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braincrush

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Everything posted by braincrush

  1. I'm looking for the answer to that question for a while now and i think this is the place to get the accurate one : is there a way to attach a trigger to a moving object eg. car or AI ?
  2. braincrush

    Arma2MySQL

    I can now confirm that the plugin works on rented game server, thanks a lot!
  3. Firefly2442 - You are the man SIR !
  4. thanks for explanation guys , i've actually received reply from firefly2442 in PDB topic on this forum and he said, that it is possible he will add the option to read databases.txt from arma2 root folder , in that case i will only need MySQL with enough privileges to import routines , but that is much smaller problem ... and again for the MSO , we play it right now with NOMAD on and it all works really well (and faster than with PDB i think) i would try to use the arma2net and amra2netmysql to export the nomad data to SQLite but i've had a looong brake from arma scripting and i have to work some things out again, so for now i will enjoy MSO on persistent server without DB :)
  5. ad 1 - thanks a lot that would be fantastic. ad2 - ok thanks for reply , i was asking because domdatabase is working on the server im renting and that is using SQLite therefore if PDB would be able to use it , it would allow easy installation of the MSO and other similar missions, not to mention it would make everything much easier to setup and more accessible for people unable to rent the whole dedicated box.
  6. i have 2 questions to the PDB devs : 1. Is it possible to use databases.txt from arma2 root folder like in older builds ? (on rented gameserver i don't have access to appdata, and the hosting company wont link it to my server root, therefore i cant use PDB) 2. is it possible to use SQLlite in exchange of standard MySQL ? i dont have any experience with SQLite so i dont know what sort of limitations it has vs MySQL.
  7. thanks , what sort of contact details you need , ts xfire steam any of others? As for the MSO i have not idea why it is all written in the way that it makes it impossible to install on rented game servers , of course its possible to host it at home but mso is fairly "fat" mission and im pretty sure not many of arma 2 players can host over 20 players if that, rented game servers are cheap and fast, first mistake was made by PDB team by moving databases.txt from Arma2 root to appdata :( the other problem i have are routines , i cant import them from mos's sql file because of the permissions, but i could work around it by finding sql host with some more privileges...
  8. Oh ok but is it possible to for example export it to sqllite files with proper script, just to preserve the data after server reboot?
  9. Ok so i am still trying to run mso on rented gameserver ,unfortunately because i dont have an acfess to appdata folder i cant use pdb ,now the questions are : how was player state saved before pdb implementation in 4.4 and is the functionality preserved in latest versions ? And could someone direct me to page or dcument that explains what exactly NOMAD is and how it works ? Thanks
  10. Hi , i have a problem installing MSO on rented server , i've tested it all on my pc and works perfectly fine, now on the rented server, first barrier i've stumbled upon was the fact that i dont have an acess to C:\Users\%USERNAME%\AppData\Local\ is there a tutorial on how to install MSO on rented servers? or its not possible to install it without full access to the server machine ? ps. im using Vilayer.com as my gameserver provider
  11. I've spent an hour searching the net for answer and can't find it so I've decided to ask here , I've launched dom 2.71 DLC (no ace) on dedicated server (windows) executed it with @arma2net and it looks like it all works because after reboot it displays the time played, however the score is always 0 and no bonus vehicles or anything else for that matter is saved, is that normal or are there options to enable saving status of equipment etc. to preserve the state after server reboot ?
  12. I've tried setdamage and sethit , unfortunately it doesn't seems to work with ACE wounding module , is there a way to make a unit unconscious so the ace will recognize it and allow use for bandage morphine etc. ?
  13. this is exactly the command thet was mentioned in the post i was talking about , thanks a lot ! :)
  14. I think i saw similiar post somewhere but can't find it now :( i am looking for a way to damage only wheels on a vehicle (trying to simulate road block spikes) any ideas ?
  15. is there a list of vehicle cargo index anywhere ? im trying to put 12 people in the Navy blackhawk , but 4 of them are left outside even though there is still one free bench (ive tried its possible to sit on it). second thing is : how can i check that all the players on the server are inside certain vehicle ? and the final (probably the biggest problem) is it possible to force ai pilot to land exactly on the waypoint ? i have a very small beach (one of the rocks of the Utes shore) its perfectly fine to touch down there but ai always go bit off and drops the troops into the water 2-3 meters from the point.
  16. awesome ! someone should stick that post with indexes , the search doesnt work that well unfortunately , i was searching for "cargo index" and it return with lots of irrelevant posts :( anyways , thanks a lot for the answer ;) ---------- Post added at 06:45 PM ---------- Previous post was at 05:18 PM ---------- 2. {_x in vehicle} count playableUnits == count playableUnits could you explain that code bit more ? maybe how to put it in the trigger condition ? for example i want to check if all the players are in cargo before heli take off ?
  17. oh , didnt know that :) the rubbish pile i've used was quite big so the missile was probably concealed within ;)
  18. i was looking for the same thing some time ago , couldnt find what i needed so ive made it myself (im a noob so it is bit rough but it does the trick) : first create a trigger name it trig1 , in the condition list put : hm1 in thislist; (hm1 is the name of your vehicle that will activate the ied) in on act. field put : bomb="M_Sidewinder_AA" createVehicle [(getPos IED select 0),(getPos IED select 1),0];deleteVehicle IED; now create an object that will act as ied (eg rubbish pile) and name it IED this will create an ied that will explode when vehicle "hm1" drive in the trigger area. now create another trigger (no radius needed) and in Condition put : !alive IED; in on act. put : deletevehicle trig1; now you can detonate the ied by destroing the object (here rubbish pile) with for example satchel charge. the last thing is disarming by proper unit (here engineer) : create file disarm.sqf in it put : class = typeOf player; if(class == "US_Soldier_Engineer_EP1") then{player playmove "AinvPknlMstpSlayWrflDnon_medic"; sleep 12; deletevehicle trig1; hint "IED Disabled"; }else{player playmove "AinvPknlMstpSlayWrflDnon_medi"; sleep 9; bomb="M_Sidewinder_AA" createVehicle [(getPos IED select 0),(getPos IED select 1),0];deleteVehicle trig1; }; that will allow to disarm the ied by engineer , anyone else try to disarm it will die in blast. activate the script by putting this in init line of your IED object (rubbish pile) : dsrm = this addaction ["try to disarm IED","disarm.sqf"]; its late so even though i've done my best there can be an error somewhere , if you encounter a problem let me know i'll try to help.
  19. im looking for a way to smoothly move object or marker between waypoints/markers, ive found what i need in this mission http://www.armaholic.com/page.php?id=6504 but im to green to decode the script, could anybody give me an example of how to do it ?
  20. braincrush

