQ site and destroy it, +remember to take some satchel charges with you",true,["markertask8",getmarkerpos "task8","flag","ColorYellow"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task8.sqf"; _vehicleambush=task8can; _marker8 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; }; case 8: { ["Task9","UAV Terminal","Locate the UAV Terminal and destroy it, remember to take some satchel charges with you",true,["markertask9",getmarkerpos "task9","flag","ColorYellow"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task9.sqf"; _vehicleambush=task9; _marker9 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; }; case 9: { ["Task10","Vehicle Drop","We have a C130 that is short on fuel and has to eject some cargo, you are to get there ASAP and collect the dropped Jackal and return it to your base, If OPFOR get it back to there base it will be a mission Failure",true,[]] call SHK_Taskmaster_add; nul = [] execVM "missions\task10.sqf"; _vehicleambush=testtimer; _marker10 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; }; case 10: { ["Task11","Locate Ammo","We have Intel on 2 ammo crates one is located in Casa de la Muerte and the other in Chez Leon, once you have found theses and destroyed them you are to proceed to the Barracks in Campo and take down the Antenna. ",true,[]] call SHK_Taskmaster_add; nul = [] execVM "missions\task11.sqf"; _vehicleambush=task11; _marker11 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; }; case 11: { ["Task12","OPFOR Convoy","OPFOR have an ammo truck and a HQ BMP which is at their Airbase they need to get these vehicles safely to the marker on the Map it is your Job to destroy them before they reach there destination ",true,[["markertask12a",getmarkerpos "task12","start","ColorRed"],["markertask12b",getpos task12end,"end","ColorRed"]]] call SHK_Taskmaster_add; nul = [] execVM "missions\task12.sqf"; _spawnplace=task12; _marker12 = ["MissionAO",[11935,4303.87,0.0+0143814],"PERSIST"] call CBA_fnc_createMarker; }; case 12: { ["Task13","Rescue Pilot","Whilst carrying out a low level photography sweep of to A.O, a C-130 was shot down. The pilot survived the crash and was able to extract the vital Intel, You are to locate the pilot and return him to the F.O.B.",true,["markertask13",getmarkerpos "task13","flag","ColorYellow"]] call SHK_Taskmaster_add; nul = [] execVM "missions\task13.sqf"; _vehicleambush=task13a; _marker13 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; }; }; }; }; }; }; private "_selectedTask"; taskCount = paramsarray select 4; _selectedTask = paramsarray select 5; if isserver then { private ["_tmp","_t"]; _tmp = [0,1,2,3,4,5,6,7,8,9,10,11,12]; SHK_Tasks = []; for "_i" from 0 to (taskCount - 1) do { _t = _tmp select (floor random count _tmp); SHK_Tasks set [_i,_t]; _tmp = _tmp - [_t]; }; // first task if (_selectedTask < 99) then { [_selectedTask] call SHK_addTask; } else { [] call SHK_addTask; }; };
  19. 1para{god-father}

    moving to dedi box some advice

    Many thanks it all works appart from this i have installed CBA and it is working but it does not create the marker , if i run it on ahosted server it works fien , any idea why it would not work on a dedi box ? _vehicleambush=task1; _marker1 = ["MissionAO",getpos _vehicleambush,"PERSIST"] call CBA_fnc_createMarker; It looks like it is no even creatring a marker:- if i put _marker = ["TESTP", getpos _vehicleambush, "Rectangle", [500, 500], "COLOR:", "ColorYellow", "PERSIST"] call CBA_fnc_createMarker; it works on hosted but will not work on dedi , any reason wht a dedi would be diffrent ? -
  20. We are mving to a dedi server - and all my missions use the following :- if (isServer) then { blar blar blar }; Will this still work or do I now need to change this all to isDedicated to get it to work ?
  21. Can anyone please advise me how i can script a CIVI to go to a house using the "ID" and then stay there. Thanks
  22. Having an issue with creating a WP , not sure where i am going wrong ? _wptest1 = _grp1 addWaypoint [12604.7,9837.15,0.214798] ; _wptest1 setWaypointType "MOVE"; _wptest1 setwaypointBehaviour "COMBAT"; _wptest1 setwaypointcombatmode "RED" ; _wptest1 setWaypointSpeed "NORMAL" ;
  23. 1para{god-father}

    Scripted WP issue not working

    Thanks guys for all your efforts in this it is now working! Those pesky civilians!
  24. 1para{god-father}

    Scripted WP issue not working

    OK getting a little further now, if I watch from far away it works , but if i am near the guy he just stops and watches me ? never thought it would be this hard to get a man to walk to a house then get in a car and drive away via script :(
  25. 1para{god-father}

    Scripted WP issue not working

    No Bluefor - and VIP5 is a civilian
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