Cookieeater
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Everything posted by Cookieeater
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What programming language should I learn to get into ArmA II modding?
Cookieeater posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'm interested in modding for ArmA II non model wise(scripting). What language should I learn? -
ArmA-Strike : de_Stratis_Air_Base - 5v5 Bomb Defusal (based on Counter-Strike)
Cookieeater posted a topic in ARMA 3 - USER MISSIONS
You can skip this explanation if you are familiar with Counter-Strike.:) Summary: ArmA-Strike is a tactical TvT objective-oriented mission where each team attempts to complete their mission objective and/or neutralize the opposing team. There are two teams inside ArmA-Strike, the Terrorists and Counter-Terrorists. The Terrorist's objective is to plant and defend the bomb until it explodes at either Bombsite A and Bombsite B and/or neutralize all the Counter-Terrorists. The Counter-Terrorists objective is to defend Bombsites A and B until time runs out and/or neutralize all the Terrorists. Terrorists: Plant and protect the bomb from any defuse operation Defend the bomb until it blows up Eliminate all of the Counter-Terrorists Counter-Terrorists: Defend Bombsites A and B until time runs out Eliminate all of the Terrorists before the bomb is planted Defuse the bomb if it is planted. Highlights: 5v5 Asymmetrical gameplay No Respawns Spectator Mode upon death Time Limit(4 minutes for the Terrorists to plant the bomb, 2 minutes for the Counter-Terrorists to defuse the bomb) Music and Sound effects from Counter-Strike: Global Offensive Two spectator slots for people who only want to watch the match Instructions: Drop the ArmA-Strike.Stratis.pbo file into your MPMissions folder. I HIGHLY recommended disabling third-person mode if you are hosting this mission. In order to plant the bomb, a Terrorist has to be the explosive specialist. If the Terrorist holding the explosive charge dies, another teammate can pick up the explosive charge from the body and continue on with the mission. Download Links: http://filesmelt.com/dl/ArmA-Strike.zip https://mega.co.nz/#!0M4iRIzL!bqIccGXuuMrRQCkpNhDFZX-FdqMzCAx6lVPgOwjCaS4 https://www.dropbox.com/s/w1wsukh4xpqfeib/ArmA-Strike.zip -
Shameless copy of: http://www.facepunch.com/threads/1023847-The-Outerra-Engine-The-whole-world-in-a-sandbox.-Warning-High-res-pictures. The creator said that the engine is meant for simulators and war games, can't wait for this! What seems bad though is that the trees are sprites, hopefully they'll be in 3D. If you read on the forums real trees are coming: Minimum requirements:
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I just saw the 15 minute demo for Bioshock: Infinite and it looks incredible! Here's hoping that Irrational games will make another great game. kEBwKO4RFOU
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Official A3 campaign thread - discussion, wishlists & more
Cookieeater replied to Polygon's topic in ARMA 3 - OFFICIAL MISSIONS
I think the quotes should be removed from the next episodes. They felt annoying and out of place. -
You'd probably become a very good marathon runner if you had this in ArmA III.
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Timer script not working on dedicated server
Cookieeater posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to get a visible timer working in ArmA III. This script, made by [FRL]Myke, was originally designed for ArmA II yet works exactly the same in ArmA III. The problem is that this script, like in ArmA II, doesn't work on a dedicated server. The script works on single player and hosted multiplayer games, but only displays the 2nd argument("Reinforcments arriving...") when used on a dedicated server. How could I get this working on a dedicated server? //nul = [951, "Reinforcements arrive:", "Reinforcements arriving..."] execVM "timer.sqf" private ["_remaining", "_ref", "_timer", "_msg1", "_msg2"]; _timer = _this select 0; _msg1 = _this select 1; _msg2 = _this select 2; _ref = time; "glt_timerMsg" addPublicVariableEventHandler {[] call glt_showCountdown}; if (isnil "glt_timeFormat") then { glt_timeFormat = { private ["_hours", "_minutes", "_seconds"]; _hours = 0; _minutes = 0; _seconds = 0; _seconds = _this; if (_seconds > 59) then { _minutes = floor (_seconds / 60); _seconds = _seconds - (_minutes * 60); }; if (_minutes > 59) then { _hours = floor (_minutes / 60); _minutes = _minutes - (_hours * 60); }; if (_seconds < 10) then { _seconds = format ["0%1", _seconds]; }; if (_minutes < 10) then { _minutes = format ["0%1", _minutes]; }; [_hours, _minutes, _seconds] }; }; if (isnil "glt_showCountdown") then { glt_showCountdown = { hintsilent glt_TimerMsg; }; }; if (isServer) then { while {_timer > 0} do { _remaining = _timer call glt_timeFormat; glt_timerMsg = format ["%1\n\n%2:%3:%4",_msg1, (_remaining select 0), (_remaining select 1), (_remaining select 