    moving object (not unit)

    wow , thats a lot of effort , thanks a lot !
  21. im trying to make it work on dedicated server , could someone point me in the right direction please ? if (!local player) exitwith {}; private ["_player","_playeruid"]; _playeruid = getPlayerUID player; _player = player; switch (_playeruid) do { case "xxxxxx": { givemoney = hint "Hello xxxxxx here's your money !"; _player addscore 400; }; case "xxxxxx": { givemoney = hint "Hello xxxxxx here's your money !"; _player addscore 400;; }; case "xxxxxx": { givemoney = hint "Hello xxxxxx here's your money !"; _player addscore 400; }; case "xxxxxx": { givemoney = hint "Hello xxxxxx here's your money !"; _player addscore 400; }; case "xxxxxx": { givemoney = hint "Hello xxxxxx here's your money !"; _player addscore 400; }; case "xxxxxx"; { givemoney = hint "Hello xxxxxx theres your change !"; _player addscore 5; }; default { givemoney = hint "You're not a member of xxxxxx !"; };
  22. ok thanks , and ive tried Xeno's example but still no luck on dedicated server :( it works on the hosted game , ive found similiar script in domination (aircraft factory) it deducts points using addscore -x and it looks exactly like mine script with one difference , the domination one works :)
  23. thanks a lot, and the final question : does this mean that everytime i want to use public variable i have to use : addPublicVariableEventHandler in my mission init ?
  24. oh , thanks , if its not a problem could you please tell me where can i find an explanation how to run commands on the server , i know its probably silly question but i've only started my work with arma editor.
  25. it still does'nt work on dedicated server (works fine on selfhosted) the script is called by: this addAction ["transfer money","atm.sqf"]; and it looks like that now : if (!local player) exitwith {}; private ["_player","_playeruid"]; _playeruid = getPlayerUID player; _player = player; switch (_playeruid) do { case "000001": { givemoney = hint format["Hello %1 here's your money !", name player]; _player addscore 400; }; case "000002": { givemoney = hint format["Hello %1 here's your money !", name player]; _player addscore 400; }; default { givemoney = hint "You're not a member of the team !"; }; };
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