2)]; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown}; _timer = _timer - 1; sleep 1; }; }; glt_timerMsg = _msg2; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown}; EDIT: I fixed it by myself, but if anyone wants to know how to get it to work on a dedicated server, you need to replace "_timer = _timer - 1;" to "_timer = _initial - time;" so it'll look like this //nul = [951, "Reinforcements arrive:", "Reinforcements arriving..."] execVM "timer.sqf" private ["_remaining", "_ref", "_timer", "_initial", "_msg1", "_msg2"]; _initial = _this select 0; _msg1 = _this select 1; _msg2 = _this select 2; _ref = time; "glt_timerMsg" addPublicVariableEventHandler {[] call glt_showCountdown}; if (isnil "glt_timeFormat") then { glt_timeFormat = { private ["_hours", "_minutes", "_seconds"]; _hours = 0; _minutes = 0; _seconds = 0; _seconds = _this; if (_seconds > 59) then { _minutes = floor (_seconds / 60); _seconds = _seconds - (_minutes * 60); }; if (_minutes > 59) then { _hours = floor (_minutes / 60); _minutes = _minutes - (_hours * 60); }; if (_seconds < 10) then { _seconds = format ["0%1", _seconds]; }; if (_minutes < 10) then { _minutes = format ["0%1", _minutes]; }; [_hours, _minutes, _seconds] }; }; if (isnil "glt_showCountdown") then { glt_showCountdown = { hintsilent glt_TimerMsg; }; }; if (isServer) then { while {true} do { _remaining = _timer call glt_timeFormat; glt_timerMsg = format ["%1\n\n%2:%3:%4",_msg1, (_remaining select 0), (_remaining select 1), (_remaining select 2)]; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown}; _timer = _initial - (time); sleep 1; }; }; glt_timerMsg = _msg2; publicVariable "glt_timerMsg"; if (local player) then {[] call glt_showCountdown}; -
How to message the server that a host did an action successfully?
Cookieeater replied to Cookieeater's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a lot, Loyalguard. This script works but turns out my mission is completely broken when running on a dedicated server. Thanks for the help though, I'll remember it when I get to this part again. -
How to message the server that a host did an action successfully?
Cookieeater posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a script that a player can run that changes a public boolean. Let's refer to this as "scriptisrun". If scriptisrun is true, then I want to execute some code. The problem is that inside multiplayer, the code only runs on the client and not the server. How can I get a client running the script to message the server to change a public boolean? For clarification: I have used publicVariable, maybe I'm doing something wrong... init.sqf: publicVariable "scriptisactive"; scriptisactive = false; waitUntil { scriptisactive}; PlaySound "blah" titleText ["blah"} etc... playeraction.sqf: scriptisactive = true; When the player activates playeraction.sqf, the code underneath "waitUntil {scriptisactive};" only runs for him, and not for the rest of the players in the game. -
How to message the server that a host did an action successfully?
Cookieeater replied to Cookieeater's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have used publicVariable, maybe I'm doing something wrong... init.sqf: publicVariable "scriptisactive"; scriptisactive = false; waitUntil { scriptisactive}; PlaySound "blah" titleText ["blah"} etc... playeraction.sqf: scriptisactive = true; When the player activates playeraction.sqf, the code underneath "waitUntil {scriptisactive};" only runs for him, and not for the rest of the players in the game. -
How to spawn a "prop", or model that does nothing?
Cookieeater posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can I spawn a model or object that serves as a visual aid? I want to create an explosive charge "prop", that does nothing except decorate an area. It cannot be picked up or intractable in any way what so ever. -
In the future apparently human beings are not subject to inertia or weight.
Cookieeater replied to pd3's topic in ARMA 3 - GENERAL
Adding the turning speed cap will damage the much smoother controls for a tiny bit of realism. Not worth it IMO. -
Kegety's Spectating script 1.05 for Arma 3
Cookieeater replied to Kerc Kasha's topic in ARMA 3 - USER MISSIONS
I see. Is there anyway I can globalexecute without CBA? -
How to activate a trigger with a trigger?
Cookieeater replied to NeutiquamErro's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In your trigger condition, type in CONDITION: triggerActivated nameoftriggerhere For more documentation, go here. http://community.bistudio.com/wiki/triggerActivated -
Kegety's Spectating script 1.05 for Arma 3
Cookieeater replied to Kerc Kasha's topic in ARMA 3 - USER MISSIONS
Hello, thank you for your time for porting over the script. Unfortunately, people in spectator mode aren't going to the debriefing screen after the mission is over. They have to press escape in order to see the debriefing. Was this a problem in the ArmA II script? -
Using titleText and PlaySound even though player is in death animation?
Cookieeater posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can I get titleText and PlaySound to display on the players screen even though he is still on the death screen? I have a mission where sound will play and text will appear when the player dies, yet the death effect(blurred vision and fading to black) overrides it. -
Script to place down an defusable explosive charge that is timed for two minutes?
Cookieeater posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I am working on a scenario very similar to Counter-Strike where one team plants a time bomb and the other team defuses it. Right now in Vanilla ArmA III, explosive charges can be placed down and set for 40 seconds. How could I script an action so that an explosive charge is placed down and set for two minutes, and be defusable by the enemy team within those two minutes? -
How to play different custom music for different teams at the same time?
Cookieeater posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am making a TvT mission and one thing I want is different music for both sides. The problem is that when any of the teams hit their corresponding trigger for music, the custom music plays globally. How can I make it so that custom music can only be heard by one team? -
How to play different custom music for different teams at the same time?
Cookieeater replied to Cookieeater's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, it works. -
The most important features that I view Steamworks brings to the table. I got this info off from Steamworks main page. Multiplayer matchmaking The Steam Community In-game DLC Anti-cheat Access from any computer Voice chat Steam Anti-Piracy Beta-testing Free Weekends and Guest Passes Real-time sales data As a person who owns 64 games on Steam, I really like Steam as a whole. I'd really like some of the Steamworks features such as the server browser, stats, and right clicking on a friend whose playing ArmA II to instantly join their server. You can read more here if you're interested in it. http://steampowered.com/steamworks/index.php
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Yes, I agree with Psychomorph about mouse controls. Counter Strike and Quake have excellent mouse controls that should be transferred to Arma. Even though a soldier can't turn his weapon as fast as a person moving his mouse, they have a much easier time acquiring and aiming at their targets. Precise mouse controls are required for CQC. Limited turning speed has a very little impact in normal engagement distances other else than creating delay and lag. Limited turning speed in CQC hurts the players reaction times and gets them killed in Arma. In real life, twitch shooting is essential in CQC. The mouse controls are why CQC is so bad in Arma.
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Is it a good idea to allow ragdolling to simulate other events happening to the player other else than death? There are many other non-lethal ways that ragdoll can be implemented in to improve the immersion. After the ragdoll simulation is over, the player can either transition into the prone position, or the incapacitated position if wounded enough. Situations that ragdoll could be used for other else than dying: Being struck by a vehicle Crippled by a nearby explosion Shot in the leg or shot in the body with a high caliber round Shot with a beanbag, or a grenade from a grenade launcher Ejecting from vehicles while moving Feigning death
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Ragdolling players without killing them?
Cookieeater replied to Cookieeater's topic in ARMA 3 - GENERAL
It doesn't seem that hard, a lot of games involving ragdolled characters have two animations for getting up. One of them is when the back is facing the floor, and when the front is facing the floor. BIS can just mocap two animations, front and back, and then check which one to activate by determining the angle the torso is at when the body is at rest. Afterwards the ragdoll can interpolate it's bones to the animation. -
What annoyed me in ArmA II was the lack of design to be fun, and how nailed down it was to realism and dull conflicts. The gameplay remained relatively the same since OFP:CWC, but OFP:CWC seemed to have a much more general tactical shooter audience to it, than a serious simulator audience with it's very large attention to detail for it's campaign and all out war. I think this will be the same for ArmA III, with it's all out war with NATO and Eastern forces, and it's futuristic setting. Anyways, I like the direction ArmA III is going in. It seems to prioritize the campaign heavily, like OFP:CWC, it isn't exactly realistic, with it's futuristic setting, yet the gunplay will still operate the same like OFP:CWC and ArmA II. I think BIS became tired of catering to hardcore military simulator fans, and feel like taking a fresh breath and making a tactical realistic shooter like OFP:CWC, and i'm glad as I got tired of the ultra realistic setting. And also, there will always be modders to make the game realistic like with OFP:CWC.
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The cons outweigh the benefits of keeping negative acceleration. I'd sacrifice a bit of "realism" for a lot more smoother controls. Keeping negative acceleration on makes a very little impact in normal Arma engagement distances other else than adding in a lot of clumsiness. High mouse sensitivity will mess up a player in Arma. People turning up mouse sensitivity will actually impair themselves in a normal Arma firefight due to the long engagement distances, which require low sensitivity and pixel precision aiming. Even professional Counter-Strike players keep mouse sensitivity very low in order to be more accurate. Disabling mouse deacceleration and turning rate cap = win-win situation